Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Realistic Legionary Tactics
   
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Tags: mod, Battle
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1.788 MB
Feb 2, 2014 @ 10:18pm
Aug 12, 2018 @ 8:32pm
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Realistic Legionary Tactics

In 1 collection by abel1717
For a realistic Ancient Roman reenactment using Rome II engine.
8 items
Description
NEW!!!
1) You can build (recruit) ballistae and scorpions in any of your territories providing there is a military building (Roman soldiers were engineers and could build them on site, so it does not make sense than when far from home you have to keep sending them from your workshops)
2) Artillery crew has dogs unlike the dog unit that has 80 they only have 20, but it helps.

A REENACTMENT OF ROMAN WARFARE
Rank rotation, pilum real effects, realistic testudo...All with vanilla unit stats.
Note that vanilla and many overhauls give any faction way more "boosting" formations than the romans. They give romans an umbrella "testudo" in case it rains javs and arrows but what about actual combat?
That constrast with my personal view of the romans, that I believe were the master of colorful formations with their scuta and pila) I feel disappointed that no combat formation is granted to them in terms of defense/attack boost like to other nations. I made my mod to "give Caesar what is Caesar's": pila rendering shields useless and breaking formations, effective formations with the "ingeniously designed" scutum, rank rotation, a testudo (useful all-around not only as umbrella), wedge formation (made famous due to the Boudicca Battle) among other formations.

THIS IS NOT A BALANCED MOD
HISTORY IS NOT BALANCED: Rome fell when they stop "being romans", not as romans. It is my believe that the fall of Rome happened when they became more barbarian-like and the barbarians more romanized. They abandoned scutum, lorica segmentata and many other practices that go beyond the military realm. Yes i'm bias and my mod is too. its my version reenactment.

DESCRIPTION
All units have vanilla stats, only affects formations. In this mod you can form Centuria formation, testudo or square even when in enemy proximity (as opposed to vanila) Other more complex formations like Wedge don't.
  • TESTUDO is no longer just to block missiles it is actually a very effective defense formation but with less attack value (trade off). It was dificult to fight in that formation. I also used stats to make testudo to really protect against missiles used by The Doctor in his mod.

  • RANK ROTATION "Rank Rotation" ability added to somehow represent the effect of the Centurion rotating the ranks (there is a believe that each legionary used to fight around 5 min at a time then rotated to back for the formation.) so units get less tired. (I made it now a passive ability so as long as you are in combat it will work behind the scenes. next goal, make it animated so we can see the units rotating.)

  • PILUM New ability added to pilum upon hitting target. Historically it was design so it could not be thrown back at you but also to disrupt formations [represented in the ability by a small debuff in "bracing" on the target]. Also, as an "unintended effect", as Audax said, it could anchor on shields and hinder them useless [To reflect that the target will suffer a reduction on shield stat] This ability is added to the pilum (to hinders formations and damage shields) is not permanent so try to engage in melee after your men throw the pila (as it was in real life).

  • SHIELDWALL We have our roman version "Centuria Formation" added to rom inf. Move the mouse over the ability icon to know more. This new formation is tight, men don't rush into enemy lines like Pullon in HBO Rome "Pullo get back into formation.....Pullooo" It was reworked from "Improved Roman Animations and Formations Mod" from Moon Hoplite, all credits to him (specially for the animations) to know more about his work here is the link

  • SQUARE FORMATION added to rom inf.(vanilla stats but what is different is that you can shift to this formation even when in actual combat, unlike vanilla)

  • WEDGE added to rom inf (reworked by me, stats based on historial accounts, specially Boudicca Battle)
    note: as when chargin with chariots, it is best to CONTROL+ CLIC behind enemy lines when in this formation. Not clicking on enemy units.

  • FOR ROME! Battlecry added to rom inf centurion, temporary boost moral of his men. It is autotrigged-ready so if you right-click on the ability icon it will be used as needed without your interention. (pending after last update)

  • FIRE AT WILL Now added by vanilla update.

