Europa Barbarorum 2 Guide

  1. Europa Barbarorum 2 Romani Guide
  2. Europa Barbarorum 2 Twitter
  3. Europa Barbarorum 2 Guide 3
  4. Europa Barbarorum 2 Guide
  5. Europa Barbarorum 2 Guide Build
  6. Europa Barbarorum 2 Guide Download

Europa Barbarorum (Latin: Europe of the Barbarians), or EB, is a modification of the PC game Rome: Total War (RTW) based on the desire to provide Rome: Total War players with a more historically accurate game experience. The basic gameplay mechanics of the original game remain the same. The player controls an empire with the goal of conquering as much territory as possible and eliminating. However, another advice that Macilrille gives in the same guide is clear and gets straight to the point: 'shooting at heavily armoured opponents if other targets are present is a waste and should be punished accordingly by a more difficult battle.' Midgame During midgame the most important thing that usually happens is the ensuing of the melee. Europa Barbarorum II a total conversion of Medieval II Total War Auferre trucidare rapere falsis nominibus imperium, atque ubi solitudinem faciunt, pacem appellant. To steal, to butcher, to plunder, is called the false name empire, and where they make a desert, they call it peace.

Behold a new article! Here I conclude the discussion about missile units. Let's break down and analyse how the introductory concepts in the first article truly come to life: efficiency is one of the roads to victory, and this is no less true for ranged units.
  1. EB II 2.0 A guide to uninstall EB II 2.0 from your system This info is about EB II 2.0 for Windows. Here you can find details on how to remove it from your PC. It is written by The Europa Barbarorum Team. More info about The Europa Barbarorum Team can be seen here.
  2. A Historically Accurate Walkthrough For The Romani Faction in Europa Barbarorum II.

Early game


Also known as 'when to decide the pace of the battle'. This is the time when most arrow exchanges take place, and also the moment when you probe how your opponent thinks and reacts.
Deployment. First of all, you need to anticipate what you will be facing even when you're still in the deployment phase and you're placing your ranged units. Which faction my opponent is playing with? What are the terrain features? How can I take advantage of my range / ammo / numbers / accuracy?
A correct deployment of missiles can give you an edge over your opponent, since the less you run your men around, the more effective your ranged units are. A unit is most vulnerable to missiles when moving or running, and if your ranged troops are taking casualties when moving they cannot even shoot back in retaliation.
When playing with lots of missile units, as in steppe battles, this can be the difference between dominating or losing the skirmish phase. You need to have a plan, and anticipate what you must do to achieve your goals: think ahead and plan accordingly, nothing is more important.

'You're good, you're very good! But you must always, always be thinking two or three moves ahead: your brother is a master at it.'
Professor James Moriarty to Sigerson Holmes,
'The Adventures of Sherlock Holmes' Smarter Brother'

Keep also in mind that running your men is a source of fatigue. 'What can a soldier do who charges when out of breath?' Missile units are no exception: their general performance, especially their speed, can be significantly hindered: not the greatest source of fun when your archers get caught in melee by cavalrymen lusting for blood.
Formation. What have we learnt from the introductory concept of beaten zone? I don't want to have my men packed up in the beaten zone of my opponent's ranged units. There is a simple solution for long-ranged missile duels: use long and thin formation of loosely formed archers, and don't position missile or light troops too closely one to each other. This minimises the amount of men inside the beaten zone, and therefore the casualties. In one of gamegeek2's commentary videos on YouTube this is clearly evident: the power of the formation gives his Toxotai Kretikoi a clear edge in the missile fight against multiple archer units in big squares.
However, since nothing comes for free in life, there is a clear drawback when using this tactic: manoeuvrability. Long lines of loose formation infantry are clumsy and wheel slowly, which is a problem if you have no map control and when playing in Huge scale.
The main reason why everyone likes using square formations for cavalry rather than having shallow lines is because they are a lot easier to manoeuvre. Horse archers are very mobile, but come in low numbers. There are small 'tricks' to achieve a proper micromanagement of their formation, for example placing them in column formation while running on flanks or from one flank to the other. Such expedients pay off really well: according to the beaten zone table, the column is better when receiving flanking fire, so that you can minimize your casualties.
However, even if loose formation is such a powerful tool to get an advantage, close formation can play a role as well. When massing fire on one single target, several units in close formation can be devastating.
Targeting. Choosing the right target for your missile units is another point to be aware of.
Macilrille wrote a guide to archery which contains some good advice.
Now, the Vanilla advisor would repeat 100+ times that you could weaken the enemy centre with missiles and then push through with a charge. I never found or find this to work. What I do instead is to prioritise my targets, what you want to take out with archers is the low-armour-high–lethality units of your enemy. These will often be enemy archers and slingers (especially HAs) that are covered from your cavalry, or elite units with little armour such as Falxmen, Galatian Wild Men, Gallic Swordsmen and German Slagonez and Wargozez. Especially you want to target “Scare” units such as Wargozez, Gaesetae, etc.
If none of these are around or your cavalry can ride down enemy slingers and archers with no interference from nasty pointy things, what you want to target is enemy infantry and cavalry that you can actually harm. Never waste shots on heavily armoured enemies except in the circumstances I describe below where you want to push their morale over the Breaking Threshold. Medium phalanxes and hoplites are targets, but others are better, you will form an idea by trying. I cannot recall the specific order in which I take down enemies except on the battlefield and it changes with the situation.

