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Total War Attila Saxon Guide

  1. Total War Attila Saxon Guide 1

Released 03 May 2018

The Anglo-Saxon period of English history doesn’t get as much attention at it deserves. Little is known about how we get from post-Roman Britain to a patchwork of competing Germanic Kingdoms, but we know a lot more about the Great Viking Invasion, and Alfred the Great’s struggle to preserve his Kingdom and his people’s way of life. While he was never King of England himself, Alfred paved the way for his grandson, Athelstan, to unite the realm for the first time many years later. It’s a wonderfully volatile period of history and the subject of Creative Assembly’s newest Total War offering.

Posted 02 March 2009 13:12 EDT (US) 2 / 9 Or you could buy Rome Total War Barbarian Invasion when the Saxons have their place in the game (Modern-day Denmark and the bordering German land). Total War: Rome II DLC Guide. This is a comprehensive list of every faction, unit, and campaign pack ever sold for Rome II in order of release, but keep in mind that every single Total War DLC has one very specific requirement to be considered 'worthy': you have to be interested in the subject matter. Total War Attila: fighting and combat system - Tips, Tricks and FAQ. Basically attack from the ships to a settlement or enemy troops is not a good idea. The attack values - especially of classic country units - are on board a ship much lower. Not least because.

Thrones of Britannia is the first in a new series of games that Creative Assembly are calling ‘Total War Sagas’. These are meant to be more focused experiences, similar to something like Napoleon: Total War but with a more deliberate design. You could say ‘smaller’ games, as they aren’t meant to be as encompassing as the full titles, but that wouldn’t be entirely accurate – the map is HUGE. The studio claims it’s the most detailed map they’ve ever done, and you can certainly believe them. From the Saxon Shore all the way up to the Scottish Highlands (and across to Eire in its entirety), the British Isles have been brought to life in a way even Shogun 2’s Feudal Japan can’t compete with.

At the same time, you’re unlikely to engage with the majority of landmass available to you. Thrones of Britannia rocks a modest 10 playable factions, but those factions span five different culture groupings – two for each – that are fairly scattered across the isles. Two major Saxon powers in West Seaxe (Wessex) and Mierce (Mercia) compete for control over what’s left of Saxon Britain, and to try and reclaim what was lost to the Vikings. The Norsemen get two culture groups – the ‘Viking Sea Kings’ ruling Sudreyar and then Dyflin (Dublin) care less about land and more about raiding and pillaging. The Great Viking Army are represented by the Kingdoms of Northymbre and East Engle (Northumbria and East Anglia), who want to finish what they started and rule unchallenged. There is also Welsh Gwined and then Strat Clut (Strathclyde) – these remnants of Celtic Britain face challenges from all sides in their quest to reclaim their ancestral homeland. Finally, there are two Gaelic factions –Mide in Ireland and Circenn in Scotland. Mide must resist the increasing Viking incursions in its quest to become High King in Ireland, while the Scottish Circenn has a Kingdom of its own to forge in the troubled north.

It’s a very deliberate set-up – each faction & culture group has their own play-style and by design are unlikely to stray too far out of their local area, or at least the area where their objectives lie. Thus this large, imposing map of Britain ends up being a lot smaller than it seems. Unless you’re playing as Sudreyar, then the map really is as big as it seems because it takes so long to get anywhere.

As well as being a focused experience, this Total War Saga acts as proving ground of experimental design. So far, we’re a big fan of the variations they’ve done on exiting mechanics. Trade, for example, is now automated. Provided you’re not at war with a faction and there are suitable routes, it’s assumed you’d want to trade with a faction because, hey, who doesn’t like money? Those deals are made automatically and dynamically as factions come and come. Technology Is also different – all the branches start locked, and only unlock as you meet certain conditions. You will only be able to research tech that compliments the play style you’re going for.

Recruitment of troops is also slightly different. The Rome II style of the ‘Army’ being the focal point still holds, and you recruit troops directly into that army from an available pool of units. Those units become available instantly, however they only start at around reduced strength – you must wait for them to reinforce up to full strength. There’s also a logistics system; every unit in the game has an upkeep in food. You need to generate more food via buildings than you’re using up, otherwise your faction suffers. Similarly, Armies build up a store of ‘supplies’ based on the infrastructure of the province, which they use up when in foreign territory. If they can’t either take a province that can sustain them or retreat home, they will start taking attrition.

Thrones of Britannia is full of little tweaks and features like this – even the Family/Politics system is engaging, with titles to appoint, estates to hand out and governors to assign. You need to manage the loyalty of everyone who isn’t your factions’ leader, basically, and for once it doesn’t suck.

At the same time, there are issues – I’m not so sure the pacing is quite right, for example. Movement ranges seem unusually harsh, although you can specialise and research things that improve this. Compressed zipped folder error window…. It’s a more noticeable issue with the sea-based Viking factions. Diplomacy is still largely redundant as an active feature. The AI will let you know when it once to be friends, and you can also conquer a faction into being a vassal or liberate a faction so that it would be your friend. There’s less of an emphasis on owning territory yourself, although Province management becomes a bit of a pain as there doesn’t seem to be a way to create new vassals, or hand over territory to one.

