End of Game Army Composition

PC/MAC : A belnd of role playing game and RTS following the story of the mighty Roman Empire.

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Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

After an abandonned run (i was beaten during one of the early scenarios due to a controls glitch), I decided to play some more of the best game ever, Legion Arena. :)
I won't try the no-loss result (although I'd be glad with one), I'd rather concentrate on...FUN!
Adn fun shall I have!
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

AUXILIARY ARMY

Image

(Very Hard)

Legate 53
Auxilia 24
Auxilia 24
Auxilia 25
Auxilia 24
Auxilia 24
Velites 29
Velites 29
Auxiliary Archers 26
Auxiliary Archers 25
Auxiliary Cavalry 24
Auxiliary Cavalry 23


Denarii: 1315
Fame: 1 138 545
First Loss: Etruscan Treachery
(And I replayed Africa twice. I could have won both battles on my first try, though.)

Code: Select all

Arena Army Report

Army Name: Romans
Side: Romans
Squads:12
Denari: 1315
Fame: 1138545


------------------------------------------
Legate I
(Leader)

Men: 1/1
Level: 53
Exp: 22243 (Next Level at 22405)

Losses: 0
To Heal: 0 Fame

Legate I
(Leader)

Total Kills: 143
Highest Kills: 10
Worst Casualties: 1
Best Experience: 250

Squad Health : 112 (50 + 62 + 35)
Morale : 328 (250 + 78 + 75)
Agility : 35 (35 + 0 + 0)
Melee Armour : 17 (17 + 0 + 5)
Melee Damage : 27 (27 + 0 + 8)
Melee Attack : 40 (40 + 0 + 26)
Melee Concuss : 1 (1 + 0 + 19)
Ranged Armour : 25 (25 + 0 + -5)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 70 (70 + 0)
Trample Avoid : 100 (100 + 0)
Order Cost : 2000 (2000 + 0 + 0)
Ammo : 0 (0 + 0)

Master Block
Feint
Master Endurance
Master Armour Penetration
Frenzy
Honour Guard
Master Quick Thinker
Master Strategist
Master Leadership
Master Protection from Cavalry
Master Protection from Infantry
Grand Master Swordsman III
Grand Master I Anti Infantry Specialist
Grand Master I Anti Cavalry Specialist

------------------------------------------
Auxilia I
(Light Infantry)

Men: 48/48
Level: 24
Exp: 68364 (Next Level at 73059)

Losses: 0
To Heal: 0 Fame

Auxilia I
(Light Infantry)

Total Kills: 2589
Highest Kills: 140
Worst Casualties: 33
Best Experience: 4034

Squad Health : 48 (25 + 23 + 30)
Morale : 308 (250 + 58 + 0)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 26)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 13)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -1000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Drill
Advanced Stand Firm
Expert Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Armour Grade 5
Grand Master Swordsman II
Dacian Falx

------------------------------------------
Auxilia II
(Light Infantry)

Men: 48/48
Level: 24
Exp: 71586 (Next Level at 73059)

Losses: 0
To Heal: 0 Fame

Auxilia II
(Light Infantry)

Total Kills: 2098
Highest Kills: 115
Worst Casualties: 30
Best Experience: 3860

Squad Health : 48 (25 + 23 + 30)
Morale : 308 (250 + 58 + 0)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 26)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 13)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -1000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Drill
Advanced Stand Firm
Expert Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Armour Grade 5
Grand Master Swordsman II
Dacian Falx

------------------------------------------
Auxilia III
(Light Infantry)

Men: 48/48
Level: 25
Exp: 77215 (Next Level at 78819)

Losses: 0
To Heal: 0 Fame

Auxilia III
(Light Infantry)

Total Kills: 2032
Highest Kills: 113
Worst Casualties: 28
Best Experience: 4127

Squad Health : 49 (25 + 24 + 30)
Morale : 310 (250 + 60 + 0)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 26)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 13)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -1000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Drill
Advanced Stand Firm
Anti Cavalry Specialist
Expert Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Armour Grade 5
Grand Master Swordsman II
Dacian Falx

------------------------------------------
Auxilia IV
(Light Infantry)

Men: 48/48
Level: 24
Exp: 67788 (Next Level at 73059)

Losses: 0
To Heal: 0 Fame

Auxilia IV
(Light Infantry)

Total Kills: 1602
Highest Kills: 128
Worst Casualties: 29
Best Experience: 3900

Squad Health : 48 (25 + 23 + 30)
Morale : 308 (250 + 58 + 0)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 26)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 13)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -1000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Drill
Advanced Stand Firm
Expert Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Armour Grade 5
Grand Master Swordsman II
Dacian Falx

------------------------------------------
Auxilia V
(Light Infantry)

Men: 48/48
Level: 24
Exp: 72130 (Next Level at 73059)

Losses: 0
To Heal: 0 Fame

Auxilia V
(Light Infantry)

Total Kills: 1695
Highest Kills: 117
Worst Casualties: 27
Best Experience: 5000

Squad Health : 48 (25 + 23 + 30)
Morale : 308 (250 + 58 + 0)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 26)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 13)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -1000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Drill
Advanced Stand Firm
Anti Cavalry Specialist
Advanced Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Armour Grade 5
Grand Master Swordsman II
Dacian Falx

------------------------------------------
Velites I
(Skirmishers)

Men: 36/36
Level: 29
Exp: 65615 (Next Level at 67857)

Losses: 0
To Heal: 0 Fame

Velites I
(Skirmishers)

Total Kills: 1238
Highest Kills: 69
Worst Casualties: 18
Best Experience: 2650

Squad Health : 53 (25 + 28 + 20)
Morale : 320 (250 + 70 + -50)
Agility : 30 (30 + 0 + 0)
Melee Armour : 4 (4 + 0 + 4)
Melee Damage : 10 (10 + 0 + 0)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 2)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 67)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -3000)
Ammo : 12 (8 + 4)

Expert Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Javelins
Expert Throwers
Advanced Anti Cavalry Specialist
Armour Grade 1
Grand Master Marksman III
Grand Master III Anti Infantry Specialist

------------------------------------------
Velites II
(Skirmishers)

Men: 36/36
Level: 29
Exp: 66048 (Next Level at 67857)

Losses: 0
To Heal: 0 Fame

Velites II
(Skirmishers)

