Overview
A general guide for multiplayer intended for anyone new to Rome Total War. This guide will briefly describe multiplayer game types, give some pointers on armies and also suggest strategies and tactics.
Main Game Types
There are commonly two game types that are played in online multiplayer Rome Total War, these being CWB and 31K. Of course any variation of rules/scale/denari level can be created, however these two game types are the most popular.
CWB stands for a set of rules (Clan War Belt) and is played on 15000 denari and normal unit scale setting. The rules being;
- No artillery or elephants
- Max 6 of any one individual unit card (eg 6 urban cohorts)
- Max 8 cavalry (e.g 6 Praetorian cavalry and 2 Legionary cavalry)
- Max 8 slingers/archers
- Max 2 horse/chariot archers (counts towards cavalry maximum, but not towards the missile maximum)
- Max 2 berserkers
- No Red Line Camping (+Max 2 Units Hidden in swamp area)
- No Faction Reselection
*Note* Peltasts, skirmishers, velites, militia cavalry and any other javelin armed units do not count towards any missile troop maximum, which is strictly reserved for foot archer and slinger troops.
*Note* Chariots are considered as cavalry units.
31K is a game type that is played on 31000 denari and large unit scale setting. The rules being;
- No artillery or elephants
- Max 6 cavalry
- Max 3 berserkers
- Max 2 horse/chariot archers
- No Red Line Camping/No Faction Reselection (commonly followed)
General Tips for Multiplayer
Attack and defence upgrades are more cost effective than experience chevrons. Only use chevrons if you have spare denari left over, or require extra powerful units(eg cavalry) that are key for winning the battle.
An army without any upgrades is normally very weak. Add as many attack/defence upgrades to your most important units.
The denari level and unit size for the battle play a big part in how powerful certain unit types will be. Generally, the higher the denari level, the more powerful infantry is, the lower the denari level, cavalry and archers are more powerful. The larger the unit size, the less valuable archers are as their effectiveness diminishes due to a relatively smaller map (map size does not change). With this in mind some factions are very powerful in cwb, and less so in 31k.
CWB The Game Type
As CWB is played on 15000 denari level and normal unit scale setting, factions that have strong cavalry and access to cheap archers will be powerful. Factions like Egypt and Britannia are especially powerful for these reasons, and also for the effectiveness of chariots over regular heavy cavalry.
As a general factions summary check out my Faction Guide for Multiplayer I created detailing the strengths for factions under cwb. Note there are certain matchups that are the exception, but in general the list holds true.
[link]
CWB Unit Strengths – Chariots and Heavy Cavalry
It is important to understand which units are stronger in 1v1 situations. If you cannot win an engagement then normally it is wise to avoid combat. The more tired units become, the more they suffer penalties on attack and defence stats. Fear can also play a part with certain units (eg chariots or being out numbered) and this will also affect combat ability. These factors should be considered before an attack.
As we have already noted chariots beat heavy cavalry so here is a list of the best chariots in cwb in order of 1v1 strength. Tier denotes the unit speed, Tier 1 being the fastest.
1. Barbarian Warlord- excellent morale, good stamina, fast (Tier 1 speed)
2. Scythed Chariots- good morale – can run amok, slowest out of all chariots (Tier 3 speed)
3. British Heavy Chariots- excellent morale, fast (Tier 1 speed)
4. Egyptian Chariots- good morale (regular) – slower than British (Tier 2 speed)
Heavy cavalry list based on 1v1 stats, camels and generals not included. Non cataphract cavalry all Tier 3 speed.
