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Difference between revisions of "Russia (M2TW Faction)"

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{{EIP}}
 
 
{{Faction|image=[[Image:Symbol_russia.jpg|Faction Symbol for Russia]]|Name=Russia|Game=[[Medieval II: Total War]]|Religion=[[Orthodox]]|Culture=[[Eastern European]]}}
 
{{Faction|image=[[Image:Symbol_russia.jpg|Faction Symbol for Russia]]|Name=Russia|Game=[[Medieval II: Total War]]|Religion=[[Orthodox]]|Culture=[[Eastern European]]}}
  
== Starting Position ==
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==Overview==
 +
The Russians start with one city and potential to expand. Their large steppes can be tough to defend, but they do have a cavalry-oriented army. They also need to be wary of Mongol and Timurid invasions. However if Russia can defend its borders and withstand the invaders the way is open in any direction, with a powerful mobile army.
  
Russia starts with only a single piece of territoy at the north end of the map, near the baltic sea.
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==Starting Position==
  
Its only city is:
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''Insert Starting Position Image Here''
  
Novogord- Capital/Town
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Russia starts with only a single settlement to the far North of the campaign map, near the Baltic Sea.
  
== Religion ==
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Their city is;
The Russians are one of just 2 Orthodox Christian factions in the game. To the south of you is the other, the [[Byzantine Empire]]. To the south west, there are the Catholic [[Poland| Polish]] and the [[Hungary| Hungarians]].  Located to the south over the Black sea, and the Caucasus Mountains are the Islamic [[Turks]]. Because of the fact you aren't Catholic, you have no direct relation to the pope, and are therefore under no pressure to participate in [[Crusades]] and to please the [[Papal States]].  You also, of course, will not be involved in [[Jihad]]s.
 
  
== Military ==
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*Novogord: Town - Capital
===Infantry===
 
The Russians have weak early infantry units, meaning regular militia/peasant units. However in the high period they already have fairly good units such as the Dismounted Boyar-Sons and Druzhina. In addition, they get decent spearmen and their most useful infantry unit - the Dismounted Dvor. Those elite units can double as both great archers and a decent hand-to-hand unit. In the late period they can get the Berdiche axemen who are a good shock unit for breaching enemy lines. As nearly all Russians use axes they are useful against the armour of the dismounted European knights.
 
  
===Cavalry===
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===Victory Conditions===
Cavalry is the mainstay of the Russian army. The Russians specialize in horse archers (Kazaks, Cossack Cavalry) and have excellent dual use cavalry (Boyar Sons, Dvor). In particular, the Boyar Sons can pepper the enemy with javelins and then surprise them with a full charge. The Dvor fill the heavy horse archer role and are capable in hand to hand combat as well. Though most Russian cavalry don't use lances (except the late period bodyguard) their Druzhina and the excellent Tsar's guard can challenge any equivalent western knight. In hand to hand combat the Russian cavalry usually use axes, giving them an armour-piercing bonus over most other horsemen.
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*Long Campaign: Hold 45 provinces including Constantinople and Jerusalem.
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*Short Campaign: Hold 15 provinces and destroy or outlast Poland and/or Hungary.
  
===Ranged===
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==Units==
The Russians start with fairly weak peasant archers. As they progress they can build crossbow militia in the cities and the dual use Dismounted Dvor unit in castles. Most of Russia's cavalry is also ranged (read above). The Russians really shine with their Cossack Musketeers, whose long range is particularly useful against the Mongol horse archers. They can also get the fearsome Basilisk cannon, and put guns on their late period fleets.
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''Insert Bodyguard Image Here''
  
A note on fashion- If you have good armouries it can be pretty amazing to see the Russian spear, crossbow and generals bodyguard units radically change their appearance on the battle map.
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*Light Infantry
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**Peasents
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**Woodsmen
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*Spear and Pike Infantry
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**Spear Militia
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**Spearmen
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**Berdiche Axemen
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**Dismounted Druzhina
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**Dismounted Boyar Sons
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*Missle Infantry
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**Crossbow Militia
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**Dismounted Dvor
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**Cossack Musketeers
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**Arquebusiers
  
== Economy ==
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*Heavy Cavalry
Many of the lands you will acquire early on in your Russian campaign will have little resources. Meaning that in the beginning of the game your treasury is almost empty every turn. In order to sustain a good economy, capture as many cities on the Baltic Sea as soon as possible and build ports for naval trade. You then need to build roads in every settlement and hire a lot of merchants because there is a lot of fur, wood and amber resources lying around the Russian plains. After gaining a few rebel territories, you will need to try to capture southern provinces such as Kiev and Caffa, for Black sea trade. This will be important for trade with richer Mediterranean factions.
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**Cavalry Militia
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**Druzhina
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**Tsars Guard
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**Early General's Bodyguard
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**Late General's Bodyguard
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*Missle Cavalry
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**Kazaks
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**Boyar Sons
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**Dvor Cavalry
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**Cossack Cavalry
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*Artillery
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**Catapult
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**Trebuchet
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**Bombard
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**Grand Bombard
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**Cannon
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**Basilisk
  