Ultimately, it’s the little things that both make and break Thrones of Britannia, although ‘break’ is a strong word. Until very recently (and even then, the Total Warhammer’s aren’t perfect either) every Total War game has elements that are great, and elements that are not so great. In that sense, Britannia is no different. The foundations are all there, but the execution leaves something to be desired. For example, every faction as story/narrative events meant to guide the player’s actions, but these seem lack-lustre. West Seaxe is the faction I played the most, and these are the story events I got:

  1. Defeat the Rebel Army (everyone gets one of these)
  2. Defeat East Engle
  3. Defeat Gwent (a Vassal who rebelled)

Not long after I completed the third one, I won the game via a ‘Short’ Fame Victory on Turn 49. Five turns later I triggered the Short Kingdom Victory, getting my faction renamed to Anglo-Saxons. I then played another 5 or so more turns after that before stopping – I never received any new missions after Turn 49. When I tried out Dyflin, I didn’t get any story events beyond the first two. There are other mechanics, like the Witan, or the Field of Assembly for Sudreyar, which is meant to throw up missions and problems for you to solve whose implementation could have been better as well. These attempts at dynamic story telling are welcome, but they’ve got a long way to go before they can compete with the likes of, say, Paradox. The only genuinely interesting thing is that random warbands will spawn at the edge of the map and go a-Viking, which helps break up the status quo.

The tactical battles deserve a mention, if only because being based on the Total War: Attila engine things have gone back to the good old days before Total Warhammer ruined everything. This being an era largely concerned with infantry melee tactics, the unit rosters are limited but vary by culture, and it’s mainly about unlocking higher tired versions of the same units via research. The Levy units will get slaughtered like cattle if you’re not careful about who they’re fighting, but largely unit survivability is reasonable. Evenly matched forces can grind each other to dust still, but It happens slightly quicker and so still relies on clever manoeuvring and sound tactics to avoid crippling losses. If Creative Assembly don’t want to go back to Rome II’s level of paced warfare, then what they’ve done in Thrones of Britannia is an acceptable half-way house.

Being based on an older version of the Total War engine, Thrones of Britannia was only ever going to be able to achieve so much, but it has done as well as can be expected. It’s the usual mix of great ideas and features, tempered with conservative implementation. I haven’t had this much fun waging wars and grand campaigns of conquest in a while, so they’ve managed to nail that. Like any Total War game your mileage will vary depending on how well you enjoy the theme, and it helps that I’m a fan of the period – the game is very immersed in the history of the era, and it all feels very thematic. I’m a big fan of the stylised cutscenes and the other visual niceties.

Thrones of Britannia is a game of small victories – the finer touches are what makes it shine, but the broad strokes are no different to what you’ve played before. There will be moments of excitement and wonder, followed by stretches of tedium or sterile, mechanical gameplay. As proof of concepts go, there have certainly been worse, and we’re interested in seeing what the Total War Sagas team comes up with next.

A worthy proof of concept; great ideas and experiments tempered by conservative implementation. As long as your expectations are managed with care, you’ll still find plenty of enjoyment here.

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Eastern Empires
Eastern Empires
Built from the ashes of the Parthian Empire by its conqueror, Ardashir I, the Sassanid Empire has revived Iranian culture in Persia after an extended period of Hellenisation. However, as its expansion pushes against the eastern fringes of Roman territory, either subjugation by or war with Rome seems inevitable. Sassanid armies, however, excel in siege conditions - either when besieging enemy cities or when defending their own, and with heavy cataphract cavalry as their backbone, the Sassanids are a formidable battlefield opponent.

Abarshahr

Abasgia

Africa

Afrighids

Aria

Armenia

Arran

Atropatene

Ghassanids

Kartli

Lazica

Makran

Maurians

Mazun

Nobatia

Parthia

Persia

Sassanid Empire

Spahan
Eastern Empires Rebel

Aethiopian Rebels

African Rebels

Arabian Rebels

Caucasian Rebels

Eastern Rebels
Eastern Empires Civil War

Aethiopian Separatists

African Separatists

Arabian Separatists

Caucasian Separatists

Eastern Separatists

Sassanid Separatists
Roman Empire
Roman Empire
At its greatest extent, the Roman Empire stretched from Mesopotamia to the coasts of the Atlantic. However, now it is divided, and the East and West Roman Empires are mere shadows of their former - united - glory, as internal disputes, usurpers and would-be invaders on all sides threaten to tear them apart completely. Roman ambition however, should never be underestimated. The very same ambition that shaped the Eternal City’s birth and rise to domination is now the only thing standing between it and annihilation.

Egypt

Anatolia

Asia

Britain

Eastern Roman Empire

Gaul

Hispania

Illyria

Italia

Judea

Macedonia

Oriens

Palmyra

Pontus

Septimania

Domain of Soissons

Western Roman Empire
Roman Empire Rebel

Eastern Roman Rebels

Western Roman Rebels
Roman Empire Civil War

Eastern Roman Separatists

Western Roman Separatists
Barbarian Kingdoms
Barbarian Kingdoms
The Germanic tribes were the first of many people from beyond the frontiers to settle within Roman territory. Although many have become federates of the Roman Empire in return for their land, they remain fierce warriors who value their independence highly. As Roman control in the northwest of its Empire begins to falter, these great tribal confederations are ready and eager to exploit any opportunity for expansion that is presented to them.

