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Praetorians
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Praetorians Game Guide // 5. Campaign |
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Location: The Cliffs of Dover,
Britannia.
Date: September 5, 55 BC.
Objectives:
- Rescue Commius from the
Catuvellauni Fortress.
- + Escort Commius back to the
beach.
- Quintus Tulius Cicero must
survive.
- Caius Crastinus must survive.
Unit Control Points: 327/700.
Troop Control Points: 18/50.
Starting units: 2x Auxiliary
Archers (30), Auxiliary Infantry
(30), Ballista, Caius Crastinus
(Centurion, level 0), 2x
Catapult, 2x Equites (12), Hawk
Scout, 3x Legionaries (30),
Physician, Quintus Tulius Cicero
(Centurion, level 0), 2x Spearmen
(30), Wolf Scout.
Available units (varies by
method):
- Roman: Archer Cavalry,
Auxiliary Archers, Auxiliary
Infantry, Balearic Slingers,
Equites, Hawk Scout,
Legionaries, Physician,
Spearmen, Wolf Scout.
- Barbarian: Bowmen, Druid, Hawk
Scout, Infantry, Mounted
Bowmen, Noblemen, Pikemen,
Warriors, Wolf Scout.
Available construction: Assault
Ladder, Assault Tower,
Ballista, Battering Ram,
Catapult, Defensive Tower,
repair.
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.-' '-.
.-' 6 '-.
.-'. . . '-.
.-' . ~ ~ ~ . * _'-.
.-' 9. . . * |4| '-.
.-' . . * * * * '-.
.-' . . . . . ~ ~ ~ ~ * ] [~ '-.
.-' . . . . ~ ~ ~ ~ ~ ~ . '-.
.-' . . . 7 . . '-.
.-' . . . . . 11 '-.
.-' ~ . _ . . . . . 12 . . . . . . . '-.
'-. ~ . |2| . . . . _ . . .-'
'-. ~ . . . . . . . . ~ |3| . . .-'
'-.~ ~ ~ . . . . . ~ 8 ~ . . . . . . . . .-'
'-. ~ ~ ~ ~~ . ~ ~ . .-'
'-. ~ . . 10 ~ .-'
'-. ~ 5+ ~ ~ ~ ~.-'
'-. ~ ~ . ~ ~ ~ .-'
'-. ~ ~ . ~ .-'
'-. ~ .-'
'-. ~ 1 ~ .-'
'-.~.-'
'
_
| | = Village/barracks (may include various defenses).
* * = Fortification/wall.
+ = Tower (free-standing from village).
. . = Path (minor pathways not shown).
~ ~ = River, sea or lake.
] [ = Bridge or location for bridge.
1 = Start location.
2 = Durovibrae (Atrebatean). Population 600.
3 = Durolitum (Cantiacum). Population 400.
4 = Catuvellauni Fortress. Commius of the Atrebates.
5 = Catuvellauni Tower and coastal defenders.
6 = Allied army and siege engines.
7 = Enemy Ballistas on ridge.
8 = Wooded island.
9 = Grassland ambush.
10 = Ridged area overlooking Durolitum's defenders.
11 = Cantiacum reserves.
12 = Catuvellauni/Cantiacum reserve cavalry. |
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Initially you have no way to replenish loses, so
it is important to make landfall
without significant casualties.
Immediately to the north of your
start position (1 on the map above)
is a tower surrounded by enemy troops
(5 on the map above). On each of the
ridges either side of the tower there
are enemy bowmen. A pair of enemy
siege engines are positioned on the
small island just to the west.
My strategy involved coaxing the
majority of enemy melee troops into
an ambush, then sending turtled
Legionaries towards the towers, with
Catapults and archers behind them. At
the same time, the cavalry ran first
to destroy the enemy siege engines on
the island to the west, then to
attack the enemy bowmen on each of
the ridged areas. Such a strategy
relies on good timing, but can
succeed without a single casualty.
On the ridge just to the west of
where the tower stood (close to point
5 on the map above), you will find
the Atrebatean Messenger. The
messenger offers an alliance.
Initially the alliance makes the
Atrebatean tribe neutral, however if
you subsequently follow the
Alliance strategy
below, full control over their troops
and village can be gained. You can
ignore the messenger completely if
you wish and take an
Independent strategy.
It is also possible to combine
strategies. |
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It is unlikely that anyone can
successfully storm the fortress with
only the starting troops and no base.
This strategy gains both a base and
extra Barbarian forces.
Follow the messenger to his village
in the west (2 on the map above).
