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Praetorians
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Praetorians Game Guide // 5. Campaign |
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Location: Near the City of Namur,
Belgian Kingdom of the Nervii.
Date: January 19, 53 BC.
Objectives:
- Relieve the siege.
- + Defend the fortress.
- + Conquer or destroy at least 2 enemy villages.
- Quintus Tulius Cicero must survive.
- Titus Labienus must survive.
Unit Control Points: 240/700.
Troop Control Points: 11/50.
Starting units: 2x Archer Cavalry
(16), 3x Equites (12), 2x German
Cavalry (12), Physician, 2x
Messenger, Titus Labienus
(Centurion, level 1).
Available units: Archer Cavalry,
Auxiliary Archers, Auxiliary
Infantry, Balearic Slingers,
Equites, Hawk Scout, Legionaries,
Physician, Spearmen, Wolf Scout.
Available construction: Assault
Ladder, Assault Tower, Ballista,
Battering Ram, Catapult,
Defensive Tower, repair.
.-'-.
.-' '-.
.-' ~ ~ ~ ~ '-.
.-' * * '-.
.-' * _ * '-.
.-' . . . . * |5| * '-.
.-' . . * * . '-.
.-' . . . . . . .'-.
.-' . . . . +9 . . +6 . '-.
.-' . _ . . . '-.
'-. . |4| . . ~~ _ . . '-.
'-. . . . . . . . . |3|. . . . '-.
'-. . . . . . . . . . . . . . 1 '-.
'-. . . . . . . . . . .-'
'-. . . . . . . .-'
'-. . . . .-'
'-. . . ~~ ] [ ~~ ~~ ~ .-'
'-. 8 ~~ 7 .-'
'-. ~~ ] [ .-'
'-.~ _ .-'
'-. |2| .-'
'-. .-'
'-.-'
_
| | = 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. Allied Spearmen.
2 = Ariola (Nervii). Population 100.
3 = Basilia (Eburones). Population 300.
4 = Nastum (Treviri). Population 200.
5 = Cicero's Encampment/Fortress. Population 500.
6 = Allied Spearmen/Archers/Hawk Scout.
7 = Allied Spearmen/Legionaries.
8 = Allied Berserkers/Physician.
9 = Allied Spearmen/Legionaries/Archers/Physician. |
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As soon as you start moving your
troops a group of Roman Spearmen will
appear on the ridge to the west of
the start location. They will head
towards the fortress (5 on the map
above), albeit via a route that takes
them close to point 7, thus avoiding
the enemy village of Basilia (3 on
the map above). Four further groups
of Roman troops appear at different
map locations (6-9 on the map above).
Allied troops behave like this: They
remain inactive until one of your
units comes close, at which point
they become active. If you are in
control of the fortress, they then
come directly under your control. If
you are not in control of the
fortress, they will head towards the
fortress, sometimes stopping to
attack enemy units that get in their
way.
The mission starts with two new unit
types, neither of which can be
recruited at the fortress's barracks.
German Cavalry function like normal
melee cavalry, except they can enter
woodland and have a special Impale
Charge ability. Messengers conserve
stamina when running, so they can run
further than other units.
You have a choice of three main
strategies for relieving the siege
(there are minor variations on each):
(1) Follow the group of Roman
Spearmen on their circuitous route to
the fortress, (2) rush some or all of
your troops towards the fortress and
ignore the Spearmen, (3) ignore the
siege completely at the start,
capture a village, train additional
troops, then head for the fortress.
The first group of Roman Spearmen
head towards the fortress via a point
close to 7 on the map above. This
avoids the enemy village of Basilia
(3 on the map above). Lt_Kerensky
warns: "Try not to fight the first
Gaul town, they are too many." If the
Spearmen are unaided they will almost
certainly die after a few battles and
never reach the fortress. Instead use
your cavalry to chase down attackers
and generally help the Spearmen
survive. Speed is important. From
Centurion: "When you are at the river
with the other troops on the other
side [7 on the map above], send a
messenger to run over the bridge to
meet them." Take care because most of
the woods contain hostile units
capable of killing your Messenger if
he gets too close. If you get the
timing right, both the initial
Spearmen and the new group of
Spearmen/Legionaries will march up to
the fortress together.
If you wish, send units out to
collect other groups of allied
troops. For example, split the German
Cavalry into a separate group and
send them through the woodland on the
northern side of Basilia (3 on the
map above) to the allied group at
point 6 on the map above. This
creates two columns of troops to
approach the fortress with, which
gives more firepower on the ground,
but can be hard to manage.
