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Praetorians
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Gaius Julius writes: "This game
forces you to use the 'right' unit
for the 'right' task, for example,
don't use archers for melee combat."
While this is partly true of many
similar games, in Praetorians it is
far more noticeable. Use the wrong
unit and you may suffer 100%
casualties for no loss by the enemy.
Use the right unit and it is often
possible to do the reverse.
Athos writes: "There is actually a
good amount of strategy in this game.
Primarily in the match-up of units
and how you move around the map. If
you just move your troops toward an
objective they will get murdered;
have a scout and know everything
about where they are about to
move..." Ah, scouting - more about
that later; it is perhaps the most
important tactic of all. |
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LordJohnDrinksalot: "I'm not saying
tactics don't matter. They matter -
I've seen enemy archers cut to pieces
in melee combat without a loss to
friendly Legionaries and ballistas
decimate an advancing legion company
- but they pale in significance to
the same old Real Time Strategy
'recruit troops quicker than the
enemy' tactic. This is obviously less
true for the campaigns (you have to
employ tactics), but very true for
the skirmish battles (you have to
capture villages quicker)." There are
many times during the campaign when
careful scouting and tactical
positioning of units is the only way
to win. In skirmish mode this is not
true. "While I'm trying to cleverly
ambush the AI [Artificial
Intelligence], the AI is grabbing
another village. Frankly, grabbing
villages quicker than your enemy
seems to be 80% of the game, and
everything else is a distant second
place consideration."
While some of this strategy section
is applicable to both campaign and
skirmish modes, it is likely to be
more useful in a campaign context. |
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This section covers specific tactics
applicable regardless of
civilization. Different civilizations
are discussed in subsequent sections. |
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Scouting is crucial in Praetorians.
This applies to extending the
effective range of units such as
archers, but most importantly it
prevents your troops walking into an
ambush. From Athos: "You should
always know what stands between you
and the place where you want your
troops, and what is there waiting for
you. Do these through proper scouting
and planning, and you'll be able to
take out the ambushes before they
ambush you. ... Scout as much as
possible and know what you're facing,
and plan how to get around it before
bull rushing into anything and
everything." From loki: "Although I
can understand the need to have basic
formations/patterns while the troops
are stationary, I don't have the
slightest idea why I would need
complicated formations while moving.
Here's why: you should always know
where you are going, that's what
scouts are for."
Combat in Praetorians is relatively
fast once it starts, but often during
the campaign there is plenty of time
to prepare. One can march a 'perfect'
formation into a pitch battle, but
once the battle has started almost
all hope of control has been lost
when additional enemy troops are
drawn in. By planning battles, you
opt to control the battle by the
terms on which you fight it, not by a
'click-fest' of orders to units that
often cannot respond because they are
busy fighting off an enemy that
happens to have engaged them already.
Latbat writes: "The basics are to put
your infantry ahead and archers
behind, but this tactic isn't enough
to win against a good player. You
have to have your hand on the pulse
of battle, and do what's the best for
current situation, not to just
blindly attack if the forces are
equal." Mark OHearn writes: "Clearly
archers are far too weak to be at the
front so keep them back behind melee
troops. In most missions I just
hotkey my important units - special
unit, healers, centurion, and scouts.
Make sure you make these units
auto-stay [hold] or your healers will
go into the melee attacks and die."
From Random: "Tell your archers to
protect your infantry and manually
control the horses. Tell your chief
units and priests to 'protect' the
infantry too, so they'll give you the
good benefits while not exposing
themselves. Keep your groups under
easy control by assigning group
numbers, so if you tell your archers
to attack something else, it's easy
to make them 'protect' the infantry
again after the battle." Quintus
writes: "When building up formations
for all out assaults, place
stationary spearmen, stationary
archers behind, and all the heavy
infantry behind them. Any attacks
from the front the Legionaries will
skirmish." Cavalry can be used to
charge down poorly defended units
such as archers. Once other enemy
units are engaged in skirmish cavalry
will be able to ride through their
lines.
Finally, remember that your troops
can run (assign orders while holding
down the CTRL key). They cannot run
forever, since their stamina
decreases. Also consider that if
their stamina declines, they may not
be able to use a special ability. |
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Heroes are only found during the
campaign. They are named characters.
They always have the abilities of
other single units - typically
Centurions, but sometimes healers or
scouts. Their main advantage is a
higher than average hit point total.