== Expansion ==
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===Special Units===
Despite Russia's slow economy and weak early game army, there are many rebel provinces to expand upon. The starting town is surrounded by 3 rebel settlements. This is important because, if you get there early enough in the game there shouldn't be a garrison in the villages. (Smolensk, Riga and Helsinki). Vilnius can be tough as it has a large garrison, so it may be wise to wait for the Poles to weaken it. Once you get your 5 most critical provinces (Riga, Helsinki,Vilnius, Smolensk and obviously Novgorod) under control, you can start the big expansion. There are more rebels to the east, to the south is Kiev and access to the black sea, or you can take on Poland and/or Hungary in the west. There is also the possibility of landing in Norway and getting to the Danes and Holy Roman Empire from the North.
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*Gulay Gorod
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Used by the Russians, the gulay gorod, meaning 'galloping fortress' is a group of wagons which have been reinforced where possible and are accompanied by hardened well trained troops armed with crossbows and wearing light armor. Used defensively these wagons are formed into a circle creating an effective barricade from which troops can fire upon the enemy in relative safety.  
  
==Summary==
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==Faction Details==
The Russians start with one city and potential to expand. Their large steppes can be tough to defend, but they do have a cavalry-oriented army. They also need to be wary of Mongol and Timurid invasions. However if Russia can defend its borders and withstand the invaders the way is open in any direction, with a powerful mobile army.  
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 +
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.  
  
Their victory conditions are:
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[[Russia Details (M2TW Faction)]]
For a short campaign- 15 provinces and destroying Poland + Hungary.
 
For a long campaign- 45 provinces including Constantinople and Jerusalem.
 
  
 
{{M2 Factions}}
 
{{M2 Factions}}
 
[[Category: Medieval 2: Total War Factions]]
 
[[Category: Medieval 2: Total War Factions]]

Revision as of 08:03, 26 October 2008

Russia (M2TW Faction)
Faction Symbol for Russia
Name: Russia
From Game: Medieval II: Total War
Religion:Orthodox
Culture: Eastern European
Playable:


Overview

The Russians start with one city and potential to expand. Their large steppes can be tough to defend, but they do have a cavalry-oriented army. They also need to be wary of Mongol and Timurid invasions. However if Russia can defend its borders and withstand the invaders the way is open in any direction, with a powerful mobile army.

Starting Position

Insert Starting Position Image Here

Russia starts with only a single settlement to the far North of the campaign map, near the Baltic Sea.

Their city is;

  • Novogord: Town - Capital

Victory Conditions

  • Long Campaign: Hold 45 provinces including Constantinople and Jerusalem.
  • Short Campaign: Hold 15 provinces and destroy or outlast Poland and/or Hungary.

Units

Insert Bodyguard Image Here

  • Light Infantry
    • Peasents
    • Woodsmen
  • Spear and Pike Infantry
    • Spear Militia
    • Spearmen
    • Berdiche Axemen
    • Dismounted Druzhina
    • Dismounted Boyar Sons
  • Missle Infantry
    • Crossbow Militia
    • Dismounted Dvor
    • Cossack Musketeers
    • Arquebusiers
  • Heavy Cavalry
    • Cavalry Militia
    • Druzhina
    • Tsars Guard
    • Early General's Bodyguard
    • Late General's Bodyguard
  • Missle Cavalry
    • Kazaks
    • Boyar Sons
    • Dvor Cavalry
    • Cossack Cavalry
  • Artillery
    • Catapult
    • Trebuchet
    • Bombard
    • Grand Bombard
    • Cannon
    • Basilisk

Special Units

  • Gulay Gorod

Used by the Russians, the gulay gorod, meaning 'galloping fortress' is a group of wagons which have been reinforced where possible and are accompanied by hardened well trained troops armed with crossbows and wearing light armor. Used defensively these wagons are formed into a circle creating an effective barricade from which troops can fire upon the enemy in relative safety.

Faction Details

If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.

Russia Details (M2TW Faction)

Medieval 2: Total War | Factions:
Aztecs | Byzantine Empire | Denmark | Egypt | England | France | Holy Roman Empire | Hungary | Milan | Mongols | Moors | Papal States | Poland | Portugal | Russia | Scotland | Sicily | Spain | Timurids | Turks | Venice | Rebels