1. Cataphract Cavalry- good morale, powerful charge, armour piercing mace(2nd weapon) – slower than regular heavy cavalry, speed Tier 4
2. Praetorian Cavalry- good morale, good stamina
3. Cappadocian Cavalry- good morale, powerful charge – slower than regular cavalry speed Tier 4
4. Gothic Cavalry- excellent morale, decent charge
5. Legionary Cavalry- good morale, good stamina
6. Companion Cavalry- good morale, good stamina, powerful charge – no shield weak vs missile
7. Sacred Band Cavalry- good morale, good stamina – no shield weak vs missile
8. Macedonian Cavalry- good moral, good stamina- no shield weak vs missile
9. Barbarian Noble- good morale, decent charge Noble
10. Pontic Heavy- good morale
11. Scythian Nobles- good morale, powerful charge- no shield weak vs missile
12. Nile Cavalry- good morale – no shield weak vs missile
CWB Unit Strengths- Light Cavalry
In CWB light cavalry is important for their effectiveness in eliminating enemy archers. They are faster than heavy cavalry and normally have far better stamina. Light cavalry are usually the best units for chasing archers off the map.
Remember the more tired units become the less combat effective they are. It is a good idea to preserve the energy of your heavy cavalry, especially if the enemy has a strong cavalry force itself, and let your light cavalry eliminate the archers. This is particularly important if your enemy has slingers which are actually faster than regular archers.
Here is a list of the most powerful light cavalry rated by 1v1 stats. Note some light cavalry eg Head Hunting Maidens can actually rival heavy cavalry due to their armour defeating weapon. Camels not included.
1. Head Hunting Maidens- good morale, excellent charge, armour defeating, Tier 1
2. Roman Cavalry- good stamina, more armour than Long Shield, Tier 2
3. Long Shield Cavalry- good morale, semi decent charge, Tier 2
4. Desert Cavalry- armour defeating, Tier 1
5. Equities- good stamina, better defence than barbarian, Tier 1
6. Barbarian Cavalry- good charge, Tier 2
7. Arab Cavalry- good stamina, Tier 1
8. Nubian Cavalry- good morale, semi decent charge, Tier 2 -no armour very weak to missile
9. Round Shield Cavalry- better stats vs lancers 1v1, Tier 2
10. Light Lancers- good morale, excellent charge, Tier 1 -no armour very weak to missile
11. Greek Cavalry- better stats vs lancers 1v1, Tier 2
Javelin throwing cavalry can have a slight edge over regular light cavalry for their extra missile attack. They are weaker in terms of melee attack compared to other light cavalry, but they have the additional option of being able to attack from range.
The list in terms of strength 1v1. All Jav Cav is Tier 1 (fastest speed).
1. Roman Cavalry Auxilia
2. Numidian Mercenaries (Carthage), Numidian Cavalry (Nimidia) **Same Stats**
3. Pontic Light Cavalry
4. Militia Cavalry
CWB Unit Strengths- Pike
Pike are a valuable unit in Rome Total War due to their effectiveness over enemy cavalry. This is their main purpose in the game as they do not perform well against enemy non pike/spear infantry. We have discussed the value of heavy cavalry in CWB matchups- pike are a very cost effective way to inflict damage to cavalry units.
1v1 list based on stats, #denotes equal units
1. Spartan Hoplite- short pike, excellent morale, very good stamina
2. Sacred Band – short pike, good morale, good stamina
3. Armoured Hoplite- short pike, good morale, good stamina
4. Royal Pikemen – long spear, good morale, good stamina,
5.#Silver Shield Pike}- long spear, good morale, good stamina, -poor shield weak to missile
#Bronze Shield Pike}-
6. Pharaoh’s Guards- short pike, good morale, good stamina -no shield weak to missile
7. Poeni Infantry – short pike, good morale, good stamina
8. Phalanx Pikemen – long spear
9. Phalanx Pikemen *Pontus*- long spear
10. Heavy Spearmen – short pike
11. Hoplite (Greece)- short pike
12. Spear Warband – short pike, good charge
13. Nile Spearmen – short pike
14. Levy Spearmen – long spear, – poor morale
15.#Militia Hoplite} -short pike, poor morale
#Nubian Spearmen}-
CWB Armies
There is no one army fits all for CWB. Each faction is unique in it’s own way, and the choice of army may largely depend on which faction you are playing against. Things to consider are the strengths of the cavalry/archers/infantry. If you have a weakness in one area, then you will need to nullify it by bolstering an area you have an advantage. It is worth noting normally there are many different army combinations that are possible.