Total Kills: 1221
Highest Kills: 61
Worst Casualties: 17
Best Experience: 3030

Squad Health : 53 (25 + 28 + 20)
Morale : 320 (250 + 70 + -50)
Agility : 30 (30 + 0 + 0)
Melee Armour : 4 (4 + 0 + 4)
Melee Damage : 10 (10 + 0 + 0)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 2)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 67)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -3000)
Ammo : 12 (8 + 4)

Expert Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Javelins
Expert Throwers
Advanced Anti Cavalry Specialist
Armour Grade 1
Grand Master Marksman III
Grand Master III Anti Infantry Specialist

------------------------------------------
Auxiliary Archers I
(Archers)

Men: 48/48
Level: 26
Exp: 83870 (Next Level at 84579)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers I
(Archers)

Total Kills: 1792
Highest Kills: 95
Worst Casualties: 10
Best Experience: 3671

Squad Health : 50 (25 + 25 + 0)
Morale : 288 (225 + 63 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 67)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 50)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -4000)
Ammo : 25 (15 + 10)

Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Disciplined Formations
Grand Master Marksman III
Odysseus' Bow
Grand Master II Anti Infantry Specialist

------------------------------------------
Auxiliary Archers II
(Archers)

Men: 48/48
Level: 25
Exp: 76709 (Next Level at 78819)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers II
(Archers)

Total Kills: 1536
Highest Kills: 90
Worst Casualties: 27
Best Experience: 3430

Squad Health : 49 (25 + 24 + 0)
Morale : 285 (225 + 60 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 50)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -4000)
Ammo : 25 (15 + 10)

Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Disciplined Formations
Grand Master Marksman II
Grand Master II Anti Infantry Specialist

------------------------------------------
Auxiliary Cavalry I
(Heavy Cavalry)

Men: 24/24
Level: 24
Exp: 70315 (Next Level at 73059)

Losses: 0
To Heal: 0 Fame

Auxiliary Cavalry I
(Heavy Cavalry)

Total Kills: 1815
Highest Kills: 95
Worst Casualties: 20
Best Experience: 3107

Squad Health : 53 (30 + 23 + 30)
Morale : 333 (275 + 58 + 25)
Agility : 30 (30 + 0 + -10)
Melee Armour : 12 (12 + 0 + 56)
Melee Damage : 18 (18 + 0 + 20)
Melee Attack : 12 (12 + 0 + 14)
Melee Concuss : 3 (3 + 0 + 39)
Ranged Armour : 4 (4 + 0 + 12)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 70 (40 + 30)
Trample Avoid : 100 (100 + 0)
Order Cost : 6000 (6000 + 0 + -3000)
Ammo : 0 (0 + 0)

Master Endurance
Master Armour Penetration
Frenzy
Expert Drill
Master Trample
Anti Infantry Specialist
Weapons Grade 3
Helmet Grade 3
Grand Master Swordsman II
Dacian Falx
Sarmatian Cavalry Armour
Armour Grade 7

------------------------------------------
Auxiliary Cavalry II
(Heavy Cavalry)

Men: 24/24
Level: 23
Exp: 67191 (Next Level at 67299)

Losses: 0
To Heal: 0 Fame

Auxiliary Cavalry II
(Heavy Cavalry)

Total Kills: 1687
Highest Kills: 97
Worst Casualties: 19
Best Experience: 4224

Squad Health : 52 (30 + 22 + 30)
Morale : 330 (275 + 55 + 25)
Agility : 30 (30 + 0 + -10)
Melee Armour : 12 (12 + 0 + 56)
Melee Damage : 18 (18 + 0 + 20)
Melee Attack : 12 (12 + 0 + 14)
Melee Concuss : 3 (3 + 0 + 39)
Ranged Armour : 4 (4 + 0 + 12)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 70 (40 + 30)
Trample Avoid : 100 (100 + 0)
Order Cost : 6000 (6000 + 0 + -3000)
Ammo : 0 (0 + 0)

Master Endurance
Master Armour Penetration
Frenzy
Expert Drill
Master Trample
Weapons Grade 3
Helmet Grade 3
Grand Master Swordsman II
Dacian Falx
Sarmatian Cavalry Armour
Armour Grade 7

More information on this particular army will follow. Stay tuned. :)

edit:
I got myself back to the kb...
So, this particular build was pretty interesting, but it stll lacked something. I can't exactly put my finger on it, but there were few factors clearly visible or how to say it.

- the power of five Auxilias can't be dismissed. Their line is very firm and unlike my usual army with lesser amount of early h2h units, this one was pretty resilient.
- otoh, they gained exp. a bit too slower, thus leaving me with a weaker squads in the second half of campaign.
- moreover, the later arrival of missile troops meant they also got fewer experiences and were quite green when I needed veterans.
- although the healing is cheaper, it's not worth it when on needs more robust units, esp. against heavies and/or cav. in the open.
- I don't have a firm opinion on double horsemen; they were useful, but then again the healing added. Moreover when stuck between the pikes, they vanished like a snowflake in microwave.
- I wasn't able to win without a loss, and this is a great disappointment! :) But ok, losing two battles isn't that bad. :-P
- most of the battles were not troublesome at all, but due to the higher number of units than usual (twelve against ten), I gave my Auxilias basic Drill, which I otherwise consider a wasted slot on a small armies' infantry squads.

Things I'd change:
- looks like a specialized anti-cav unit is needed
- earlier Archers are necessary
- two cavalries are not... maybe.


Aleks
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

AUXILIA

Image

Legate 53
Auxilia 26
Auxilia 26
Auxilia 25
Auxilia 24
Velites 30
Velites 30
Auxiliary Archers 27
Auxiliary Archers 27
Auxiliary Cavalry 27


Denarii: 65
Fame: 1 142 470
First Loss: Etruscan Treachery
(as usual. And I once again replayed Africa twice as I lost on my first try and then some update information crashed LA.)