Alamans

Angles

Bastarnians

Burgundians

Dacia

Franks

Gepids

Greuthungians

Langobards

Lugians

Marcomans

Quadians

Rugians

Saxons

Celtic Separatists

Nordic Separatists

Thuringians

Varinians
Barbarian Kingdoms Rebel

Celtic Rebels

Eastern Germanic Rebels

Northern Germanic Rebels

Western Germanic Rebels

Nordic Rebels
Barbarian Kingdoms Civil War

Danish Separatists

Frankish Separatists

Geat Separatists

East Germanic Separatists

North Germanic Separatists

West Germanic Separatists

Jute Separatists

Ostrogothic Separatists

Saxon Separatists

Vandalic Separatists

Visigothic Separatists
Great Migrators
Great Migrators
Though many factors influence the great migrations currently occurring across Europe, chief amongst them is the Hunnic incursions from the steppes. Whether seeking the riches of established empires or fleeing the nomadic invaders, hundreds of thousands of people have been uprooted and now seek new lands and new lives away from the Roman Empire's borderlands. Weaker tribes will be trampled into extinction, but the strong will thrive in foreign lands, laying the foundations of kingdoms and cultures that will last millennia.

Alans

Ostrogoths

Suebians

Vandals

Visigoths
Great Migrators Civil War

Alanic Separatists

Suebian Separatists
Slavs
Slavs
PLACEHOLDER

Anteans

Sclavenians

Venedians
Slavs Rebel

Slavic Rebels
Desert Kingdoms
Desert Kingdoms
A far cry from the civilised society of Constantinople, and just on the periphery of the Persian kings, are the proud and resolute desert kingdoms of Arabia and Africa. Tucked into the very corners of the known world, Aksum and Himyar feud constantly yet become staggeringly wealthy from the Silk Road trade that passes through their lands. Further north, on the edge of the Sassanid Empire, the Lakhmids live a defiantly Arabian existence at al-Hira, just a stone’s throw from Ctesiphon. The Tanukhids - a nomadic people - roam the Levant and, like their Lakhmid cousins, are fiercely independent and proud of their way of life. The two world superpowers - Rome and Persia - watch with interest, and treat when necessary, but the desert kingdoms answer to no one. Shifting and beguiling like the very sands of the desert, they will do what they must to secure the future of their people.

Aksum

Gaetulians

Garamantians

Himyar

Lakhmids

Tanukhids
Desert Kingdoms Civil War

Aksumite Separatists

Himyarite Separatists

Lakhmid Separatists

Tanukhid Separatists
Nomadic Tribes
Nomadic Tribes
Nomads from central Asia have begun major incursions into southeastern Europe. Without settled homes or kings to lead them, they are masters of horsemanship and survival on the road, learning these skills from an early age. As word of the unparalleled accuracy of their mounted archers, and the ferocious speed of their strategic manoeuvres, spreads across the land, so too does fear of their coming. For many settled peoples, these nomadic riders bring only death and the end of days in their wake.

Budinians

Huns

Iazyges

Magyars

Roxolanians

Sabirs

White Huns
Nomadic Tribes Rebel

Hunnic Rebels

Sarmatian Rebels
Nomadic Tribes Civil War

Hunnic Separatists

Sarmatian Separatists

White Hun Separatists
Norsemen
Norsemen
Hailing from the far north, the Nordic tribes are bold people who revel in battle, pillage and destruction. Their homelands are fertile, yet unforgivingly harsh; forty days during winter no sun moves across them, and for forty days of summer it circles the horizon without setting. Nordic men are said to be amongst the tallest in the world, both in body and spirit, and to fight with the cruelty and ferocity of wild beasts.

Danes

Geats

Jutes
Celts
Celts
On the fringes of civilisation, at the very edge of Roman Britannia, the Celtic peoples live and fight in defence of their ancient way of life. The Picts and Caledonians, occupying the northernmost extremities of Britannia, have clashed with the Roman Empire, frustrating their attempts to annex the entire island. The Ebdanians, meanwhile, separated from Imperial ambition by the Irish Sea, have built strong tribal ties and a unique variation in Celtic culture. Now that the Western Roman Empire is ailing, there is opportunity for the Celtic tribes to unite, put their strength and determination to the test and seize the British Isles. The Celts existed long before the Romans came, and will exist long after they have left!

Ebdanians

Picts

Caledonians
Celts Civil War

Ebdanian Separatists

Pictish Separatists

Caledonian Separatists
Other
Other

Western Roman Empire

Western Roman Empire

Western Roman Empire
Other Rebel

White Hun Rebels
Other Civil War

Alamannic Separatists

Antean Separatists

Burgundian Separatists

Roman Separatists

Garamantian Separatists

Langobard Separatists

Sclavenian Separatists

Venedian Separatists

Roman Separatists