All factions have the ability to bring atleast some infantry. This can be useful in defending your archers and helping win a cavalry engagement.
Once you have analysed where your strengths/weaknesses lie, and done the same for your enemy faction, you should be clear in your mind what your strategy is. Can you win cavalry engagement? Bring a strong pike force and chase the enemy archers off the field with light cavalry? Set yourself battle objectives and try to achieve them as best you can.
these are possible armies for a small number of matchups
31K The Game Type
31K differs from CWB as the unit scale is played on large, and there is 31000 denari available for each player. By definition, going back to the general rules we set out at the start of this guide, this means that infantry becomes more powerful, and archers less so. Factions that might have been strong in CWB could now be virtually unplayable at 31K. Normally there are only afew factions played at 31K with strong infantry being the main emphasis for most armies.
Whereas CWB might place a high premium on speed of decision making, and the ability to manage several parts of the battlefield simultaneously, in 31K alot of the action takes place within the same area. Unit sizes are bigger and it is easier to keep track of what is going on in the battle. Usually, grouping units as little as possible in CWB is preferable (to minimise misdirecting units), on the other hand, creating groups is essential in 31K. Each game type requires it’s own set of skills.
It should be worth noting 31K is designed to be played as part of a team. CWB on the otherhand can be played 1v1 or in a team.
31K Factions
The most powerful faction at 31K is Rome. Rome has the best infantry, very good cavalry and the ability to bring long range archers. Rome is strong vs all other factions.
In terms of the next set of commonly played factions there is Greece, Macedon and Carthage. Whilst 31K is played as a team game, for the purposes of understanding the pike, the 3 factions can summed up like this.
Greece<Macedon<Carthage
Greece has superb pike in the form of the Spartans. They have excellent stats and are very tough to break. If the Spartans get into combat with Rome and avoid the pila they are extremely effective. Spartans however do not fair too well vs the Royal Pikemen of Macedon (due to being expensive), in addition they also lose to the Sacred Band of Carthage.
Macedon’s Royal Pikemen are effective reliable infantry. They do not perform as well as Greece does against Rome as they have weaker stats and become vulnerable if the spear wall is broken. However, they are more cost effective than the Spartans, and against them, do have the advantage. It is worth noting the Royal Pikemen will lose to the Sacrad Band of Carthage.
Carthage has the most cost effective pike in the game. The Sacred Band are extremely good value for the money and will beat Spartans, plus easily destroy the Royal Pikemen. Carthage is however weaker vs Rome, than, Greece is against Rome, as the lack of hit points make the Sacred Band more vulnerable to the Legionnaires pila.
Rome>Greece<Macedon<Carthage
are playable factions at 31k, but with the infantry being weaker than the factions already mentioned above, they are not as powerful.
The pike of Pontus are decent, however they are weaker than the Royal Pikemen of Macedon. The faction is able to bring chariots, though on a large scale do not perform as well as in cwb. The Cappadocian Cavalry are weaker than the Cataphract.
Seleucid Empire has the same pike and Scythed Chariots as Pontus, but they are slightly more expensive. Silver Shield Legionaires are also available but will lose to the better quality infantry troops of the factions above. The Cataphract are the best cavalry in the game and is the main advantage of Seleucid Empire.
The major weakness of both of these factions is that they take alot of damage from arrow fire. Defence skill does not defend against missile, and this makes up a high percentage of the Silver/Bronze Shield pike defence stats.
is a faction that generally can only be played against Rome. It’s infantry, though possessing excellent attack stats, are poorly armoured and do not hold up well vs pike units or incoming missile fire. Germania relies on a fast rush strategy against Rome, using fear and overwhelming power to rout the enemy.