Code: Select all

Arena Army Report

Army Name: Romans
Side: Romans
Squads:10
Denari: 65
Fame: 1142470


------------------------------------------
Legate I
(Leader)

Men: 1/1
Level: 58
Exp: 24795 (Next Level at 25090)

Losses: 0
To Heal: 0 Fame

Legate I
(Leader)

Total Kills: 162
Highest Kills: 11
Worst Casualties: 1
Best Experience: 200

Squad Health : 112 (50 + 62 + 35)
Morale : 328 (250 + 78 + 75)
Agility : 35 (35 + 0 + 40)
Melee Armour : 17 (17 + 0 + 5)
Melee Damage : 27 (27 + 0 + 5)
Melee Attack : 40 (40 + 0 + 26)
Melee Concuss : 1 (1 + 0 + 19)
Ranged Armour : 25 (25 + 0 + -5)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 70 (70 + 0)
Trample Avoid : 100 (100 + 0)
Order Cost : 2000 (2000 + 0 + 0)
Ammo : 0 (0 + 0)

Master Block
Master Dodge 
Master Parry
Master Endurance
Master Armour Penetration
Frenzy
Honour Guard
Master Quick Thinker
Master Strategist
Master Leadership
Anti Cavalry Specialist
Anti Infantry Specialist
Grand Master Swordsman III
Grand Master III Protection from Infantry
Grand Master III Protection from Cavalry

------------------------------------------
Auxilia I
(Light Infantry)

Men: 48/48
Level: 26
Exp: 83685 (Next Level at 84579)

Losses: 0
To Heal: 0 Fame

Auxilia I
(Light Infantry)

Total Kills: 3107
Highest Kills: 124
Worst Casualties: 25
Best Experience: 3461

Squad Health : 50 (25 + 25 + 30)
Morale : 313 (250 + 63 + 100)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 31)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 15)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -2000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Advanced Drill
Advanced Stand Firm
Advanced Anti Cavalry Specialist
Advanced Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman II
Ajax's Banner
Dacian Falx
Armour Grade 6

------------------------------------------
Auxilia II
(Light Infantry)

Men: 48/48
Level: 26
Exp: 82109 (Next Level at 84579)

Losses: 0
To Heal: 0 Fame

Auxilia II
(Light Infantry)

Total Kills: 2578
Highest Kills: 125
Worst Casualties: 24
Best Experience: 3931

Squad Health : 50 (25 + 25 + 30)
Morale : 313 (250 + 63 + 100)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 31)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 15)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -2000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Advanced Drill
Advanced Stand Firm
Advanced Anti Cavalry Specialist
Advanced Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman II
Ajax's Banner
Dacian Falx
Armour Grade 6

------------------------------------------
Auxilia III
(Light Infantry)

Men: 48/48
Level: 25
Exp: 73718 (Next Level at 78819)

Losses: 0
To Heal: 0 Fame

Auxilia III
(Light Infantry)

Total Kills: 1839
Highest Kills: 110
Worst Casualties: 33
Best Experience: 4150

Squad Health : 49 (25 + 24 + 30)
Morale : 310 (250 + 60 + 100)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 31)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 15)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -2000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Advanced Drill
Advanced Stand Firm
Anti Cavalry Specialist
Advanced Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman II
Ajax's Banner
Dacian Falx
Armour Grade 6

------------------------------------------
Auxilia IV
(Light Infantry)

Men: 48/48
Level: 24
Exp: 71756 (Next Level at 73059)

Losses: 0
To Heal: 0 Fame

Auxilia IV
(Light Infantry)

Total Kills: 1737
Highest Kills: 86
Worst Casualties: 26
Best Experience: 4000

Squad Health : 48 (25 + 23 + 30)
Morale : 308 (250 + 58 + 100)
Agility : 20 (20 + 0 + 15)
Melee Armour : 9 (9 + 0 + 31)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 5)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 15)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 40 (30 + 10)
Order Cost : 8000 (8000 + 0 + -2000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Advanced Drill
Advanced Stand Firm
Anti Cavalry Specialist
Advanced Anti Infantry Specialist
Advanced Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman I
Ajax's Banner
Dacian Falx
Armour Grade 6

------------------------------------------
Velites I
(Skirmishers)

Men: 36/36
Level: 30
Exp: 68524 (Next Level at 71694)

Losses: 0
To Heal: 0 Fame

Velites I
(Skirmishers)

Total Kills: 1256
Highest Kills: 73
Worst Casualties: 25
Best Experience: 3542

Squad Health : 54 (25 + 29 + 30)
Morale : 323 (250 + 73 + -50)
Agility : 30 (30 + 0 + 0)
Melee Armour : 4 (4 + 0 + 6)
Melee Damage : 10 (10 + 0 + 0)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 3)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 67)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -4000)
Ammo : 12 (8 + 4)

Master Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Javelins
Expert Throwers
Advanced Anti Cavalry Specialist
Anti Elephant Specialist
Armour Grade 1
Helmet Grade 1
Grand Master Marksman III
Grand Master I Anti Infantry Specialist

------------------------------------------
Velites II
(Skirmishers)

Men: 36/36
Level: 30
Exp: 70557 (Next Level at 71694)

Losses: 0
To Heal: 0 Fame

Velites II
(Skirmishers)

Total Kills: 1378
Highest Kills: 63
Worst Casualties: 20
Best Experience: 2190

Squad Health : 54 (25 + 29 + 30)
Morale : 323 (250 + 73 + -50)
Agility : 30 (30 + 0 + 0)
Melee Armour : 4 (4 + 0 + 6)
Melee Damage : 10 (10 + 0 + 0)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 3)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 67)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -4000)
Ammo : 12 (8 + 4)

Master Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Javelins
Expert Throwers
Advanced Anti Cavalry Specialist
Anti Elephant Specialist
Armour Grade 1
Helmet Grade 1
Grand Master Marksman III
Grand Master I Anti Infantry Specialist

------------------------------------------
Auxiliary Archers I
(Archers)

Men: 48/48
Level: 27
Exp: 89478 (Next Level at 90339)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers I
(Archers)

Total Kills: 2073
Highest Kills: 100
Worst Casualties: 7
Best Experience: 3390

Squad Health : 51 (25 + 26 + 20)
Morale : 290 (225 + 65 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 67)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 50)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -4000)
Ammo : 25 (15 + 10)

Expert Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Master Anti Infantry Specialist
Disciplined Formations
Grand Master Marksman III
Odysseus' Bow

------------------------------------------
Auxiliary Archers II
(Archers)

Men: 48/48
Level: 27
Exp: 88442 (Next Level at 90339)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers II
(Archers)

Total Kills: 1952
Highest Kills: 96
Worst Casualties: 4
Best Experience: 3394

Squad Health : 51 (25 + 26 + 20)
Morale : 290 (225 + 65 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 67)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 50)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -4000)
Ammo : 25 (15 + 10)

