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Praetorians
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Praetorians Game Guide // 5. Campaign |
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Location: River Sambre, Belgian
Kingdom of Nervii.
Date: July 25, 57 BC.
Objectives:
- Publius Licinius Crassus must
survive.
- Dumnorix must survive.
- Defend the fort [for 20
minutes].
Unit Control Points: 474/700.
Troop Control Points: 21/60.
Starting units: 6x Auxiliary
Archers (30), 3x Auxiliary
Infantry, Dumnorix (Centurion,
level 0), 4x Legionaries (30), 3x
Noblemen (12), Publius Licinius
Crassus (Centurion, level 0), 3x
Spearmen (30).
Available units: Archer Cavalry,
Auxiliary Archers, Auxiliary
Infantry, Equites, Hawk Scout,
Legionaries, Physician, Spearmen,
Wolf Scout.
Available construction: Assault
Ladder, Assault Tower, Ballista,
Battering Ram, Catapult,
Defensive Tower, repair.
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_
| | = Village/barracks (may include various defenses).
* * = Fortification/wall.
. . = Path (minor pathways not shown).
~ ~ = River, sea or lake.
] [ = Bridge or location for bridge.
1 = Start fortress/barracks. Population 250.
2 = Nervian villages.
3 = Western bridging point.
4 = Eastern stone bridge. |
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Multiple waves of enemy will attack
your fortress from the north
throughout the 20 minute mission
duration. Initially they will come
over the eastern stone bridge (4 on
the map above), but after a few
minutes they will repair and use the
western bridge too (3 on the map
above). You are massively
outnumbered, so you must use your
starting units and location wisely.
From Rasm: "The only reason I died
the first time was that I didn't know
all the stuff you could do, like move
soldiers on the walls and repair the
gate." There is no one way to
survive, but a combination of the
strategies below will result in
success. Gaius Julius writes: "I
think the one thing you have to
remember to beat this level, is to
stay calm. It's easy to get
frustrated, when all those enemy
units are coming at you from every
side. Especially, when you're
informed that there is 1 minute left;
it's the longest 1 minute you'll
encounter."
The fortress includes a barracks.
This functions much like a village,
except no garrison or Centurion is
required to recruit new units.
Immediately recruit a few Physicians
and place them close to the walls to
help heal defenders. Build
additional troops throughout the
mission - you can never have enough.
Precisely what troop type depends on
wider strategies. Remember
recruitment orders can be made in
advance.
Make use of your Centurions' command
bonuses. Position them close to the
action and they will gain a lot of
experience during the first few
attacks. Towards the end of the
mission troops in their area of
influence will get a significant
defensive bonus. Consider creating
(by promoting another unit)
additional Centurions at the start so
that all your units are covered.
The fortified towers built into the
walls offer greater protection to
units than placing units directly on
the walls. Try to keep the fortified
towers filled with Auxiliary Archers,
and place any excess archers nearby
on walls. Gatt notes: "Remember to
set all of them as 'aggressive'." The
aggressive setting results in archers
engaging enemy units as soon as they
come into range. This gains you a
valuable few extra shots. Wall based
archers will not be able to deal with
everything. They are very vulnerable
to attack from enemy siege engines
such as Catapult. Enemy archers also
tend to sneak into woodland and fire
upon your archers. Should the enemy
manage to reach the walls with
ladders or Assault Towers, archers
die rapidly in melee.
Legionaries (and less so Spearmen)
can be placed on the walls to deal
with enemy attempts to climb the
walls. This allows you to concentrate
on other aspects of the battle.
However, until enemy arrive on the
walls, melee troops are simply
targets for enemy ranged attacks,
particularly from siege engines.
Consequently it may be preferable to
keep melee troops off the walls until
you see the enemy are about to climb
the wall.
BobC writes: "Use catapults (make
sure they're set on barrage) to take
out archers and enemy cavalry outside
the walls when they stop moving. I .
usually have 2 pairs of catapults to
do this, hotkeyed so I can quickly
select targets. One pair by the right
wall and one in the middle just
behind the door. Two Catapults with
barrage can pretty much take down an
archer troop with one volley."
Setting Catapults to 'aggressive'
mode often removes the need to fire
them manually. RogueImpaler adds:
"Divide your auxiliary troops before
you make catapults, or else half of
them will take a break." Each
Catapult requires only 7 men.
Wall based archers are quite
effective against enemy melee troops
that cannot find a way over the
walls. Certain types of enemy units
are more of a threat. Siege engines
are, as their name suggests, a potent
force in this situation. Battering
Rams will rapidly break down your
gates, Catapults will wipe whole
units off the walls in an instant,
Assault Towers will deliver a small
enemy army onto a tiny section of
wall. Battering Rams are probably the
biggest threat, since once your
fortress's gates have been destroyed
you will suddenly find yourself
flooded with melee troops that would
otherwise have died quietly outside
to your archers' arrows. Gates can
(and should) be repaired using
Auxiliary Infantry, but repairs are
far slower than a Battering Ram can
do damage.
