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Difference between revisions of "Egypt Details (M2TW Faction)"

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(New page: {{FactionDetails}} ==Egypt Overview by Anonymous== === Starting Info === Egypt in M2TW is a Muslim faction, representing the Fatimid Caliphate and later dynasties. They have powerful arm...)
 
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{{FactionDetails}}
 
{{FactionDetails}}
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Have a look at the main [[Egypt]] page for general information and facts regarding this faction.
  
==Egypt Overview by Anonymous==
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== Overview ==
=== Starting Info ===
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Egypt is a Muslim faction, with starting positions of Alexandria, Cairo, and the castle Gaza. As a desert-based faction Egypt's units largely rely on mobility, along with a small complement of heavy cavalry. It boasts large buffer zones between potential enemies- it's closest neighbors are rebels, the other Muslim factions, and the Byzantines. It's comfortable starting positions allow quick wealth and relative safety from attack, but it's closest neighboring regions are typical targets for Catholic crusades, as well as emerging factions from the east.
Egypt in M2TW is a Muslim faction, representing the Fatimid Caliphate and later dynasties. They have powerful armies and rich provinces, and they begin in a position that's suitable for quickly seizing the Holy Land, holding Cairo, Alexandria and Gaza (the borders are about the same as those of Modern Egypt).
 
  
=== Gameplay ===
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Win conditions for the long campaign: hold 45 regions, including Jerusalem and Constantinople.
They are surrounded by rebel settlements that should be taken before other interested parties arrive, such as the Moors and Turks, as well as crusaders.  Their neighbours are the Turks to the far north, the Moors to the very far west, and the Byzantines on Cyprus. The most immediate threats will come from across the Med in the form of the Venetians and Sicilians. Most likely, the Turks will eye your lands as soon as you start to share borders.  As well, since you will most likely be the first faction to conquer the Holy Land (Jerusalem, Acre, Antioch, etc.), the armies of Christendom may be called to take one of your settlements, so watch for those messages.  After you have conquered Arabia and most of North Africa, you can either head west to defeat the Moors, north into Turkey, or across the Med to Greece and Italy.
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For the short campaign: hold 15 regions and destroy or outlast the Moors and Turks.
  
One thing to be aware of is that later on, both the Mongols and Timurids will head into your lands.  
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== Military ==
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Egypt has a similar roster to the other Muslim factions in speed-based units, and their unique units are the Mamluk and Royal Mamluk heavy cavalry. Having the least varied of Muslim factions as missile troops, Egypt's greatest asset is the desert. Egyptian units are generally lightly armoured but fast and capable of holding their ground, allowing enemy troops to tire out before striking back.  
  
=== Units ===
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== Religion ==
Egyptian armies are more generalist then most, lacking specialisation in one area (such as heavy infantry) but having units capable of filling in the role (Tabardariyya - the new version of the Abassid guard). They also have a very good selection of cavalry.
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Egypt is a Muslim faction: it's Imams can call Jihads against choice settlements once enough Piety is attained, and have Muslim traits that give bonuses against Catholics.
  
As most Egyptian units are lightly armoured, they are suited to combat in hotter conditions such as the entire south of the campaign map.
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== Strategies ==
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Egypt has its two fellow Muslim factions, the Moors and Turks, as its closest neighbors, allowing a large timeframe to develop and advance before confronting a serious conflict. Early-game will find Egypt quickly becoming rich, large, and powerful, allowing its settlements and armies to deal with Crusades or hostile Muslims with relative ease. Because European factions and the other two Muslim factions will largely be focused on fighting eachother, Egypt is generally able to easily expand, fighting against battered enemies and being able to weather through wars with its generous income. Late-game, the possible arrivals of the Mongols and Timurids are liely to pose a serious challenge to Egypt if they are spawned near Baghdad, to the far right of the campaign map. The best way to deal with Mongol armies is to fight them in bridge battles, where their missile units can be forced to cross and engage in melee, negating their cavalry and missile advantages. Egypt's small roster of gunpowder units are the best weapons against the Timurids elephants, causing them to run amok and, hopefully, deal damage to friendly nearby units. Egypt's lack of unit specalization makes the problem of the Mongols and Timurids a considerable challenge.
  