Note that I barred some parts of the quotation: they are not relevant in multiplayer, since he is referring to fire arrows which have been removed in online games. Also, instead of unarmoured men you should prioritise the targeting of unshielded men: shield is much more important than armour for missile protection, since its protection value is doubled against missile fire. As you can see in this replay, for example, shooting Kluddargos (which have 11 armour but no shield) is a good idea because of the damage you can dish out in short order.
However, another advice that Macilrille gives in the same guide is clear and gets straight to the point: 'shooting at heavily armoured opponents if other targets are present is a waste and should be punished accordingly by a more difficult battle.'

Europa Barbarorum 2 Romani Guide

Midgame


During midgame the most important thing that usually happens is the ensuing of the melee. The two lines collide and men start pushing, killing and dying. This is when short-ranged missile fire (aka javelins) truly shine.
There are two big differences between arrows and javelins, apart from range. There are a lot more arrows than javelins, but javelins have a significantly higher attack. This means that each javelin volley is much more important than an arrow volley: javelins must be conserved so that they can wipe out entire units at the right moment. This is true also for arrows, of course, but with the less abundant javelins each volley is relevant.
BarbarorumAlso, there's something that's not really evident at first glance. In the EDU (export_descr_units.txt, found in EB/Data), the txt file where the stats of all the units in the game are written down, javelins are grouped in a different class than arrows (or sling bullets). In fact, while arrows are 'missile', javelins are 'thrown': javelins are basically considered by the game as thrown spears. This doesn't seem a big deal, until you remember that shields double their protection value against 'missile' weapon type. WOW. Javelin fire does not give shield value doubling to the unit the javelins are shot at! This is something worth remembering: even if big shield units (Roman infantry, Hoplitai…) are impervious to javelins from the front due to their already high shield value, when soldiers with small shield (3 or less) receive a javelin volley in the face they die much more easily than if they get hit by arrows.
Some factions (Sweboz, Getai) have exceptionally good javelin infantry (high attack, high accuracy, lots of javelins); some factions (Romani, Lusotannan) have access to large number of ap javelins (pila, soliferra) extremely dangerous to armoured foes. Play according to your faction strengths.

Some Germanic warriors from 1st Century BC to 1st Century AD. Note the iron-pointed spears, called 'frameae' (singular 'framea'). Those spears are one of the reasons why Germanic cavalry in EB is so effective.
Europa barbarorum 2 guide
Of course, when talking about javelins, frontal fire is not that relevant. We're in midgame, armies are sufficiently close to each other and flanking manoeuvres are taking place. As I said before, flanking enemy formations and singling out targets with massed javelin volleys are astonishingly effective ways to cause routs or even chainrouts.
Flanking is easier with javelin cavalry, as they are much more mobile; massing is easier with infantry, because they're more numerous and a lot cheaper. It is also important to remember that flanking your opponent, if not properly done, leaves your units unprotected and vulnerable; in this sense javelin cavalry has an edge over infantry, because its speed allows to quickly unleash a volley or two and then charge to break a wavering unit, while also easily escaping from any retaliation your enemy could prepare.Europa barbarorum 2 guide pdf
Unit scale plays a role as well: as I explained in the article concerning differences between Large and Huge, the increase from Large scale to Huge scale increases the killing power of javelin-armed units, especially the ones with lower accuracy. So bear in mind that sometimes more javelins are more important than more accurate javelins.