Note due to the cost of the long range archers, a skirmsh type strategy is normally too expensive.
has the most cost effective and powerful archers in the game. The Pharaoh’s Bowmen normally make up the bulk of a 31K Egyptian army along with 6 heavily upgraded chariots. There is usually no point in any infantry being brought.
has better infantry than Egypt but still nowhere near powerful enough to be considered useful in 31K. The main strength for Britannia comes from the Head Hurlers, a unit capable of destroying even the most heavily armoured units. A typical army would be 14 Head Hurlers and 6 chariots.
The last two factions that are playable at 31K are unique in the fact that their power comes from their missile troops not the infantry. This is unusual in 31K as normally factions that have poor infantry are unplayble.
Egypt and Britannia can generally only be played in 3v3 or higher team battles. The missile units are extremely vulnerable to attacks and success relies heavily on the support of allies.
31K Strategies/Armies
vs Rome
Put guard mode on all your infantry- though initially they will suffer a combat penalty, they keep their energy and later on in the battle as the enemy tires you will have the advantage. Guard mode is also helpful against cavalry strikes. Strategies that maximise pila damage, whilst minimising damage taken are the most effective- eg loose formation and testudo. Take heavy cavalry out of guard mode when they are involved in combat with only enemy cavalry.
vs Pike
It is very important the pila is maximised. Delay melee engagement until the pila is thrown, use formations eg checkerboard that hinders or breaks up the enemy pike wall. Testudo can be used to break enemy pike formations (keep guard mode on). Fight pike in melee with guard mode off.
vs Rome
Take off guard mode from Spartans and engage Rome’s infantry with the aim of taking the least amount of pila damage as possible. Once engaged, be sure to hit backspace or the halt command which brings down your pike, and then direct attacks.
vs Pike
Take off guard mode and attack. Spartans being more expensive cannot beat Royal Pkemen or Sacred Band Pike, an outflank must be achieved to have a shot at winning.
vs Rome
Keep guard mode on, create a wall of spears, do not attack.
vs Pike
Keep guard mode on, create a wall of spears, do not attack.
vs Rome
Played in a similar way as Greece vs Rome, except it is harder for Carthage as the Sacred Band are more vulnerable to pila.
vs Pike
Guard mode off, attack. Sacred band are more cost effective than Spartans and the Royal Pikemen, as long as they do not get outflanked they should win. Remember to periodically hit backspace to bring down your more powerful primary weapon.
The pikes are effectively played in the same way as Macedon. Keep guard mode on and don’t attack. The cavalry could be considered the major advantage for these factions so keep them on the flanks and utilise hammer/anvil strategies. Such tactics must be used skillfully to have any success against factions that have stronger infantry.
requires an offensively strong army that can break through Rome’s lines and gain a fast rout. In a long drawn out battle, Germania will suffer against the technically superior troops of Rome. The use of fear, along with a fast and decisive attack is paramount for success. Depending on the armies of Germania’s allies, more or less archers could be brought.
in a nutshell requires a prolonged battle so the archers have time to fire their missiles. The more arrows let off the more potential for damage. Egypt needs to space out everything to make it hard for it’s archers to be caught by the enemy. Flank and rear shots are the goal. A decisive early cavalry battle should be avoided to increase chances of success, plus support from allies is required.
requires the help from it’s allies for protection against enemy archer fire. If the Head Hurlers can be protected, and used at the right time, they have the potential to inflict significant damage on the enemy infantry. The Head Hurlers are extremely powerful offensively but are poor in terms of defence stats.
like CWB the choice of army in 31K is not set in stone and depends entirely on preference and strategy
31K Teamwork/Battles
Whilst there may be some factions that are stronger than others 1v1, things tend to be balanced out rather well in team battles. This is the nature of 31K. A 2v2 consisting of Rome/Carthage vs Rome/Greece is almost an equal matchup, even though 1v1 Carthage is superior to Greece. It is especially important in 31K to work with your allies, bring a suitable army that helps your team, it’s all about teamwork!
An easy way to remember how to play with pikes, short pike always attacks with guard mode off, long pike has guard mode on and does not attack. Getting this wrong will severely handicap your army.
Hope this guide will help anyone unfamilar with multiplayer or new to Rome Total War
piper