Unfortunately they are almost always
mission critical - should they die
the mission will be failed. Mark
OHearn writes: "In certain missions I
was able to leave a hero at or near
the starting position in the woods.
In other missions, you need them to
recruit troops, so just always keep
them back from the action with a
troop to protect. Hotkey them is the
best way to move them around."
Sometimes it is possible to use a
hero to take the brunt of an enemy
attack: Their above average hit point
total allows them to survive while
other troops do the damage. But avoid
baiting Hunters with them - if
unlucky, it's an instant 'game over'
moment.
Commanders gain considerable bonuses
at higher levels. If the commander
survives long enough, these bonuses
can make a significant difference to
the performance of troops, both
offensively and defensively.
Commanders also have special
abilities. From RogueImpaler: "Your
troops are much more capable with
their leader in the vicinity. Image
your Legionaries have just thrown
their pilums - now they are
exhausted. With their Centurion close
by they regenerate much faster." This
particular trick is specific to the
Roman army, because only their
Centurion has the ability to provide
extra energy regeneration, but it is
a good example of using commanders'
special abilities. From bond0bhave:
"Using this way I killed 2 squads of
Praetorians and one Gladiator in the
campaign. I had a group of Nubian
Archers, a Barbarian Chieftain and a
Centurion. Use the Barbarian
Chieftain to sap the stamina, and
then use the Nubians to poison the
gladiators. Retreat them when the
enemy gets close and then attack with
more poison, using the Centurion to
refill stamina."
RogueImpaler continues: "The
Centurion is willing to sacrifice
himself in order to let his troops
escape if that time has come. Troops
can't get out of a rumble once
they've been attacked or have
attacked themselves. You can send in
your Centurion at this time. He will
give the troops the opportunity to
break loose and run for it." This
particular trick is unconfirmed. |
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Healers are particularly important
when you cannot afford to take heavy
casualties - specifically when you
have no village at which to recruit
replacement troops. This occurs quite
frequently during the campaign.
Healers will attempt to heal wounded
soldiers automatically. Mark OHearn
writes: "It is not unusual for them
to go to the frontlines, and if your
fighting troops are killed, so goes
the medic. Therefore, consider
putting him on hold (you can
auto-hold) to keep him from doing
this. After the battle, un-select the
hold so he can go heal the remaining
troops." Jare writes: "I would
suggest using the 'protect' command,
so the medics follow your lead troops
without getting ahead of them.
Protecting troops helps a lot when
managing a large group in battle."
By default healers automatically use
their abilities to heal injured
troops, in addition to slow healing
within their area of influence. This
ability appears to extend to every
unit except the healer himself, so
occasionally intervene and 'manually'
heal your healer. |
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Spearmen (including Guards and
Pikemen) have a special formation
called 'Stationary'. Stationary
spearmen are particularly effective
against charging cavalry. Athos adds:
"Spearmen are perfect for stopping
those charges, only problem is you
have to protect them from archers or
they get torn apart." A common
strategy is to place archers behind
stationary Spearmen. This entices the
cavalry to try and attack the
archers, but in doing so generally
forces them onto the stationary line
of Spearmen (see Luring
below).
RogueImpaler writes: "Use spearmen at
the last moment to counter mass
attack - they can be very, very
deadly indeed." Rather than luring,
this tactic involves advancing
Spearmen forward with other troops,
and just before the enemy cavalry
engage in melee switching the
Spearmen to stationary. ShadowFiend
writes: "A nasty strategy is to place
pikemen in stationary form in front
of the village entrance of the enemy
if you don't have enough forces to
swiftly destroy the village.
Everything comes out dying quickly." |
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The lure is a classic technique,
primarily relying on the other
players' units stupidity to drag them
into an ambush. One unit is sent
close to an enemy unit, then once the
enemy unit gives chase, the friendly
unit retreats back to where other
friendly units are waiting to pounce.
Luring only partly works in
Praetorians - enemy units cannot be
dragged far, and should the initial
lure fail subsequent lures are
progressively less likely to succeed.
From Athos: "I have the archers right
behind the spearmen in stationary to
lure enemies onto my troops, and the
Legionaries to sweep onto the
attacking forces (though they don't
necessarily need to, the spearmen
should handle them) and to protect
the flank should it be threatened...
and don't forget a good ballista on
the right or left to cut through the
troops."
