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Difference between revisions of "Turks (M2TW Faction)"

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(peace sells.. presenting the turks)
(nice, thank you - linkified, etc..)
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{{M2 Factions}}
 
{{M2 Factions}}
  
 
[[Image:Symbol_turks.jpg|Faction Symbol for Turks]]  
 
[[Image:Symbol_turks.jpg|Faction Symbol for Turks]]  
  
The turks are a muslim faction that control most of modern day turkey (which is where it got its name, previousally this area was known as Asia Minor) and Armenia. This faction can be considered one of the winners of the period as they both pushed westwards, taking Constantinople in 1458 (which remains under turkish controal and indeed is the capital of the modern nation of Turkey to this day) and forming one of the worlds major powers, the Ottoman empire, which lasted for around 500 years.
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The Turks are a [[Islam|Muslim]] faction that control most of modern day turkey (which is where it got its name, previously this area was known as Asia Minor) and Armenia. This faction can be considered one of the winners of the period as they both pushed westwards, taking Constantinople in 1458 (which remains under Turkish control and indeed is the capital of the modern nation of Turkey to this day) and forming one of the worlds major powers, the Ottoman empire, which lasted for around 500 years.
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The Turkish faction in game is possibly in the worst starting position available, at risk of losing cities to [[Crusade|crusaders]] who often march through their land, the [[Mongols|Mongol]] and [[Timurids|Timurid]] hordes can appear in the eastern Turkish provinces, and, as if that wasn't enough, Turkish settlements are especially weak at the start of the campaign.
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The Turks have a changing army to reflect the change in rulers from the Sejurk's to the Ottoman's, in the beginning of the campaign the Turks will rely on their horse archers to win most battles, as their infantry leaves a lot to be desired, only Saracen militia, dismounted cavalrymen and [[jihad|jihading]] troops can hold their own in melee, early Turkish archers are fairly effective so long as they stay out of melee's.
  
The turkish faction in game is possibly in the worst starting position avaliable, at risk of losing cities to crusaders who often march through their land, the Mongul and Timurid hordes can appear in the eastern turkish provinces, and, as if that wern't enough, turkish settlements are especally weak at the start of the campaign.
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Later on in the campaign, the Turkish infantry becomes much more effective, with the inclusion of effective hybrid archer/swordsmen Ottoman and Janissary infantry and the elite Janissary heavy infantry the Turkish infantry becomes much more formidable, especially as Janissary archers can deploy stakes.
  
The turks have a changing army to reflect the change in rulers from the Sejurk's to the Ottoman's, in the beginning of the campaign the turks will rely on their horse archers to win most battles, as their infantry leaves alot to be desired, only saracen militia, dismounted cavalrymen and jihading troops can hold their own in melee, early turkish archers are fairly effective so long as they stay out of melee's.
+
After the invention of gunpowder, the Turks can recruit janissary musketeers, the most effective firearm unit in the game, and build monster bombard, which can destroy most walls in a single shot. On the other hand, their field artillery is slightly lacking.
Later on in the campaign, the turkish infantry becommes much more effective, with the inclusion of effective hybred archer/swordsmen Ottoman and Janissary infantry and the elite Janissary heavy infantry the Turkish infantry becommes much more formidable, especally as Janissary archers can deploy stakes.
 
After the invention of gunpowder, the turks can recruit janissary musketeers, the most effective firearm unit in the game, and build monster bombard, which can destroy most walls in a single shot. On the other hand, their feild artillery is slightly lacking.
 
  
So long as the empire's eastern border is secured from mongul invasion with a few castles, the in game turks are likely to acomplish at least as much as the turks did historically, and under the rule of a wise sultan, much much more...
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So long as the empire's eastern border is secured from [[Mongols|Mongol]] invasion with a few castles, the in game Turks are likely to accomplish at least as much as the Turks did historically, and under the rule of a wise Sultan, much much more...
  
 
[[Category: Medieval 2: Total War Factions]]
 
[[Category: Medieval 2: Total War Factions]]

Revision as of 17:04, 11 July 2007

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

Faction Symbol for Turks

The Turks are a Muslim faction that control most of modern day turkey (which is where it got its name, previously this area was known as Asia Minor) and Armenia. This faction can be considered one of the winners of the period as they both pushed westwards, taking Constantinople in 1458 (which remains under Turkish control and indeed is the capital of the modern nation of Turkey to this day) and forming one of the worlds major powers, the Ottoman empire, which lasted for around 500 years.

The Turkish faction in game is possibly in the worst starting position available, at risk of losing cities to crusaders who often march through their land, the Mongol and Timurid hordes can appear in the eastern Turkish provinces, and, as if that wasn't enough, Turkish settlements are especially weak at the start of the campaign.

The Turks have a changing army to reflect the change in rulers from the Sejurk's to the Ottoman's, in the beginning of the campaign the Turks will rely on their horse archers to win most battles, as their infantry leaves a lot to be desired, only Saracen militia, dismounted cavalrymen and jihading troops can hold their own in melee, early Turkish archers are fairly effective so long as they stay out of melee's.

Later on in the campaign, the Turkish infantry becomes much more effective, with the inclusion of effective hybrid archer/swordsmen Ottoman and Janissary infantry and the elite Janissary heavy infantry the Turkish infantry becomes much more formidable, especially as Janissary archers can deploy stakes.

After the invention of gunpowder, the Turks can recruit janissary musketeers, the most effective firearm unit in the game, and build monster bombard, which can destroy most walls in a single shot. On the other hand, their field artillery is slightly lacking.

So long as the empire's eastern border is secured from Mongol invasion with a few castles, the in game Turks are likely to accomplish at least as much as the Turks did historically, and under the rule of a wise Sultan, much much more...