Expert Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Master Anti Infantry Specialist
Disciplined Formations
Grand Master Marksman III
Odysseus' Bow

------------------------------------------
Auxiliary Cavalry I
(Heavy Cavalry)

Men: 24/24
Level: 27
Exp: 85890 (Next Level at 90339)

Losses: 0
To Heal: 0 Fame

Auxiliary Cavalry I
(Heavy Cavalry)

Total Kills: 2349
Highest Kills: 110
Worst Casualties: 15
Best Experience: 4028

Squad Health : 56 (30 + 26 + 40)
Morale : 340 (275 + 65 + 125)
Agility : 30 (30 + 0 + 10)
Melee Armour : 12 (12 + 0 + 71)
Melee Damage : 18 (18 + 0 + 20)
Melee Attack : 12 (12 + 0 + 26)
Melee Concuss : 3 (3 + 0 + 39)
Ranged Armour : 4 (4 + 0 + 16)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 80 (40 + 40)
Trample Avoid : 100 (100 + 0)
Order Cost : 6000 (6000 + 0 + -4000)
Ammo : 0 (0 + 0)

Master Endurance
Master Armour Penetration
Frenzy
Master Drill
Master Trample
Anti Cavalry Specialist
Anti Infantry Specialist
Weapons Grade 3
Helmet Grade 3
Grand Master Swordsman III
Ajax's Banner
Dacian Falx
Sarmatian Cavalry Armour
Teutonic Horses
Achilles' Armour
Armour Grade 8
Some notes...
I find this particular build quite strong. I think it has a power to win every battle and the few I replayed were because I lost a bit of patience after I was defeated by the Etruscans.
I'm not really sure on the Pro:Inf/Cav skills. They eat quite some levels, and may not be strong enough to warrant taking them. Especially once the squads inevitably mix in the heat of the battle, they may face units of the opposite type and that's when a less specialized skill (be it Endurance or simple Block) might be better.
It's interesting how there's moment when the campaign "bends" and Drill turns from a wasted skill to an important one during several battles. It's when you buidl the initial h2h line and then start adding cheap units (last Auxilia, the two Velites) while simultaneously the prestige flow increases. Now your army may become cumbersome and if your units can't move due to the lack of Drill, it's like they weren't present at all.
I'm surprised with quite a low levels of my units. I tried my best to gather as man experiences as possible, always seiveing the routed enemy, always using the least possible amount of pin cushion squads, but I still ended with nothing spectacular. I'm very interested what it takes to have the Odyseus' Bow at least three scenarios sooner. Maybe it's impossible.
Also, what's the skill tree towards Sarissa? And how to get Honour Gaurd, esp. for Cavalry (if it's possible at all)?


Bye now. See you around Christmas, I'm a bit fed up with Romans for now. :)
pgeerkens
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 121
Joined: Tue Jun 03, 2008 9:47 pm
Location: Hamilton. Ontario

Re: End of Game Army Composition

Post by pgeerkens »

A new (personal) record: 1,147,730. A mere 40 above my previous record, and I was running about 230 ahead around Scenario 50 or so which suggested that I might get to 1,148,000, but it wasn't to be. Final army in build order:
  • Level 25: Legate
  • Level 20: Auxilia I
  • Level 28: Auxiliary Cavalry I
  • Level 21: Veites I
  • Level 21: Veites II
  • Level 21: Auxilia
  • Level 24: Auxiliary Archers I
  • Level 20: Triarii
  • Level 22: Auxiliary Archers II
  • Level 16: Legionary I
  • Level 18: Auxiliary Archers III
  • Level 25: Auxiliary Cavalry II
Sample Trarii Level 20 skill set (with Sarissa):
  • Advanced Swordsman (required to use Sarissa with effect)
  • Armor Penetration (late pick up, not sure of efficacy)
  • Grand Master I Anti-Cavalry
  • Expert Protection from Cavalry
  • Master Stand Firm (enables purchase of Sarissa)
  • Master Endurance
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

Interesting. I think I'm still too conservative in my builds, looks like i need to try something bit more different. But I noticed you also lack heavy infantry in some greater numbers, so it seems like the light armies save lots of fame.
Also, I've lost qite some fame during the Gauls and Pyrhos minicampaign, it's quite a bloody one.
pgeerkens
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 121
Joined: Tue Jun 03, 2008 9:47 pm
Location: Hamilton. Ontario

Re: End of Game Army Composition

Post by pgeerkens »

In a few later scenarios, where I need a third heavy, I rent a Legionary or Trarii as a heavy-duty pin-cushion/cannon-fodder.

My goal in all scenarios is to win without any (permanent) unit breaking morale and running. I sometimes miss on one or two scenarios over the full 68 scenario campaign, but I can now usually win even Pydna, Magnesia, Vadimo Lake and Zama meeting this criteria.

As to why I buy an Auxiliary Cavalry so soon - because of Men in Black. My standard is now to have 41,000 Prestige after nine scenarios, but I have not yet found a way to beat Men In Black without casualties. My best so far is to lose only 70, for 46,930 after 10 scenarios. I believe that the best way to beat Men in Black without any losses is with a strong cavalry.
Last edited by pgeerkens on Mon May 12, 2014 11:19 pm, edited 2 times in total.
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:In a few later scenarios, where I need a third heavy, I rent a Legionary or Trarii as a heavy-duty pin-cushion/cannon-fodder.
Yes, I also do this sometimes. Elephants are pretty solid for a pin cushion duty in limited casualties battles.

pgeerkens wrote:My goal in all scenarios is to win without any (permanent) unit breaking morale and running. I sometimes miss on one or two scenarios over the full 68 scenario campaign, but I can now usually win even Pydna, Magnesia, Vadimo Lake and Zama meeting this criteria.
I love to play with light units, as the healing is cheap and if used correctly, they got quite some punch. Fact is that if they crumble, they open the hole in formation and that hurts.
Why do you purchase the Aux. Cavalry so early? Is it good? I'd guess that double Auxilia would be better, as there are very few missile units in the opening scenarios, and two Auxilias may lean onto each another and they have more swords than cavalry, which moreover cannot be used in roguh terrain.
Last edited by Aleksandr on Sat May 17, 2014 9:59 am, edited 1 time in total.
pgeerkens
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 121
Joined: Tue Jun 03, 2008 9:47 pm
Location: Hamilton. Ontario

