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Difference between revisions of "Kingdom of Jerusalem (M2TW:K Faction)"

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(Initial Jihad)
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[[Category:M2TW Kingdoms Factions]]
 
[[Category:M2TW Kingdoms Factions]]
[[Category:M2TW Kingdoms Information]]
 

Revision as of 12:38, 10 March 2008

M2TW Kingdoms:

Factions:

The Kingdom of Jerusalem (KoJ) is a Catholic Crusader faction along with the Principality of Antioch. The Kingdom of Jerusalem is also playable.

Starting Position

The Kingdom of Jerusalem starts with the key city of Jerusalem and a number of castles and towns in the area such as, Tyre and Kerak. The KoJ is situated in modern day Israel, Palestine and Lebanon. To the South are the Egyptians, who will prove to be your greatest enemy. To the east there the rebel settlements of Homs, Damascus and Balbek which will allow you to expand East. To the North there is the Principality of Antioch. You start with a large amount of armies, But are limited by the fact that egypt gains a few units very early on in the initial jihad .

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Victory Conditions and intiial agents

Long Hold 25 regions , Hold Jerusalem (30 Turns) Hold Bagdhad (10 turns) Limasol (10 turns) Cairo (10 Turns) Tripoli (10 Turns) Eliminate Faction :Egypt Short Hold 15 Regions. Eliminate Faction :Egypt.

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Units

The KoJ's military power is centred around heavy cavalry such as, the Constable of Jerusalem and Knights of Jerusalem. They also have good infantry and access to mercinaries from the ports. Like Antioch, the Koj lack the mounted archers and missile units in general that the Islamic factions have. They do however have some effective crossbows.

Infantry

0013-6.jpg 0014-6.jpg 0015-5.jpg 0016-7.jpg (commonly found as mercenaries) 0052-4.jpg (commonly found as mercenaries) 0053-4.jpg

Ranged Infantry

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Cavalry

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Ranged Cavalry

(commonly found as mercenaries) 0054-4.jpg

Artillery

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Common Mercenaries

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Battle Tactics

Mangonel Use

When using mangonels its best to use them in a choke-point (An area enclosed in a way that forces all the enemy units to move through it, such as a river crossing or a gate) and aim it at the back of the enemy units and not the front. This usually results in a large amount of enemies dead although misfires can happen. A Armored and strong unit should be used to hold the enemy.

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How To Deal With Horse Archers

There are many ways for a faction to overcome horse archers, which will likely be your nastiest enemy in the whole campaign. The ways i consider best are in the order of best to worst

Well protected ranged units

The best way is to use a ranged unit behind a armored one, if its crossbowmen its best if theyre slightly to the side of the unit so that they dont have to shoot upwards. This is best with normal archers too when possible.

Fast Cavalry

A good way to do so is to use speedy cavalry, either to flank the enemy or to chase them down if its fast enough. I find that Crusader knights are excellent for this, Being quite well armored and having a good attack value. And still being quite speedy! mounted sergeants are also quite good. Turkomans/poles are speedy but not very well armoured.

Luring to walls

Its possible to lure the enemy to your walls, but your rarely fighting defensively in a settlement anyway .

Soaking it up

You can use heavy infantry to soak up the damage, but sometimes your enemy will attempt to flank you or just outright charge. and even if they dont then your still losing men . Eventualy they run out of arrows.

Fighting Horse Archers with Horse archers

Simple enough to use your turkomans to defeat the enemy, but your turkomans are far inferior. You will probably lose a lot more men doing this.


A Very Brief History

The Kingdom of Jerusalem was established after the 1st Crusade in 1099. The City was captured by Godfrey de Boullion and his brother, Baldwin of Boulogne. It lasted less than 200 years, when in 1291 the last remaining Christian outpost of Acre fell to the Mamluks, under the command of Sultan Khalil.

KOJs Hero(richard the lionheart)

Richard the lionheart appears at turn 12 with a large stack of forces, He is KOJs hero and he only appears once. He has a special ability to rally all routing men and return them to wavering status. Rarely useful .

Unique Buildings

Templar houses Line

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Guild Missions

Major

Capture Jerusalem 6 Units 2000 Gold reward

Moderate =

Take Limassol Take Acre 3 Units 1000 Gold Reward

Minimal =

Recruit Merchent 1 Unit 500 Gold Reward

Jousting Lists Line

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Power Center :jerusalem

Their power center is the city of jeruslam , It allows them to recruit constables of jeruslam and Marshal of the templars.

They recieve reinforcements to take it back when its taken These are not restrictive of when they are done!Conditions simply have to be filled For example you could lose jeusalem when its over turn 70 and you have 3 settlements adn youd get the first wave, then if its taken back the next turn and then taken away the next turn youd get the second wave.

First wave (KOJ has under 5 Settlements and turn is >20 )

2 Knights of jeruslame 2 Squries of tripli 2 sodeer archers 2 syrian militia 2 frankish axemen

Second Wave(KOJ has under 6 Settlements and turn is >30 ) 2 Knights of jeruslame 2 squires of tripoli 2 meronites of lebanon 2 mounted sergeants 2 frankish axemen

Third Wave(KOJ has under 7 Settlements and turn is >40 ) 2 Knights of jeruslame 2 squires of tripoli 2 meronites of lebanon 2 templar sergeants 2 frankish axemen

Fourth Wave(KOJ has under 8 Settlements and turn is >50 ) 2Knights of tripoli 2 squires of tripoli 2 templar sergeants 2 templar crossbowmen 2 frankish axemen

Fifth Wave.(KOJ has under 9 Settlements and turn is >60 ) 2 knights of tripoli 2 frankish axemen 2 templar crossbowmen 2 templar sergeants 2 dismounted knights of jeruslam

Initial Jihad

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Strategy Guides

TWC

KoJ AAR's

TWC