Waiting for enemy siege engines to be
set alight is not a good strategy -
whilst they are burning they are
still doing damage. The most common
way to deal with approaching siege
engines is to charge them with
cavalry. The mission introduction
suggests using the Noblemen that
start outside the gate to attack the
first wave. Cicero comments: "Don't
sacrifice them there, they can't
delay the rush that much. Bring them
in, and beef them up with new cavalry
recruits." Augment the initial
Noblemen with fresh Equites and
Archer Cavalry. "When the catapults
[or Batter Rams or similar] appear
near the bridge to your side, ride
out to destroy them. ... Then get
your cavalry back to camp at once
after the attack." Between attacks
using Physicians to heal the cavalry.
LordJohnDrinksalot notes that the
cavalry do not always need to be
brought back into the fortress: "Use
the east gap at times to hide cavalry
from direct attack and then sally
forth and hit catapults while their
supporting infantry are attacking
the fort." Timing is critical. If the
cavalry are positioned outside the
fortress permanently they will be
swamped by other enemy troops.
Sentient Cheese highlights a problem
with the strategy of riding out each
time a new siege engine appears:
"The siege engines have a much large
escort than you seem to realize. The
troops always rush the gates first,
well ahead of the slow moving rams.
My troops can't just ignore the
initial escort forces and run past
them to the ram." To some extent this
depends on timing. LordJohnDrinksalot
writes: "Danger is in clashing with
enemy melee units; if you do then
you're out-of-luck. Be conservative:
retreat into the fort often." One
strategy relies on archers and
friendly Catapults dealing with enemy
melee troops before riding out with
cavalry, however this risks allowing
the enemy siege engines to get _too_
close.
Other approaches leave less to chance
by giving the enemy melee troops
something else to attack first. Rasm
writes: "Move a group of pikemen
right in front of your gate. Then
shift all your archers on the
platform directly above the gate
opening. Get them really crammed
together. The next wave should come
then. If you have about 10 groups of
archers on the wall then you should
start seeing most of the ground
soldiers get wasted." While cramming
troops together in this way does
effectively focus firepower on the
enemy, care needs to be taken to
ensure the group does not get hit by
fire from enemy Catapults. Sentient
Cheese considers: "In between waves,
I will station a single legion troop
in the center forest and have them
hold ground there, on Defensive mode.
Then, as the rams roll by and their
escort is already hacking away at my
gates, I'll have the Legionaries
kamikaze the rams."
An alternative to charging siege
engines with cavalry, from
RogueImpaler: "Roll 3 sets
Legionaries and 3 sets archer out to
the north forest to hide. Put the
Legionaries in front of the archers
and the whole bunch on
turtle/stationary and then hold. You
can take out the rams with the
archers while the Legionaries cover.
You might want to have a medic with
those." Archers can be positioned in
the forest close to the western
(wooden) bridge. "Wait till new
troops come to build the wooden
bridge. When they finished and the
new troops advance to cross it,
quickly set it on fire." Sneaking
about in forests also prevents enemy
archers hiding in them. Bond0bhave
suggests placing Wolf Scouts in
woodland to gather such intelligence
and provide advanced warning of
approaching Catapults.
Rasm has a tactic for dealing with
Battering Rams that are at the gate:
"Have a group of legions handy right
on the other side of it. When the
ram starts to bash the door, have the
legions walk through it. This causes
the ram to stop (since the doors are
open). Just walk your legions into
the ram. Make sure NOT to do this
when there are swarms of enemy
infantry around the ram." Once the
gate has been broken down, it cannot
be repaired. While it is preferable
to keep the gate up as long as
possible, a few tactics can be used
to stem the tide once the gate has
been destroyed. WhiteSkull writes:
"I stuck 3 spearmen in stationary
formation behind the gate 4 legions
behind them. Replace spearmen as
needed at the gate." From malleus1:
"I put one group of archers at the
bottom edge of the map facing the
gate in stationary position and the
catapults beside them, firing 'out
the gate', so anything that got
through the gate could be held there
by a legion or two and bombarded."
The final enemy assault (in the last
minute of the mission) is quite
tough. From Cicero: "Ready all your
legions in open formation and let
them attack everything that's outside
the fort. Commit all pikemen,
auxiliaries and cavalries too." There
is a reasonable chance that the enemy
will breach the walls right at the
end. Keep them engaged with whatever
troops you have, but make sure the
two (mission critical) Centurions
survive and the barracks are not
destroyed. |
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