Lategame


In the lategame missile units somehow lose importance, for the depletion either of the ammunitions or the manpower in the units themselves: one key factor for being effective is unleashing a large amount of projectiles, and this cannot happen when a unit is depleted. However, if you notice some of your melee units still have javelins, it might be worth to expend them in the back of engaged enemies instead of charging immediately. Why? Melee units have generally a high javelin attack; in the lategame units are usually exhausted; exhausted units have fragile morale. All these elements factored together give a much higher probability of insta-routing the targeted unit.
However, you must also choose wisely which unit to target, since the bigger scarcity of ammunitions imposes a greater care. It's much more important to rout a heavy unit, or a unit that is pinning a lot of your men preventing them to engage in other sectors, than a random unit close to your javelineers.
I think that's all for today. I hope the conclusion of this guide dedicated to missile units gave you some good points to think about. As usual, if you have comments or suggestions please let me know, so I can improve it even further.
Cheers!Welcome!
Forum members and lurkers alike, Europa Barbarorum fans all.
You may have seen several mod packs, some planned, some made; some good, some buggy, some useless; and many small.
However, You've never seen Mini Mod pack so large, that it must be named Mega Mod Pack. You have now.
One that will completely change the way you play and feel the game, that will upgrade your experience to a whole lot better.
Introducing:
Jirisys' Europa Barbarorum Mega Mod Pack
With two versions:
Jirisys' Rome: Total War - Europa Barbarorum Mega Mod Pack
Current version is 1.02
With 22 Mini Mods, Mega Mods, Fixes and changes included and bug tested to be compatible with each other.
Release Notes:
Código:

v. 1.02
*Removed bugged mods
*Removed the preferences.txt file
*Edited the ReadMe
------------
v. 1.01
*Corrected mispelled name in the ReadMe.
*Corrected mispelled mod name in the ReadMe.
*Added Rome sign on both installation images.
*Added .exe at the end of Rome in the Installation's program name.
*New Splash Screen.
*Edited Typographical error in the ReadMe
*Added several new mods

Jirisys' Rome: Total War - Alexander - Europa Barbarorum Mega Mod Pack

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Current version is 1.03
With 27 Mini Mods, Mega Mods, Fixes, changes and the capability to run EB on the Alexander expansion engine, with more stability and greater units, the one recommended by the creator (if you have the Alexander expansion).

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Release Notes:
Código:

v. 1.03
*Removed bugged mods
*Corrected an EDU entry
*Removed the preferences.txt file
*Edited the ReadMe
------------
v. 1.02
*Corrected mispelled name in the ReadMe
*Corrected mispelled mod name in the ReadMe
*New Splash Screen.
*Edited Typographical error in the ReadMe
*Added several new mods
------------
v. 1.01:
*Added missing name from an uncredited mod from Atraphoenix to the mod list.
*Edited several typographical errors in the ReadMe and Install.
*Changed the name to 'Jirisys' Rome: Total War - Alexander - Europa Barbarorum Mega Mod Pack' in order to distinguish from the Rome: Total War version.
*Added Atraphoenix' Extended Offices Mod and Atraphoenix' Roma Surrectum Legions Adaptation Mod to the installation
*Corrected a Typographical error in the 'Saka Late Cataphract UI Correction's folder name.
*Added an Alexander sign in both installation images.
*Correctly replaced an old modified 'descr_cultures.txt' with an error for a fully functional one.
*Added the Force Diplomacy 1.2 ReadMe inside the root folder, it was stated that it was already there, but it was forgotten.

Spoiler:
Europa Barbarorum 2 Guide

However, there is no planned version for the Barbarian Invasion engine since it has mostly the same properties as the Rome: Total War engine

The list of mods that are contained in common between each other are as follows:

Europa Barbarorum 2 Guide


  • EB 1.2 Official Script, Sprites and EDB fixes.
  • Darth Vader's AI Formations v. 16.2 for EB.
  • Cute Wolf's Garamantine and Habukoz Scandinavian Fix.
  • TuCoT's Eastern Hellenic Portrait Pack.
  • Jarardo's ForceDiplomacy Minimod.
  • Jirisys' Phalanx Mod Reduplication.
  • New EB Quotes.
  • Tellos Athenaios' Unnoficial Trivial Script Update.
  • Vartan's EB Online MP EDU 1.1
  • Megas Methuselah's Watchtower/Village Mod.
  • Jirisys' Watchtower/Village UI Mod Addition.
  • Centurio Nixalsverdrus' Getting Rid of the Giant Trees Mod.
  • LDC Historical Battles Pack Mod 2.0
  • Jirisys' Saka Late Cataphract Unit UI Correction.
  • Atraphoenix' Realistic Movement Mod.
  • Atraphoenix' Extended Offices Mod.
  • JEBMMP's splash screen for Rome: Total War.
  • socal_infidel's Strat and Battle Map Mini Mod.
  • Hannibal Smith's Roma Surrectum 2 Environements for EB (Only water is included).
  • Archer's Skymod (Only lens flare).
  • konny's Trait Changes (only command stars).
  • Jirisys' Polybian Triarii and Pedites Extraordinarii Unit Size Correction.

Europa Barbarorum 2 Guide Build


Mas información en: http://www.twcenter.net/forums/showthread.php?t=417686

Europa Barbarorum 2 Guide Download