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Difference between revisions of "Timurids (M2TW Faction)"

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The Timurids are one of the two nomad factions that appear near the start of late period, near 1365.  They will appear just east of the Holy Land, so if you own any territory there it would be a good idea to reinforce it heavily, and preferably, long before they come. Since the Timurids are supposed to be the successors to the Mongols, they have pretty much the same agenda.  They will ruthlessly assault any settlements in range, and afterwards most probably Exterminate the populace.
{{M2 Factions}}
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{{Faction|image=[[Image:Symbol_timurids.jpg|Faction Symbol for Timurids]]|Name=Timurids|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}
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==Gameplay==
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===Starting Position===
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The Timurids don’t start the from the beginning of a campaign, as they are an emerging faction.
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They emerge from the South East side of the map similar to the Mongols, they are also stronger. Like the Mongols, as they emerge at the east border of the map, the first menaced factions are the Turks, Russia, and of course the Mongols if they spawned at the same side of Caspian Sea as the Timurids.
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A few turns before their arrival a message alerts you that a threat comes from the East. Althought for the Mongols they come 5 turns after the message, the Timurids come only 2 turns after the message, so, if you play an eastern faction (Turks, Byzantine or Russia for the most menaced) you'll have less time to reinforce your armies, if you didn't expect Timurids to come.
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===Victory Conditions===
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They don’t have any Victory Conditions as you can’t play with them (in vanilla).
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==Units==
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[[Image:Kwarizmian_cavalry_info.png‎|thumb|right|Timurids Generals Bodyguard.]]
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*Light Infantry
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**Peasants
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*Heavy Infantry
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**Halberd Militia
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*Spearmen Infantry
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**Town Militia
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**Spear Militia
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**Afghan Javelinmen
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*Missile Infantry
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**Peasant Archers
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**Turkish Archers
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**Naffatun
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**Hand Gunners
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**Sabadar Militia
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**Dismounted Heavy Archers
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*Heavy Cavalry
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**Elephants
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**Elephant Artillery
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**Mongol heavy Lancers
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**Khan's Guards
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*Missile Cavalry
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**Turkish Horse Archers
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**Turkomans
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**Mongol Heavy Archers
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*Missile Siege
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**Ballista
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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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*Naval
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**Dhow
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==Faction Details==
  
[[Image:Symbol_timurids.jpg|Faction Symbol for Timurids]] [[Category: Medieval 2: Total War Factions]]
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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.  
  
The Timurids appear with a power force around the 1360s-1400s. Unlike the Mongols who come in waves the timuiuds come with all the stacks they will ever receive in the game making for a difficult opponent. However they are several tricks you can use to defeat the dreaded Timuriuds.
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[[Timurids Details (M2TW Faction)]]
  
Defend chokpoints such as castles and rivers. Avoid shooting matches against their horsearchers or infantry. Try to concentrate fire upon elephants to make them run havok and break their own lines.
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{{M2 Factions}}

Latest revision as of 08:17, 30 May 2017

The Timurids are one of the two nomad factions that appear near the start of late period, near 1365. They will appear just east of the Holy Land, so if you own any territory there it would be a good idea to reinforce it heavily, and preferably, long before they come. Since the Timurids are supposed to be the successors to the Mongols, they have pretty much the same agenda. They will ruthlessly assault any settlements in range, and afterwards most probably Exterminate the populace.

Timurids (M2TW Faction)
Faction Symbol for Timurids
Name: Timurids
From Game: Medieval II: Total War
Religion:Islam
Culture: Middle Eastern
Playable:


Gameplay

Starting Position

The Timurids don’t start the from the beginning of a campaign, as they are an emerging faction.

They emerge from the South East side of the map similar to the Mongols, they are also stronger. Like the Mongols, as they emerge at the east border of the map, the first menaced factions are the Turks, Russia, and of course the Mongols if they spawned at the same side of Caspian Sea as the Timurids.

A few turns before their arrival a message alerts you that a threat comes from the East. Althought for the Mongols they come 5 turns after the message, the Timurids come only 2 turns after the message, so, if you play an eastern faction (Turks, Byzantine or Russia for the most menaced) you'll have less time to reinforce your armies, if you didn't expect Timurids to come.

Victory Conditions

They don’t have any Victory Conditions as you can’t play with them (in vanilla).

Units

Timurids Generals Bodyguard.
  • Light Infantry
    • Peasants
  • Heavy Infantry
    • Halberd Militia
  • Spearmen Infantry
    • Town Militia
    • Spear Militia
    • Afghan Javelinmen
  • Missile Infantry
    • Peasant Archers
    • Turkish Archers
    • Naffatun
    • Hand Gunners
    • Sabadar Militia
    • Dismounted Heavy Archers
  • Heavy Cavalry
    • Elephants
    • Elephant Artillery
    • Mongol heavy Lancers
    • Khan's Guards
  • Missile Cavalry
    • Turkish Horse Archers
    • Turkomans
    • Mongol Heavy Archers
  • Missile Siege
    • Ballista
    • Catapult
    • Trebuchet
    • Bombard
    • Grand Bombard
    • Cannon
  • Naval
    • Dhow

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.

Timurids 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