Deal with the various enemy ambushes
on the route. The messenger seems
immune from these ambushes - this is
not true for you. Do not be concerned
when your ally's village comes under
attack - it is well defended at the
start, and can deal with its
attackers alone. Rushing your own
troops into the defense exposes them
to unnecessary loses.
At this stage the allied village is
still effectively neutral - you
cannot recruit troops there or
control their units. Once you arrive
at the village, the messenger
suggests you follow him north to
where the Atrebatean army are waiting
(6 on the map above). From eccehomo:
"There are more ambushes particularly
in a patch of long grass [9 on the
map above] along the way. So keep
scouts ahead of you and be prepared
to move slowly with some troops ready
to clear the ambushes. You don't need
to follow the messenger all the time;
he can get you into even more
ambushes by taking you the direct
way." The worst ambush is in the
grassland at point 9 on the map. A
method of dealing with the grassland
ambush is to fire flaming arrows into
the grassland from the higher ground
above and let the remaining enemy
units lurch up the hill into a line
of your finest Spearmen and
Legionaries.
Once your forces have reached the
allied army (point 6 on the map
above), the Atrebatean village and
all their troops come under your
control. The northern Barbarian army
includes Infantry (equivalent of
Auxiliary Infantry), Pikemen
(equivalent of Spearmen), and various
siege engines - better than nothing,
but not much better ;-) . The village
allows you to recruit new Barbarian
units. If you wish to recruit Roman
units, you should select the village,
order the Barbarian Chieftain to exit
it, and then order a Roman Centurion
to recruit at the village. An
alternative is to remove all
defenders from the village, then wait
for the enemy to attack and destroy
the garrison. Now kill the attackers
and build your own (Roman) garrison,
thus capturing the village as a Roman
village, rather than an allied
Barbarian village (from Dramaticus
and eccehomo).
Once any new recruitment is complete
you have the option of moving all the
village defenders north to help
attack the fortress, however the
village will be attacked whilst you
are away. Instead of immediately
attacking the fortress, consider
using your extra troops to attack
Durolitum (3 on the map above) and
follow the Independent strategy
below. |
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Instead of following the allied
messenger, attack and capture the
village of Durolitum (3 on the map
above). Build your own troops with
which to attempt the final rescue.
This is my preferred strategy.
Although you may find the battle for
the village tough, it gives more
options when conducting the rescue.
Durolitum is well defended, and a
direct frontal assault will probably
fail or involve many friendly
casualties. Instead make use of the
part-wooded ridged area to the
south-east of the map (marked 10 on
the map above). Guard the southern
entrance with stationary Spearmen,
and the northern entrance with
Legionaries. Place archers and
Catapults towards the centre - the
archers can be placed in woodland for
added protection. Athos writes: "Have
the archers assume stationary
position and they should start
picking off all the troops stationed
outside of the town." Use your scout
to locate enemy forces if needed, and
hold your cavalry to the south ready
to pounce on any poorly defended
enemy units. Watch out for the two
towers guarding the village - these
are probably best taken at range
using Catapults. Using this method it
is possible to capture the village
with no casualties on your own side.
This is one situation where good
tactics turn an 'impossible' battle
into an easy battle.
Capturing Durolitum will allow you to
produce additional Roman units. In
particular consider recruiting
Balearic Slingers, which are tougher
than archers and so tend to be
preferable during attacks against
fortifications. Of course, having
captured Durolitum, you can now
follow the Alliance strategy
if you wish. Maximise the size of
your own army first, then when the
Barbarian units join your total army
will be far larger than otherwise
possible. This initially leaves you
with two separate forces with which
to mount the final rescue. However,
if you clear the enemy Ballistas at
point 7 on the map above, you can
march units between different
approaches to the Fortress in
relative safety. |
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To rescue Commius you must storm the
Catuvellauni Fortress (4 on the map
above) and kill the fortress's
Chieftain. You should expect to kill
all the enemy within the fortress.
Once the Chieftain has been killed
the majority of remaining enemy on
the map will become active. The
reserve cavalry at point 8 on the map
will probably attack Durovibrae. The
reserve army at point 11 on the map
head towards the coast.
Depending on your intended escape
route, you may wish to deal with
these enemy reserves before they
become active - before you start to
attack the fortress. The group at
point 11 is particularly easy to deal
with if you have taken the
Independent strategy
- use the high ground to the west of
them. Bond0bhave offers a method of
dealing with the reserve at point 12,
again assuming the
Independent strategy.