Re: End of Game Army Composition

Post by pgeerkens »

Men in Black seems to require a cavalry unit.
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:Men in Black seems to require a cavalry unit.
True. I always purchase at least temporal unit, even if it should be mere Scouts. Each and every horseshoe counts...
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:As to why I buy an Auxiliary Cavalry so soon - because of Men in Black. My standard is now to have 41,000 Prestige after nine scenarios, but I have not yet found a way to beat Men In Black without casualties. My best so far is to lose only 70, for 46,930 after 10 scenarios. I believe that the best way to beat Men in Black without any losses is with a strong cavalry.
I went through Men in Black with quite some casualties. My early build was Auxilia, Auxilia, Auxiliary Cavalry, as I dislike having just one infantry; two Auxilias may support each other. (Not that Auxilia and Aux Cav can't do the same...)
During the MiB battle I rushed the Aux Cav into the eponymous squad, then I disengaged and ran the Aux Cav again, maing some ten or so overruns. Then the horsemen ran to safety, and in he meanwhile the two Auxilias moved into the rough. The enemy reached my second line (Milita/Paes with skirms in back) where they stopped for a moment and lost one or two lvl17 dudes to javelins. Horsemen made an arc and rushed to north, effectively hiding behind the Auxilias that held the rough. Then enmy wave reached me soon and that's when it went a bit strange. Horsemen should have tried one more trample attack prior to their "rush to safety" maneuvre, because the MiB were still too powerful and it took eternity before they crumbled. They routed one Auxilia and crippled the other one, fortunately they held.

The correct approach seems to be this:

- order the two Auxilias to move into Rough, together with the Legate.
- order the Aux Cav to attack the MiB (in def formation so that they don't penetrate too deep and so that they hit in wide line)
- order the Aux Cav to disengage
- switch to aggressive, order them to attack MiB, switch to defensive
- disengage
- this should eat most of your command poits, but with cavalry safely behind the line of pin cushion, you may wait for the points to replenish.
- rush Aux Cav to east
- rush Aux Cav to north into the NE corner, hide them behind the Auxilia line
- now Auxilias need to take care of the remaining units. Hopefully the MiB would be crippled and break soon. Other units are unimportant.

edit: Of coure, this won't result in zero losses. But it's quite safe way how to get through this battle.
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

MIXED LEGION

Image

Legate 56
Auxilia 30
Auxilia 29
Auxiliary Cavalry 26
Auxiliary Archers 27
Auxiliary Archers 28
Velites 30
Velites 28
Legionarii 20
Triarii 19


Denarii: 1200
Fame: 1 138 370
First Loss:
Can't really tell, but it wasn't Etruscaen Treachery!

Code: Select all

Arena Army Report

Army Name: Romans
Side: Romans
Squads:10
Denari: 1200
Fame: 1138370


------------------------------------------
Legate I
(Leader)

Men: 1/1
Level: 56
Exp: 23897 (Next Level at 24016)

Losses: 0
To Heal: 0 Fame

Legate I
(Leader)

Total Kills: 144
Highest Kills: 10
Worst Casualties: 1
Best Experience: 129

Squad Health : 112 (50 + 62 + 35)
Morale : 328 (250 + 78 + 75)
Agility : 35 (35 + 0 + 10)
Melee Armour : 17 (17 + 0 + 5)
Melee Damage : 27 (27 + 0 + 5)
Melee Attack : 40 (40 + 0 + 26)
Melee Concuss : 1 (1 + 0 + 19)
Ranged Armour : 25 (25 + 0 + -5)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 70 (70 + 0)
Trample Avoid : 100 (100 + 0)
Order Cost : 2000 (2000 + 0 + 0)
Ammo : 0 (0 + 0)

Master Block
Advanced Dodge 
Master Endurance
Master Armour Penetration
Frenzy
Honour Guard
Master Quick Thinker
Master Strategist
Master Leadership
Expert Anti Cavalry Specialist
Expert Anti Infantry Specialist
Grand Master Swordsman III
Grand Master III Protection from Infantry
Grand Master III Protection from Cavalry

------------------------------------------
Auxilia I
(Light Infantry)

Men: 48/48
Level: 30
Exp: 103257 (Next Level at 107619)

Losses: 0
To Heal: 0 Fame

Auxilia I
(Light Infantry)

Total Kills: 3718
Highest Kills: 144
Worst Casualties: 45
Best Experience: 7012

Squad Health : 54 (25 + 29 + 30)
Morale : 323 (250 + 73 + 25)
Agility : 20 (20 + 0 + 25)
Melee Armour : 9 (9 + 0 + 51)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 20)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 21)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -2000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Advanced Drill
Advanced Anti Cavalry Specialist
Master Anti Infantry Specialist
Protection from Cavalry
Master Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Standard Grade 1
Grand Master Swordsman III
Dacian Falx
Achilles' Armour
Armour Grade 8

------------------------------------------
Auxilia II
(Light Infantry)

Men: 48/48
Level: 29
Exp: 97128 (Next Level at 101859)

Losses: 0
To Heal: 0 Fame

Auxilia II
(Light Infantry)

Total Kills: 3027
Highest Kills: 158
Worst Casualties: 43
Best Experience: 7900

Squad Health : 53 (25 + 28 + 30)
Morale : 320 (250 + 70 + 25)
Agility : 20 (20 + 0 + 25)
Melee Armour : 9 (9 + 0 + 51)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 20)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 21)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -2000)
Ammo : 1 (1 + 0)

Master Endurance
Master Armour Penetration
Advanced Drill
Advanced Anti Cavalry Specialist
Master Anti Infantry Specialist
Protection from Cavalry
Expert Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Standard Grade 1
Grand Master Swordsman III
Dacian Falx
Achilles' Armour
Armour Grade 8

------------------------------------------
Auxiliary Cavalry I
(Heavy Cavalry)

Men: 24/24
Level: 26
Exp: 81324 (Next Level at 84579)

Losses: 0
To Heal: 0 Fame

Auxiliary Cavalry I
(Heavy Cavalry)