=== Unique Units ===
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Fighting against Egypt is relatively difficulty due to the desert, its wealth and distance from sources of reinforcements. Egypt can train large numbers of units, though they are generally not particularly powerful. The best way to defeat Egypt would be to capture the rich territories. Alexandria region has bridges to force Egyptian armies to fight bridge battles, and in the open desert strong missile units will make short work of most Egyptian units, while a light cavalry and spearmen complement deals with flanking, chasing routers and protecting the missile units from melee attacks.
Egyptian unique units include powerful Mamuluk cavalry, in both heavy horse archer, and heavy charger cavalry variants. Though they are not equal in skill to those available to cavalry specialist powers such as the Monguls, Turks and Russians.
 
  
 
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[[Category:M2TW Guides]]
 
 
=== Win Conditions ===
 
For the long campaign, you must hold 45 regions, including Jerusalem and Constantinople.
 
 
 
For the short campaign, you must hold 15 regions and destroy or outlast the Moors and Turks.
 
 
 
=== Conclusion ===
 
The Egyptian army can effectively see off any threat in any situation, so long as you are using the proper units.  If you are fighting against them, remember that they use powerful missile cavalry, so develop a tactic for dealing with this, or if you are a faction which also has an effective form of missile cavalry, try using them to counter.
 
 
 
[[User:Augustus Lucifer|Augustus Lucifer]] 15:11, 14 October 2008 (UTC)
 

Latest revision as of 12:30, 30 May 2017

1024px-Unbalanced scales.svg.png This is a Faction Details article or section.
Information herein is based on players individual experiences and may not be independently verifiable. In the event of a disagreement please discuss on the talk page.

Have a look at the main Egypt page for general information and facts regarding this faction.

Overview

Egypt is a Muslim faction, with starting positions of Alexandria, Cairo, and the castle Gaza. As a desert-based faction Egypt's units largely rely on mobility, along with a small complement of heavy cavalry. It boasts large buffer zones between potential enemies- it's closest neighbors are rebels, the other Muslim factions, and the Byzantines. It's comfortable starting positions allow quick wealth and relative safety from attack, but it's closest neighboring regions are typical targets for Catholic crusades, as well as emerging factions from the east.

Win conditions for the long campaign: hold 45 regions, including Jerusalem and Constantinople. For the short campaign: hold 15 regions and destroy or outlast the Moors and Turks.

Military

Egypt has a similar roster to the other Muslim factions in speed-based units, and their unique units are the Mamluk and Royal Mamluk heavy cavalry. Having the least varied of Muslim factions as missile troops, Egypt's greatest asset is the desert. Egyptian units are generally lightly armoured but fast and capable of holding their ground, allowing enemy troops to tire out before striking back.

Religion

Egypt is a Muslim faction: it's Imams can call Jihads against choice settlements once enough Piety is attained, and have Muslim traits that give bonuses against Catholics.

Strategies

Egypt has its two fellow Muslim factions, the Moors and Turks, as its closest neighbors, allowing a large timeframe to develop and advance before confronting a serious conflict. Early-game will find Egypt quickly becoming rich, large, and powerful, allowing its settlements and armies to deal with Crusades or hostile Muslims with relative ease. Because European factions and the other two Muslim factions will largely be focused on fighting eachother, Egypt is generally able to easily expand, fighting against battered enemies and being able to weather through wars with its generous income. Late-game, the possible arrivals of the Mongols and Timurids are liely to pose a serious challenge to Egypt if they are spawned near Baghdad, to the far right of the campaign map. The best way to deal with Mongol armies is to fight them in bridge battles, where their missile units can be forced to cross and engage in melee, negating their cavalry and missile advantages. Egypt's small roster of gunpowder units are the best weapons against the Timurids elephants, causing them to run amok and, hopefully, deal damage to friendly nearby units. Egypt's lack of unit specalization makes the problem of the Mongols and Timurids a considerable challenge.

Fighting against Egypt is relatively difficulty due to the desert, its wealth and distance from sources of reinforcements. Egypt can train large numbers of units, though they are generally not particularly powerful. The best way to defeat Egypt would be to capture the rich territories. Alexandria region has bridges to force Egyptian armies to fight bridge battles, and in the open desert strong missile units will make short work of most Egyptian units, while a light cavalry and spearmen complement deals with flanking, chasing routers and protecting the missile units from melee attacks.