It utilises the small wooded island
in the lake (8 on the map above),
just to the south-west of Durolitum:
"On the island in the trees there are
some enemy archers. Get your archers
and some Auxiliary Infantry to go
kill them. Place 2 sets of archers in
there. Get a Hawk Scout, Physician
and Centurion into those trees with
the archers. Now scout up above the
raised land to the north. Use your
Archer Cavalry to fire on some of the
units. Retreat you Archer Cavalry
into you base. Now your archers are
in range to pop off a couple of
them."
Most strategies for attacking the
fortress seek first to draw the enemy
cavalry inside the fortress into some
form of ambush. The enemy cavalry
normally ride out as soon as you
start attacking the fortress with
Catapults. Kmorg74 writes: "Approach
the fort from the east. Send in
wolves to have visibility against a
cavalry sally. Build up two rams and
five catapults. Place your archers on
defensive on the safe side of the
bridge and position a turtled legion
squad on the bridge. Send in one
catapult with fire-bombs on the gate.
The enemy will sally with cavalry.
Retreat the catapult to the bridge
and intercept the sally with the
legion. Hit back on the enemy cavalry
with yours and wipe it out." If
attacking from the east, position
stationary Spearmen on the bridge and
draw enemy cavalry into them. You may
need to be prepared to accept the
loss of a Catapult. An alternative is
to position turtled Legionaries in
front of the Catapult to soak enemy
archer fire. When attacking from the
west it is somewhat harder to ambush
the enemy cavalry, since the approach
is flat and open, providing no way of
funnelling the enemy into an ambush.
The enemy cavalry have further to
travel to reach your forces, which
gives more time to retreat and
position units.
A variation on the previous strategy
also allows the fortress to be
stormed immediately.
LordJohnDrinksalot writes: "Advance
several legion testudos [turtled]
near the East gate and, once there,
quickly attack with four or five
catapults against the bowmen on the
East wall. The catapults cause the
enemy cavalry to attack (it seems
this is scripted and so they always
do attack), the gates open, the
legions enter, switch formations, and
head for the enemy bowmen. If the
gates close, have a ram or two hit
the gates while your archers move in
attack any remaining bowmen on the
walls."
Once the enemy cavalry have been
killed, you can advance on the
fortress with only its walled
defenders to consider. One option is
to clear the walls of troops first.
Use Catapults, but try and protect
them by placing other troops in front
- turtled Legionaries if you have
them (support by a Physician they
should be able to remain under fire
for long periods without loss).
Telemach writes: "I never throw away
a catapult when I have enemy
installations to attend to. I refer
to the hundreds of Barbarian spearmen
I found myself in control of at the
North of the map. Dirty, smelly, and
improperly trained. I kept the tower
and catapult and sent the spearmen to
'scout' the borders of the castle."
Rather than methodically clearing
wall defenders at range, you may
either storm the gate or climb the
walls. The former option is only
practical if you have approached from
the east: Bigfuzz19 writes: "Use
siege towers and get on the walls of
the fortress. You are going to loose
a few troops and a tower or two but
you will eventually make it onto the
wall. Have any ranged units you have
concentrate on the archers on the
wall and you might not even loose any
towers." This is a particularly
useful tactic if the attack is being
made only from the west using
Barbarian units. Barbarian units
naturally favour offense over
defense, and so are very effective
once on the walls, but will tend to
die in droves getting to the walls.
Alternatively send in a Battering
Ram or two against the gate.
Battering Rams will inevitably be set
alight by enemy archers, but this can
be countered initially using the
turtled Legionaries tactic to soak
arrow fire. Kmorg74 suggests
supporting the Battering Rams with
Catapults in order to maximise
damage. If all else fails simply
throwing troops at the problem may
solve it. From najapi: "As a last
resort I tried a full on assault, no
great strategy just got the siege
machines on the bridge, got all my
troops together (selected them all)
and double clicked on the gate... I
lost very few men, maybe 2 or 3 units
at most."
A two pronged attack can be quite
successful. You are most likely to
have this option if you have followed
both the Independent and Alliance
strategies above. From bond0bhave:
"While my units were fighting in the
south, I sent in an attack of all the
Barbarian units I had from the north.
These managed to take care of most of
the archers."
Once inside the fortress, kill the
remaining defenders - there are very
few melee troops guarding the
fortress, so this should be quite
straightforward. Finally, kill the
fortress's Chieftain to free Commius.
To complete the mission, get Commius
back to the start location (1 on the
map above). As noted above, if you
have not dealt with the remaining
Catuvellauni they will now be active,
either attacking Durovibrae (2 on the
map above) or moving south from point
11 on the map above towards the start
location. This can be a serious
problem if your only village is
Durovibrae, you had stripped most of
its defenders to help with the
fortress attack, and the fortress
attack went badly and you lost almost
all your troops. |
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