Total Kills: 3090
Highest Kills: 151
Worst Casualties: 19
Best Experience: 4070

Squad Health : 55 (30 + 25 + 30)
Morale : 338 (275 + 63 + 50)
Agility : 30 (30 + 0 + 0)
Melee Armour : 12 (12 + 0 + 38)
Melee Damage : 18 (18 + 0 + 20)
Melee Attack : 12 (12 + 0 + 16)
Melee Concuss : 3 (3 + 0 + 39)
Ranged Armour : 4 (4 + 0 + 4)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 80 (40 + 40)
Trample Avoid : 100 (100 + 0)
Order Cost : 6000 (6000 + 0 + -4000)
Ammo : 0 (0 + 0)

Expert Endurance
Master Armour Penetration
Frenzy
Master Drill
Master Trample
Anti Cavalry Specialist
Anti Infantry Specialist
Weapons Grade 3
Armour Grade 3
Helmet Grade 3
Standard Grade 1
Grand Master Swordsman III
Dacian Falx
Sarmatian Cavalry Armour
Teutonic Horses

------------------------------------------
Auxiliary Archers I
(Archers)

Men: 48/48
Level: 27
Exp: 85914 (Next Level at 90339)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers I
(Archers)

Total Kills: 2119
Highest Kills: 113
Worst Casualties: 21
Best Experience: 3383

Squad Health : 51 (25 + 26 + 30)
Morale : 290 (225 + 65 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 67)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 50)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -3000)
Ammo : 25 (15 + 10)

Master Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Arrows
Stronger Bows
Advanced Protection from Cavalry
Master Protection from Infantry
Disciplined Formations
Grand Master Marksman III
Odysseus' Bow

------------------------------------------
Auxiliary Archers II
(Archers)

Men: 48/48
Level: 28
Exp: 91028 (Next Level at 96099)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers II
(Archers)

Total Kills: 2117
Highest Kills: 91
Worst Casualties: 12
Best Experience: 3250

Squad Health : 52 (25 + 27 + 30)
Morale : 293 (225 + 68 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 5)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 67)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 50)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -3000)
Ammo : 25 (15 + 10)

Master Endurance
Missile Protection
Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Arrows
Stronger Bows
Advanced Protection from Cavalry
Master Protection from Infantry
Disciplined Formations
Grand Master Marksman III
Odysseus' Bow

------------------------------------------
Velites I
(Skirmishers)

Men: 36/36
Level: 30
Exp: 70704 (Next Level at 71694)

Losses: 0
To Heal: 0 Fame

Velites I
(Skirmishers)

Total Kills: 1246
Highest Kills: 71
Worst Casualties: 23
Best Experience: 3550

Squad Health : 54 (25 + 29 + 30)
Morale : 323 (250 + 73 + -50)
Agility : 30 (30 + 0 + 5)
Melee Armour : 4 (4 + 0 + 22)
Melee Damage : 10 (10 + 0 + 5)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 11)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 67)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -3000)
Ammo : 12 (8 + 4)

Master Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Javelins
Expert Throwers
Anti Cavalry Specialist
Anti Infantry Specialist
Advanced Protection from Cavalry
Weapons Grade 1
Boots Grade 1
Helmet Grade 1
Armour Grade 5
Grand Master Marksman III
Grand Master I Protection from Infantry

------------------------------------------
Velites II
(Skirmishers)

Men: 36/36
Level: 28
Exp: 63859 (Next Level at 64020)

Losses: 0
To Heal: 0 Fame

Velites II
(Skirmishers)

Total Kills: 1038
Highest Kills: 47
Worst Casualties: 18
Best Experience: 2094

Squad Health : 52 (25 + 27 + 30)
Morale : 318 (250 + 68 + -50)
Agility : 30 (30 + 0 + 5)
Melee Armour : 4 (4 + 0 + 22)
Melee Damage : 10 (10 + 0 + 5)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 11)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 67)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -3000)
Ammo : 12 (8 + 4)

Master Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Javelins
Expert Throwers
Anti Cavalry Specialist
Anti Infantry Specialist
Protection from Cavalry
Master Protection from Infantry
Weapons Grade 1
Boots Grade 1
Helmet Grade 1
Armour Grade 5
Grand Master Marksman III

------------------------------------------
Legionary I
(Heavy Infantry)

Men: 48/48
Level: 20
Exp: 57578 (Next Level at 60022)

Losses: 0
To Heal: 0 Fame

Legionary I
(Heavy Infantry)

Total Kills: 1161
Highest Kills: 100
Worst Casualties: 28
Best Experience: 3900

Squad Health : 44 (25 + 19 + 10)
Morale : 298 (250 + 48 + 25)
Agility : 10 (10 + 0 + 15)
Melee Armour : 14 (14 + 0 + 22)
Melee Damage : 24 (24 + 0 + 15)
Melee Attack : 12 (12 + 0 + -4)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 7 (7 + 0 + 9)
Ranged Damage : 10 (10 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 10)
Ranged Concuss : 10 (10 + 0 + 0)
Critical Shot : 50 (50 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 2 (1 + 1)

Advanced Block
Advanced Endurance
Advanced Swordsman
Master Armour Penetration
Extra Pilum
Expert Throwers
Master Anti Infantry Specialist
Master Protection from Infantry
Weapons Grade 3
Armour Grade 3
Boots Grade 3
Helmet Grade 3
Standard Grade 1
Dacian Falx

------------------------------------------
Triarii I
(Heavy Infantry)

Men: 48/48
Level: 19
Exp: 49607 (Next Level at 56069)

Losses: 0
To Heal: 0 Fame

Triarii I
(Heavy Infantry)

Total Kills: 822
Highest Kills: 64
Worst Casualties: 35
Best Experience: 2577

Squad Health : 43 (25 + 18 + 5)
Morale : 345 (300 + 45 + 25)
Agility : 10 (10 + 0 + 15)
Melee Armour : 17 (17 + 0 + 20)
Melee Damage : 23 (23 + 0 + 35)
Melee Attack : 10 (10 + 0 + -2)
Melee Concuss : 1 (1 + 0 + 2)
Ranged Armour : 7 (7 + 0 + 9)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 90 (50 + 40)
Order Cost : 8000 (8000 + 0 + -1000)
Ammo : 0 (0 + 0)

Block
Endurance
Swordsman
Armour Penetration
Drill
Master Stand Firm
Expert Anti Cavalry Specialist
Anti Infantry Specialist
Weapons Grade 3
Armour Grade 3
Boots Grade 3
Helmet Grade 3
Standard Grade 1
Sarissa
Grand Master I Protection from Cavalry

