2. Medieval: Total War.
2.1 Spearmen
2.2 Archers and ranged units
2.3 Swordsmen
2.4 Axemen
2.5 Pikemen
2.6 Polearms
2.7 Barbarians and Religious Fanatics
2.8 Peasants
2.9 Knights
2.10 Heavy Cavalry
2.11 Missile Cavalry
2.12 Light Cavalry
2.13 Camels
2.14 Naptha and Javelin
2.15 Artillery
    *Ballista
    *Bombard
    *Catapult
    *Culverin
    *Demi cannon
    *Demi culverin
    *Mangonel
    *Mortar
    *Serpentine
    *Siege cannon
    *Trebuchet

2.15 Artillery

Artillery is mostly for use against castle walls rather than people. While most artillery can shoot at people few can actually hit them. For the most part artillery is useless unless you need to attack a fortification, when you are up against some of the advanced castles you will be glad you packed a trebuchet or two! All gunpowder or stone missile flinging weapons fire missiles that can bounce on impact. The ballista is the only weapon that does not have a bouncing missile.

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Ballista

Ballistae are the worst artillery hands down. They do little damage against walls and have a short range (for artillery, compared to archers it is a long range) and this often leads to their crews getting killed by castle defences before they do much damage. Against people ballistae are reasonably accurate but since the missile will hit one, and only one, man they are not as good as the more conventional missile units. Ballistae can turn in place.

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Bombard

Bombards are primitive gunpowder weapons available to the Christian factions. They are slow to reload but they have good range and damage. They cannot turn to aim at other targets so you must position them exactly where you want them in the battles deployment phase. Bombards tend to explode, however they do have a certain number of guaranteed safe shots (I think it is 4) before they are at risk of blowing up.

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Catapult

Catapults are the first decent siege equipment you get. They have enough range to bombard the more basic castles without taking return fire, however the mid level and advanced castles will have the range advantage. Catapults can turn in place so set them up in range of several juicy targets and let them work their way along them. The catapults stone missile will bounce on impact; the number of bounces is dependant on the terrain, angle of the missile etc just as in real life. This makes them reasonable against tightly packed infantry. Aim at a set of units very close together and target the foremost unit. The catapult will probably miss but the missile may bounce right through the other enemy units. Higher valour really helps accuracy – at valour 0 they will probably only hit their target one in every five shots.

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Culverin

Culverins are proper cannon with a huge range. They can turn in place to attack new targets. The reload time is quite good for a siege weapon and accuracy is also quite good at low valour. The missiles do loads of damage to walls. Culverins can be used against infantry with some success but they are not exactly best used like that. If you need to demolish a castle as the Christians the culverin is the weapon of choice in the gunpowder age.  

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Demi cannon

Demi cannons are massive contraptions that are set up and not moved until the siege is over. They have good range and firepower so they are quite useful to the Muslim factions. They have a very slow reload time.

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Demi culverin

Demi culverins are smaller versions of the culverin. They have less range, less firepower and the same reload time. They will perform with some effectiveness against infantry if they are in a good position and firing into a mob. They are quite handy but always take proper culverins over demi-culverins when you can.

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Mangonel

Mangonels are the best pre gunpowder siege weapons. They have good range and power but a very slow reload time. They are horribly inaccurate at valour 0 – I have seen a mangonel manage to miss a large castle wall with all but three shots until it ran out of ammo, considering that they have something like 28 rounds that is a lot of misses! Mangonels cannot turn once set up. Mangonels are not anti-personnel weapons so use them against castles or not at all.

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Mortar

Mortars are gunpowder weapons for the Muslim factions. They have quick reload times and a wide trajectory of fire. They cannot turn after being set up though. They are reasonably powerful but there are other, better weapons for bombarding walls. Not very good against people at all.  

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Serpentine

Serpentines are true anti-personnel weapons. They are not very good against fortifications but they are the best siege weapon to use against people. They are very fast to reload and have a long range. Their power is very lacking against buildings but the missiles still kill people in one shot. They can turn after being set up and when they have a few points of valour they are quite accurate as long as their target is not moving. If you absolutely must use artillery against people this is your tool.

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Siege cannon

Siege cannon are the longest ranged artillery in the game and exclusive to the Muslim factions. They are obscenely powerful and can demolish a wall in just a couple of shots. They cannot turn after deployment, and the reload time is quite long.

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Trebuchet

Trebuchet are a slightly weaker version of the mangonel. Read that section and substitute average power instead of good power.

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