REALISTIC MOD SERIES GUIDE This mod is part of a modular series. I don't like overhauls that force you to play their way in every aspect of the game so i separate the mod in modules. Tactics, Garrison, Economy and Battles. To see the complete guide go to click here

THE MOD IS NOT COMPATIBLE WITH OVERHAULS
---- Off course is not but is now compatible with most mini mods, and with all campaign mods. Mods that add units will be compatilbe but their units will not benefit from my formations.
One of the collections i recommend if playing as roman is the following:

1) Realistic Roman Garrison (Allows you garrison to build deployable defenses, ads a governor with bodygard and changes all plebs to rorarii
2) Realistic Land & Sea Battles (improve battle dynamics)
3) Realistic Roman Economy (my campaign mod for roman economy were slaves have a major role in it.)
4) MacklesMod:No Barbarian Artillery (self explanatory)
5) Pdguru's Mod:Romans in the Field 4.4 (for awesome resking of roman units, include scars etc)

THIS MOD CAN BE PLAYED WITH MY REALISTIC LAND & NAVAL BATTLE MOD AND MY REALISTIC ECONOMY MOD (They all address different layers of the game)

---- DEI COMPATIBILITY: Yes you can run both at the same time but keep this in mind: For every aspect of the game I modded following my roman agenda, DEI modded that very aspect too
i.e. My testudo have some melee defense buff and a penalty to attack but it is still there. (I believe nothing will stop a legionary from pushing with his scutum stab and reform). While DEI testudo is 0 melee. Last time i played DEI overwrote my stats so you had no benefit from my mod in that area.
Maybe the only benefit is that (last time i played) DEI gave no "boost" formations for romans, (like CA) so I at least you should get the benefits of my added shieldwall, pilum effect etc NO FORMATIONS OVERLAPING.

I tried to represent the real advantages used by Legionaires in combat. Most of them were related to group tactics not individual soldiers. But the gear was superior for the time so weapons advantages must be reflected somehow AND I DID WITHOUT ALTERING VANILLA UNITS STATS.

ANY ADVANTAGE YOU GET WITH THIS MOD DEPENDS ON THE FORMATIONS YOU USE. on a man-to-man combat you are equal (units stats are vanilla). YOU ARE ROMAN SO USE YOUR DISCIPLINE, TACTICAS AND FORMATIONS To your advantage.

i'm focused in making it more of a reenactment of Roman warfare and idreaus is helping in making it compatible.

Created by Abel with help from:
Idreaus (tech supporting on compatibility, and everything new we unlock for our mods we share with the other (he focus on sparta and I on rome), note: We are planning on creating a colaboration on a Rome-Sparta mod.
Moonhoplite (works on the animations)
Akuru (Donated his Centurion, great artist but also provides me with technical knowledge, like he showed me how to create my own icons)
Audax (giving me real useful feedback)
Credits to Shotammr for his Praetorians, Praetorian Guard, and Praetorian Cavalry as General's Bodyguard.
Credits to Prohan for I incorporated some of his pila concepts into mine.

Popular Discussions View All (8)
17
Jul 19, 2014 @ 7:17am
Known bugs to be fixed
abel1717
16
Jun 9, 2014 @ 1:20am
Addition Gullgod Cards shall we add it?
abel1717
7
Sep 26, 2014 @ 8:50am
centuria formation
abel1717
1,122 Comments
Candy-Sama - キャンディ様 Nov 8, 2023 @ 9:59pm 
Hello! I was wondering - will you be willing to add in Roman Archers as well?
HunterIII Feb 18, 2023 @ 5:25am 
when a roman legion gets out of attacking testudo from being in range of an enemy, they don't throw their pilums first but immediately go into melee; is this as intended or a bug?
Andrew2000 Feb 9, 2023 @ 7:41pm 
hope you can up date if you get the chance
Girthy Gentile Jan 7, 2023 @ 7:37pm 
This work? lol
Planewalker Oct 15, 2022 @ 4:56pm 
does this still work?
Cheah18 Aug 1, 2022 @ 5:53am 
@Geronimo98 Reminds me of WH40k DoW II, when the Imperial Guard Heavy Weapons Team crew didn't have their lasguns coded in - you can see where it goes from there :P
Geronimo98 Jul 6, 2022 @ 10:28am 
the only thing that ive found that needs to be fixed is when using the ballista and commanding them to attack a specific target they close range to attack with dogs and dont use any artillary fire
ADM =) Jul 5, 2022 @ 12:53pm 
@abel1717 Yes sir, plz!
El Chapo fr76 Jul 2, 2022 @ 10:47am 
Super mec
TheMockinJay Jun 25, 2022 @ 7:42am 
@abel1717 YES PLEASE