Lt_Kerensky writes: "You can always
try to reach the fortress with the
messenger, evading all enemies. Then
you can take command of the defense
forces." The main benefit of sending
some troops ahead to the fortress is
that you gain control of the various
groups of allied troops advancing
towards the fortress. Remember to
re-order these troops once you gain
control, since they have a habit of
just stopping in the middle of a
battle.
The second strategy involves rushing
one or more units straight to the
fortress. The main advantage is that
you gain control of the fortress
before the worst of the enemy attacks
start, meaning most of the defenders
are still alive and both gates are in
tact. Nixolus writes: "I ignored the
first allies, went directly north
toward a watchtower with some more
allies [6 on the map above] and
continued straight on to the fort." A
group of enemy Pikemen and Bowmen
guard the approaches, but can be
killed using your full starting
force. Only single man units
(Centurion, Physician, etc) and
German Cavalry can complete the
journey because of the need to pass
through woodland to reach the allied
troops. However this relatively
modest force can still be highly
effective. Stiffler comments: "If you
use this method, you can send one of
your messengers to some nearby roman
troops." A variation on this approach
is to send a Messenger directly to
the fortress and then use only the
fortress's troops for defense. This
requires careful use of stamina so as
only to run when enemy are close, but
just about works. It gets the
fortress under your control almost
immediately.
An example of the third strategy,
from FV Constantinus: "Attack the
southern-most village [2 on the map
above] and recruit in it for a while.
I divided into two forces then. I
just broke one Auxiliary Infantry
unit off the rest of the army at the
village and had them pick up the
allies on the ridge on the right side
of the map. That force went to the
fort." Although the fortress comes
under some fairly heavy attacks, it
should just about survive, even if
you do nothing to help save it. After
about 15 minutes the siege will
quieten down to nothing.
Unfortunately, some of the fortress's
most useful defenses (such as its
gates) are likely to be destroyed,
making it harder to defend. A
somewhat underhand variation on this
method is to invade two villages
prior to relieving the siege. Once
you arrive at the fortress the new
objectives will have already been
met. |
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Many of the same techniques used in
Of All the Gallic Tribes
(see above) can be used to defend the
fortress. In particular, place
archers in the fortress's towers set
to 'aggressive' and group up your
cavalry into a rapid response force
to deal with enemy siege engines and
vulnerable bowmen.
Demote some units to create Auxiliary
Infantry with which to repair gates.
Yes, the fortress has two gates - it
is easy to miss one of them...
Keeping the gates in tact is very
useful, and you should have enough
time between attacks to mend them. If
the gates are about to be destroyed,
consider opening them by sending
melee troops through them. This saves
the gates (which cannot be replaced
once destroyed), even if you take a
few casualties (which can be replaced
assuming you survive the battle).
From bond0bhave: "I was unlucky. As I
got to my base the gate in the north
was destroyed. Just get some spearman
on stationary and have your archers
pick off all the enemy archers before
they get in range."
A more offensive defense, from
blackwulf: "I also placed units in
areas (just south of the fort on the
hill) where the enemy liked to
marshal his forces for an assault -
'cut them off at the pass'."
Use the barracks inside the fortress
to replace loses - you can produce
new troops as fast as the enemy, and
the enemy should be losing more. In
between attacks consider sending a
Messenger out to collect up the
remaining allied troops. Attacks
against the fortress never cease, but
after about 20 minutes they become
sporadic and easy to repel with a
handful of archers and melee troops. |
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Once the attacks against the fortress
have quieten down, use a proportion
of your forces to capture or destroy
two enemy villages. I suggest
destroying the villages since this
removes the need to defend a second
or third location. Nastum (4 on the
map above) and Ariola (2 on the map
above) tend not to be as well
defended as Basilia (3 on the map
above), so it is preferable to attack
the former pair and ignore Basilia.
None of the villages are particularly
well defended, partly because the
tribes send almost all their new
units to attack the fortress. This
makes attacking their villages easy.
The most effective way to destroy
Nastum (4 on the map above) is to
meet up with the allied troops at
point 9 on the map above, place
archers on the ridge, in stationary
mode, and let them burn down the
village (from Centurion and
bond0bhave). Alternatively, archers
on the ridge can be used to damage
enemy troops prior to a ground
attack. |
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