On performing the lure itself, Loki
writes: "Archer-cavalry is the right
unit for this, because you can attack
the defending cavalry from a long
range and force them to chase you. As
you are about as fast as them, you
can retreat behind your pikemen and
let the enemy cavalry crash into your
impaling polearms." Egyptian Parthian
Cavalry is the ultimate unit to use
to lure enemies, since it can both
fire and ride at the same time. If
cavalry are not available Centurions
may be used effectively. They can
also generally sustain more damage
before suffering loses, although
sustained luring is still likely to
require a healer to be available.
Avoid luring with low-hit point
troops, since they tend to die in the
attempt. |
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From Mark OHearn: "Towers are an
interesting aspect of the game. They
provide your weak archers with a
10,000-point defence bonus, making it
almost impossible for a small group
of melee troops to successfully
overcome." Andrex Aurelius writes:
"If you put archers in they cause a
lot of damage to approaching troops
but they die quickly once the tower
is destroyed. If you put weak troops
like Auxiliary Infantry in then you
have a cheap rock dropping defence,
which is useless against archers and
siege weapons, but good against other
units attacking the base of the
tower. Also, if you have Auxiliary
Infantry in towers they are very
useful for putting out fires during
an attack but they have to be covered
by other units." Ranged troops will
also drop rocks from towers if the
enemy gets close enough. Towers can
be repaired conventionally by
assigning infantry to repair them,
much like damaged fortress gates and
seige engines. From plastikman: "The
best units to put in the towers are
the Nubian Archers, if you can spare
the unit cost. They have the longest
range of all the archers in the game
and the height of the tower can
provide a little boost too. If you
want to be really evil, set them to
poison arrows before you place them
in the tower."
Mark OHearn continues: "Beware,
however, that you do not build towers
near your village and then not occupy
them immediately. There's nothing
quite like watching your opponent
build a tower next to his village and
then sneaking your own archers into
it and start attacking. Depending on
the map, a forest nearby might make
the tower an easy attack by archers
unless you also occupy the said
forest with melee units."
From Latbat: "Those towers with
archers in them you can knock down
with rams easily. ... I usually use
two rams, because they destroy a
tower quicker and with all archers in
it. But it can take some time before
you can get to those towers if facing
strong opposition on ground, so I'm
considering using catapults more, set
on flaming stones of course."
Nitroace30 notes: "Catapults are very
effective against towers. Defend them
with spearman/pikeman and they will
work very well." Archers can also be
used to set towers on fire. Normally
once the towers become 50% damaged
the occupants will spill out onto the
ground and melee ensues. Rams have
the advantage of eliminating the
defending units along with the tower.
Significant tower building comes with
its own problems. Mark OHearn again:
"Firstly, it will limit how many
troops you can send into battle.
Secondly, if you do need to empty
troops from their towers, the enemy
will have the opportunity to sneak
into your village and take over these
towers." Instead consider building
towers only on regularly contended or
particularly strategic parts of the
map. |
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Many war machines and siege engines
are highly effective outside of a
strict siege environment. War
machines require careful use because
there is a high risk of damaging your
own troops. The combination of slow
reload-time and apparent
unwillingness to fire until enemy
units come close can be in part
off-set by setting them to
'Aggressive' mode.
As mentioned above, rams are
effective against Towers.
Chronoshift notes that they are also
effective at destroying village
garrisons. Of course their main
purpose is destroying the gates to
fortresses (see below).
Athos writes: "Ballistas are
incredible useful when it comes to
defense. You know those annoying
turtles, and how arrows can't really
pick them apart? Ballistas slice
right through them. Perfect for
disrupting those advancing troops as
it can kill 7-10 troops at once. Or
more." The main disadvantage with
Ballistas is a tendency to murder
ones own troops. Positioning of the
Ballista is clearly important, with
many favouring higher ground or a
position on the flank of an army.
Ballistas are generally better than
Catapults when used against close
formations of troops, however they
need much closer supervision or
better tactical placement than
Catapults if friendly fire is to be
avoided.
From loki: "While catapults are not
very effective, they can be
devastating when used to defend an
elevated position. Four catapults on
barrage can wipe marching troops when
combined with archers." Multiple
Catapults can indeed be highly
effective when defending a position
against infantry attack, particularly
when they have a range advantage over
the attacking troops. Although
Catapults have a numerical range
advantage, they need to be able to
use that range by setting them to
'Aggressive' mode and having some
form of scout or nearby tower
coverage. AI players very rarely use
scouts. Consequently, AI units often
cannot see any further than their
normal units are capable of seeing.