So, this was my build. I like the Triarii against cavalry, but that's about it. I never noticed any gain in having Legionaries. It seems to me that with my playstyle it's quite better to stay true to my usual all-light army that may be won't stand that much punishment, yet will be healed far more cheaper. Also, I really need to use four Velites. It was disgusting how the enemy was able to break throguh my lines on several occasions, and I'm pretty sure this won't happen with concentrated arrow fire.
I don't think that early Aux Cav is necessary, but they were helpful, of course. I don't know how to approach the MiB, but I'm still undecided about the whole Auxilia-AuxCav-Archers/Velites opening build.
pgeerkens
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Re: End of Game Army Composition

Post by pgeerkens »

I think the difference is that you want to watch your archers launch flaming arrows to the skies, and I want to set a new personal best of 1,148,070. No keeper unit broke and ran form the field; ever; through all 68 scenarios.
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:I think the difference is that you want to watch your archers launch flaming arrows to the skies, and I want to set a new personal best of 1,148,070. No keeper unit broke and ran form the field; ever; through all 68 scenarios.
Depends. I'm not going to use fifteen Archers or something like that, but even though I'm trying my best with the heavy infantry, I'm not getting results. So something seems to be wrong with me, an it looks like there are too few javelinmen ot support the foot soldiers.
pgeerkens
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Re: End of Game Army Composition

Post by pgeerkens »

Playing GBoR rules (where available unit types start very minimal, and grow only slowly) I just set a new personal best of 1,141,700 built around 2 skirmishers, 4 velites, 2 archers, and 1 each of Scout, Aux. Cavalry, Spearmen, Triari, Legionary and Auxilia. The Spearmen/Triari absolutely be given Swordsmen and Advanced Swordsmen at the earliest opportunities to maximize hits in Offensive formation.

The advantage I find in building cavalry early is the ability to control the pace of battles better. At Level 26 even Scouts can be reasonably awesome against light-infantry types.
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Re: End of Game Army Composition

Post by pgeerkens »

It's been another year, and time to update this with my latest results. I have made a similar post on the THC-GBOR site here (viewtopic.php?f=28&t=64736) that also includes my Skills Training notes.

Final Prestige for my most recent run through, after healing the keeper units but not the pincushions from Philippi, is 1,148,505, another personal best.

Final (keeper) army in purchase Order is:
Legate Level 25
Auxilia Level 21
Auxiliary Cavalry Level 30 (+1 for Philippi)
Velites *2 both at Level22
Triarii Level 21
Auxiliary Archers Level 24
Auxiliary Archeres Level 21 ((+1 for Philippi)
Auxilia Level 19
Praetorian Level 17
Archers *2 both at Level 17
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

I found the vintage Legion Arena CD, so I had some fun with this old lady.

AUXILIARY LEGION

Image

Legate 18
Auxiliary Cavalry 28
Auxilia 24
Auxilia 19
Auxilia 18
Auxilia 18
Auxiliary Archers 29
Auxiliary Archers 30
Auxiliary Archers 26
Auxiliary Archers 26
Auxiliary Archers 27
Auxiliary Archers 25
Auxiliary Archers 22
Auxiliary Archers 20


Denarii: 9 525
Fame: 1 146 385


I played the game a lot back in the day, and I finished a few runs in past week or so. Some battles still took several tries for a solid results, and there are obvious chokepoints especially for such a weird army.
I improved my personal best by some 10k, and I'm happy with the result. I floated lots of gold and I've spent it on high-cost pin cushion units that were disbanded without healing. This worked very well, namely in conjunction with the high number of archers. There are many battles where the enemy never even reaches my lines.
Auxilias also stayed home sometimes, because I was relying simply on my maschinengewehr guys standing behind an endless line of level 1 Pretorians.
Every lvl 26 archer was awarded the Odd Bow, Auxilias wore some basic stuff. Cavalry had maxed weapons+armour and the usual trio of Two-Tonic Horses, Sarmat. Cav Armour, Achilles' Armour. They were the true mvp: they are solid in h2h, they trample well, and I used them to kite the enemy.

Legion Arena <3
pgeerkens
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Re: End of Game Army Composition

Post by pgeerkens »

Nice!

I may have lost the game; and even if found am not sure how I would install it on my current rig.
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote: Wed Dec 22, 2021 12:55 am Nice!

I may have lost the game; and even if found am not sure how I would install it on my current rig.
Hello there, long time no see! :wink:

As you may have noticed, I went the exact opposite way than you, and I've built a strong archers core, more like the Englishmen during the 100YW than anything that the Romans would have ever fielded. This was really fun, I trained the archers as total glass cannons so by the last 1/4 of the campaign they often routed the opposing unit in one or two salvos.
I used some novel tactics for the Gauls and Pyrrhus minicampaign: intentional sacrifices, luring and kiting, delayed purchases, expensive pin cushions. This had a huge effect, and I was able to finish those scenarios with minimal losses.

Legion Arena is now on Christmas sale for a negligible buck:
https://www.slitherine.com/game/legion-arena-gold
No need for the CD any more, and you'll support Slitherine kids with a few dimes; classic win-win.
The only issue you may run into is the missing in game info, which seems to be an nvidia problem. I got a really new computer, and the digi download works fine (except for the texts), and I also use the ancestral vinyl reel on my notebook, and it works flawlessly after more than fifteen years.

If you have a nostalgic itch, I'd recommend the purchase, it's a dirt cheap stuff and you will surely return to this beauty every once in a while.

Cheers!
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Re: End of Game Army Composition

Post by moj »

Aleksandr wrote: Tue Dec 21, 2021 11:41 pm I found the vintage Legion Arena CD, so I had some fun with this old lady.
Oooh, snap! Rediscovered it a few weeks ago and have been playing far too much. Have just – just – completed my ninth 'serious', spreadsheeted game.
Aleksandr wrote: Tue Dec 21, 2021 11:41 pmAUXILIARY LEGION
Snap again! In early games this time around I tried one, sometimes two, Praetorians, but quickly decided they were too expensive to purchase/heal. In these last nine games I've followed exactly the same composition: 3x auxilia, 4x auxiliary archers, 1x auxiliary cavalry. Started with the three auxilia as the first three purchases. Toyed with 2x aux followed by the first archers for a few games, but have reverted to starting with the three auxilia. The cavalry is always the final purchase. No throw-away pin cushions used.

