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Turks (M2TW:K Faction)

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Revision as of 21:12, 1 February 2008 by Roy34543 (talk | contribs) (Osman)
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Starting Position

The turks begin in the East and the slightly northwest split between some rebel settlements and the principality of antioch .

Eastern Area

The northwestern area is mostly surrounded by rebels, but have one city very near the principality of Antioch It is Directly in the way of the mongol invasion ( or most of the positions where they can appear)

They Begin with the four cities of Mosul Bagdhad Takrit and Raqqa in this area, Bagdahd being the most advanced

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Northwestern Area

This area is composed of 5 towns Icorium Ankara Doryleum Amorium and Kirscheia. Very near to the byzantine empire, they have a few interesting rebel regions both to the south and north of them however. They are also very close to the principality of Antioch .

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Diplomatic Situation, Victory Condition , and initial agents

They Begin Allied With

Egypt

They Begin at war with

Principality of Antioch The Byzantine Empire


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Their Victory Conditions Are: Long: Hold 25 Regions including Bagdhad (30 Turns) Antioch (10 turns) Constantinople (10 turns) Krek de chevaliar (10 turns) Jerusalem (10 Turns) Eliminate Faction : Principality of Antioch

Short: Hold 15 regions Eliminate Faction : Principality of Antioch

Their Agents Are Diplomat : 3 Influence

Priest : 5 Piety

Spy : 2 Subterfuge

Spy: 2 Subterfuge

Spy: 2 Subterfuge

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Unique Buildings

Horse Racing (City) (1 Upgrade) +5% / +10% Happiness, Allows races to be held ( which further increase Happiness at the cost of income) and Allows you to recruit Turkomans / Turkomans and Spahis


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Bismaritian ( City) (1 Upgrade) Increase Pulic Health 10%/20% and Decreases retraining costs by -20%/ -40%


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Units

Infantry

The infantry of the turks is fairly weak. But the jannisary heavy infantry is one that is the best in the game, if expensive. The dismounted hasham is also a very versatile unit that can hold its own in general .


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Ranged Infantry

The turks have amazing ranged troops in general, and the pinnacle of these are the Jannisaries, Boasting both jannisary archers and jannisary musketeers they have powerful ranged penetration. With the addition of the turkish crossbow they have cheap armor piercing power. The Jannisary archer can also lay stakes, one of the more powerful abilities in the game.

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Cavalry

While the turks cavalry is nothing special, the quapkulu is worth noting for having a large mass and despite the stats a usually devestating charge, but theyre rare and only available later on.

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Ranged cavalry

The Turks are likely the second best faction for horse archers right after the mongols, they have good early availability and very powerful ranged attacks and the elite can occasionally engage in melee with weak opponents

Sipahis

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Turkomans

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Turkish Horse Archers

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Iq'tadar

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Artillery

The Turks recieve an amazing array of artillery, probably the best in the game. They have the ultimate wall-tearing gun the Monster Grand Bombard, have some solid cannons for killing units, and have the ultra-awesome mangonel to boot!


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Unique Crusades Hero

Nur-al-din

Nur-al-din Initially starts very powerful, with high Command piety, and reduced agent training costs. He has the ability to increase the Morale and attack speed of troops neary for a few seconds for one time per battle. While this is occuring friendly banners will glow yellow. His model also looks awesome

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Osman

At the moment, Not much to me is known about osman. If anyone knows please add the information . I know Osman will emerge around the northwestern areas , He will emerge with an army of

5 Ottoman infantry 5 Jannisary archers 5 Jannisary Heavy Infantry

Turkish Initial Jihad

The Turks will get on the second turn , 2 nearly full stacks of units for a jihad to launch against the crusader states. There are composed of-

6 Muttaw'ai

6 Ghazis

4 Turkomans

3 Turkish horse archers

3 Kurdish Auxilaries

3 Turkish Archers

3 Turkish Javalinemen

3 Spear militia


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