AI controlled infantry have a
tendency to retreat slightly once
they have come under heavy barrage
attack from enemies they cannot see.
This can result in the AI units
making several false advances, each
one of which damages them. From
chronoshift: "You can easily burn
down garrisons/towers/villages from
far away distances if you can setup a
few catapults on hills just outside
of main bases. You may need to send a
hawk in for your catapults to fire." |
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Officially fortresses only exist in
the campaign. Consequently, the
majority of strategies for dealing
with sieges can be found in the
walkthrough.
Consider the following when defending
a fortress:
- Move fast. This is one aspect
of the game you cannot take at
your own pace.
- Hold the gate(s). Repair them
whenever possible using
infantry. Generally once the
gates have been destroyed, long
term defense of a fortress
becomes impossible unless the
enemy is very weak.
- Place ranged troops on the
walls, particularly in the
fortified towers where they are
better defended. Switch these
troops to 'Aggressive' mode so
they fire at enemies sooner.
Use special ranged troops if
available (Slingers are great
against siege engines).
- Keep support units such as
commanders and healers close to
the walls, but not on them.
- Use cavalry sparingly to ride
out against dangerous, but
poorly defended threats, such
as siege engines and ladders.
- Use heavy infantry to counter
any enemy that climb the walls.
Ideally the enemy should not
get this close.
- Use stationary Spearmen to
guard the gate, to give a
final line of defense in case
the gate should be destroyed.
- Use Catapults to fire over the
walls (again, set on
'Aggressive').
- Use your barracks to replace
loses.
When attacking a fortress, many more
options are available. From loki:
"Attack the fortress from both sides
at the same time, which is, I gather,
one of the most useful tactics
against _any_ computer."
Generally computer based fortresses'
defenses are predictable. First lure
out any enemy cavalry, conventionally
done by starting to attack wall
defenders with a Catapult. Cavalry
are normally lured into a stationary
Spearman ambush.
The next threat are defenders on the
walls. For Roman players, Dramaticus
writes: "Use turtle formation to
divert defenders while you roll up
your siege items." Enemy archers
generally fire on the nearest target,
at least until an alternative target
starts to hurt them. Since
Legionaries are almost immune to
arrow fire, they make excellent
decoys. With a healer behind them
they can survive several minutes of
attack. Dramaticus continues: "You
can load up to a couple of troops
into siege towers before you roll
them up to walls. The risk is that
the tower may burn down before the
offload, but the advantage is
immediate deployment, rather than
having your troops catch up with the
tower and then attacking."
Rather than assaulting the walls with
siege engines and troops, consider
either ramming the fortress gate with
a Battering Ram, or using Catapults
to bombard the defenders on the
walls. BadGuysAlwaysWin writes: "To
eliminate archers on walls, use 2-3
catapults for maximum result. Set 2
to 'spread' and 1 to 'normal'
(neither fireball nor spread). Now,
march forward with 2-4 legions in
turtle formation. Bring up your
catapults and get rid of the archers
one group at a time." Catapults
normally have a range advantage over
archers, so with careful use of
scouts catapults can be very
effective at range. However, walls
give a range advantage to archers
manning those walls, so it is not
possible to completely eliminate the
chance of enemy archers setting your
Catapults on fire. If they do so
Catapults can always be retreated and
infantry set to work repairing them
immediately. Rams are the most
effective way to break down gates,
but Catapults can also be used.
BadGuysAlwaysWin continues: "Set 1
[Catapult] to 'fireball' and 2 to
'normal'. With no archers on the
walls, it's very simple. Set pikemen
in stationary in front, Legionaries
on flanks, destroy the door, then
advance." |
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Mark OHearn writes: "Often you need
to repair broken bridges. Instead of
doing so and attacking the enemy on
the other side, I now build a tower
or two, and more importantly, some
siege weapons and lure my enemies
towards the bridge. You need scouts
and a way to start the battle -
usually siege with hawk can do this.
Since the bridge is not built there
is no melee combat, and usually they
cannot engage in range attack (or at
least not effectively)." Also
remember that bridges make good
ambush spots when built. |
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