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Total War Arena Game Guide by gamepressure.com

Total War Arena Game Guide

Table of Contents

Swordsmen in Total War: Arena Total War Arena Guide & Walkthrough

Last update: 28 February 2018

Factions: Rome, Barbarians

A basic unit equipped with swords. Swordsmen are the easiest unit to control (simple tactics, automatic formation, a small amount of active abilities). Useful for every type of unit, especially when the enemy unit is flanked. Their biggest enemies are ranged units (including Velites in the initial stages of the game).

Swordsmen are a basic melee unit. Try to flank your opponent as fast as you can. - Swordsmen in Total War: Arena - Units, Items & Tips - Total War Arena Game Guide
Swordsmen are a basic melee unit. Try to flank your opponent as fast as you can.

Pikemen should be flanked, as they sport better defense and more health points in comparison with a higher attack power of swordsmen; fortunately, their defense capabilities work only when they are in front of their opponent. In late game, pikemen are better than swordsmen (from 4-5 experience level).

Avoid Pikemen or Spearmen - a face to face encounter will destroy your unit. - Swordsmen in Total War: Arena - Units, Items & Tips - Total War Arena Game Guide
Avoid Pikemen or Spearmen - a face to face encounter will destroy your unit.
  1. Swordsmen are a basic battle unit with good balance.
  2. Make use of the terrain advantages (forest, high grass) and the element of surprise
  3. The later experience levels unlock additional formations (abilities) that offer more versatility.
  4. Watch out for pikemen - if you fall prey to their phalanx, your unit is done for. If you made contact with an enemy unit, try to break out of the combat by attacking the pikemen from a side or the back or run away.

Rome

Roman infantry is more powerful than barbarian one. Infantry is the most balanced unit and is easiest to play. Any general should be able to lead a group of infantry, but there are two generals that are better suited to this mission: Germanicus (offense) and Sulla (defense).

  1. Armored Legionnaires

A special type of Rome's legionnaires available as a separate section of the tech tree. Characterized by less attack power and higher survivability and armor; they have different abilities and are without ranged weapons. Moreover, they are terribly slow. Nevertheless, they are great at defending against massive attacks, fighting in the first line and to defend crossings. Remember that legionnaires receive severe penalties from various environments - avoid forests, water, or mud.

  1. Abilities and Attributes

Light Pila (Level 1)

A simple ranged attack (60m) that can be used by your units until they are in melee range. The attack can be performed two times per a single game. Do not deal major damage, but can help you distract an opponent or discourage him from attacking. Cooldown Period: 30s.

Formed Combat (Level 3)

Setting up a formation (during combat or beforehand) can lead to an advantage during combat. Units' movement speed is lowered by 50%, but you'll receive a bonus to repealing enemy strikes or charges. The bonus is not so high (especially during the early phase) but you'll emerge on top during even combat.

  1. Consumables

Infantry Barricades

Place a wall that stops the enemy units from progressing until they destroy it. Has a little more durability than Stakes.

Infantry Stakes

Cause large amounts of damage to those that step into them (allies too). Each unit has two items to place. Use them to reinforce an area or allied ranged units or to create traps. Work great when placed in the grass, as well as forests. If an opponent assaults your position, you can repel him by placing stakes (deployment time: 8s) A single unit deploys a full set of stakes. Stakes can be destroyed using swords. Walk on them from behind to avoid receiving damage.

Drill Sergeant

Improves armor and melee combat modifiers.

Weaponsmith

Increases weapon damage and melee combat modifiers (including defense).

Armorsmith

Improves armor and ranged combat modifiers, including defense and projectile deflection (on higher levels).

Caltrops (level 5)

Caltrops are deployed instantly in a chosen location next to the unit. Enables the players to stop the attacking unit in place. You can use it to stop an enemy charge, reinforce your escape, or use them to flank an enemy unit.

Barbarians

Barbarian infantry is weak and is rather used for traps and countermoves, as they are much faster than Rome's infantry. A good strategy can help you defeat even the most powerful opponents. Remember that these units receive positive modifiers from the terrain - consider laying traps, especially in forest areas. Every leader can use swordsmen, but Vercingetorix is the dedicated one.

  1. Abilities and Attributes

Harass (Level 1)

A simple charge that lasts 2 seconds. You can use it during melee combat to engage the enemy units that are standing behind the main line. Cooldown Period: 30s.

Javelin throw (Level 4)

A javelin throw, similar to legionnaires' light pile attack. A simple ranged attack dealing small damage to opponents. Three charges and a small Cooldown Period: 15s.

  1. Consumables

Brandish Heads

Nearby units deal less damage (10 seconds). Useful when your cavalry got struck by the opponent.

Feast

Increases the damage dealt.

Spitzers

Increases the number of your health points and the damage dealt.

Swear Oaths

Increases the damage dealt by horses or charges. The higher levels (3+) increase the overall movement speed.

Dirt Pouches

Lowers the armor value of the enemy units (10 seconds).

Intoxicate (Level 6)

Deal 2x more damage in combat for 10 seconds. Lowers your defense.

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