Scores across the nine games ranged from 1,141k (game #1) to 1,144,070 (game #9) which I *think* is my best ever score.

Image

Lots of room for improvement. Had an expensive Cisalpine Gaul when the left hand aux charge were a few pixels short of the rough when the heavy cavalry hit them: 325 points lost, the worst of all nine games. At Asculum and Magnesia my aux got 'unlucky' with elephants, which is always a possibility. And I'm still far too aggressive in survival battles; I'm sure that the experience gains of actually winning those battles rather than meeting the victory conditions aren't worth the healing hit. I think 1,145k is possible with this army; but it would take a healthy dose of luck.

EDIT: reading backwards, what's the problem with Men in Black? Two, sometimes three auxilia, raced up the right hand side into the rough before the enemy turns. Four of my last five games have had ≤8 losses, including two not requiring any healing at all.
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Re: End of Game Army Composition

Post by Aleksandr »

moj wrote: Wed Dec 22, 2021 7:26 pm Oooh, snap! Rediscovered it a few weeks ago and have been playing far too much. Have just – just – completed my ninth 'serious', spreadsheeted game.
Hello moj, nice to see another veteran. :-)
moj wrote: Wed Dec 22, 2021 7:26 pm Snap again! In early games this time around I tried one, sometimes two, Praetorians, but quickly decided they were too expensive to purchase/heal. In these last nine games I've followed exactly the same composition: 3x auxilia, 4x auxiliary archers, 1x auxiliary cavalry. Started with the three auxilia as the first three purchases. Toyed with 2x aux followed by the first archers for a few games, but have reverted to starting with the three auxilia. The cavalry is always the final purchase. No throw-away pin cushions used.
I always start with Aux Cav either right during the fourth scenario (when I got exactly 500 denarii) or during Aequi Raiders (preferably), as the 600 gold allows me to buy three pin cushion units: two Peasants that eat the javelins, and a Militia that eats the opposing light cavalry.
My most successfuI early setting (meaning pre-MIB) is 1 Aux Cav + 2 Auxilia and I never really enjoyed anything else. Nobles are far too squishy before roughly lvl 12, and both them and Auxilia gain 0 exp. in scenario no. 1 and 3, as the opposition consists of mere peasants.
moj wrote: Wed Dec 22, 2021 7:26 pmLots of room for improvement. Had an expensive Cisalpine Gaul when the left hand aux charge were a few pixels short of the rough when the heavy cavalry hit them: 325 points lost, the worst of all nine games.
I think that you could have used at least one other unit, namely archers, although I understand that you didn't want to delay the Aux Cav anymore. Nine units seems a bit too few. The additional archers would definitely help, I'd be afraid to go into any bigger and/or time-limit battle with so few units. Otoh, your core is really elegant, and the result is quite high one. (In fact I never really broke the 1 142k threshold until the last week.)
For the Cisalpine Gauls I realized that the best approach is to get rid of the skirmishers (I use cavalry, but depending on your build or gold, you may just deplete them of javelins with pin cushions), then after you defeat the javelinmen, I charge the enemy center with cavalry (I prefer Aux Cav, you'll realize why), immediatelly disengage and then kite them in front of my archers until they all die. This is much easier to do with core unit due to Adv. Drill, but I sometimes use throw away Nobles for this task, namely when my Aux Cav is already at 23/24 after javelinmen salvo. Then when the center is clear, I move two Auxilia into the rough, but without attacking anythig; I wanna be safely in rough exactly for the fact that horsemen tend to capture me in the open.
A sidenote: with six to seven archers and only crappy h2h throw aways, the most difficult units are actually the enemy generals. They cannot be shoot at, and they are capable to rout a full unit of lvl1 Spearmen! That's why I always keep the other two Auxilia guarding my flanks and they babysit my archers who'd otherwise die in droves to the enemy generals.
That's one heck of a silly battle, but I kinda like it.
moj wrote: Wed Dec 22, 2021 7:26 pmAt Asculum and Magnesia my aux got 'unlucky' with elephants, which is always a possibility. And I'm still far too aggressive in survival battles; I'm sure that the experience gains of actually winning those battles rather than meeting the victory conditions aren't worth the healing hit. I think 1,145k is possible with this army; but it would take a healthy dose of luck.
Yeah, elephants can be annoying. It was I believe posum or pg who adviced us to use a pair of Velites with basic/adv anti-Ele as a solid counter. It should work, but I so much dislike the Velites that I never used them. I think that it's not unreasonable to give a basic anti-Ele to one or two auxilia, there are quite some battles against elephants, so it's not a totally wasted skill. Idk, I never tried that either, and I always brute force my way with a horde of archers and three costly pin cushions, preferably Legs or at least Principes.
moj wrote: Wed Dec 22, 2021 7:26 pmEDIT: reading backwards, what's the problem with Men in Black? Two, sometimes three auxilia, raced up the right hand side into the rough before the enemy turns. Four of my last five games have had ≤8 losses, including two not requiring any healing at all.
My issue is that I dislike starting with Auxilia, although by MIB they'd be surely quite high in level. Reason for this is that Aux Cav is such a useful unit in the second minicampaign. (And I also have an "Aux Cav must be first unit" OCD.) I tried to start with double or triple Auxilia, and it didn't really work for me, not only during MIB, but also in scenarios leading to it. I had high losses, the battles were clumsy, but it's absolutely possible that the problem was between the chair and the screen.
I also tried to start with Nobles, something that allows me to have a real, permanent starting unit, and that gives me my first Auxilia several scenarios faster, but I didn't like that setting much, due to Nobles being a bit weak unit, as I already mentioned.
moj wrote: Wed Dec 22, 2021 7:26 pm No throw-away pin cushions used.
Nice! I must do the same, it's such a different game once you'll stop the pin cushion cheating!
I plan two more tries: a minimalistic core with 10 to 12 units (something akin to my old core, but now with a proper setup and tactics) and then twenty units strong no-pincushion run with lots of heavy infantry, kinda like the real legion. I cannot wait for Christmas holidays! :-D
Last edited by Aleksandr on Thu Dec 23, 2021 4:56 pm, edited 1 time in total.
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