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EXE Home: Medieval Total War II

By: Henrik Pettersen - Published December 11, 2006 at 7:22 PM EST - Writer Archive

Cavalry are the guys I like to keep at the flanks, as a rapid response force. If the enemy line is growing thin, send in the guys on horses to break their line and watch the enemy morale take a nosedive. They can also be used to kill off as many routed units as possible, and to storm generals or kings. If you let them escape, they'll survive on the campaign map as well, and you'll want to kill as many generals and kings as possible.

Archers on horseback are the best of both worlds. You have the speed of a horse with the range of an archer. You'll want to send these guys as baiters; get the enemy pissed off and come running at them and within range of your archers. Laugh all the way to Jerusalem as your enemy gets the business end of a barrage of arrows.

Crossbowmen pack a lot harder punch than your average archer, and will take out heavy infantry and even cavalry if used correctly. Keep these guys at the front or even at the flank, to protect or kill off any heavy armored units the enemy is reckless enough to expose. Do be aware though, as soon as these guys get under fire, the archers will most likely prevail even if outnumbered. The thing about the crossbow that puts it at a disadvantage is the longer reload times; and the average archer fires two times in the time it takes the crossbow to fire once, but then again the crossbow does more damage and is more accurate; so it's really up to the situation.

Another unit I'd like to mention, something I thought was insanely funny, are the monks. When you're off on a crusade, you can hire special crusade mercenary units, and the monks are by far my favorite. They're plentiful everywhere, and somehow, using Christian fundamentalist monks as cannon fodder is the most fun I've had in a game since the crowbar.

When the battle is over, you either win or loose, and this is represented when the game comes back to the strategic map. Your units move, winning or losing whatever battle you sent them into. The transition is seamless, units and generals gain experience and some captains may even get promoted into your family if you deem them worthy. This game is really two games; the strategic map and the battles in themselves, and these actually stand on their own. This is a ton of virtual medieval fun, and definitely worth the price of admission.

Once you've fought the battles, what happens then? The other factions will react to what you've done, and you'll feel the repercussions in a turn or two. Be aware though, in this game, a VERY strong fence makes a mediocre neighbor. During your first playthrough, I guarantee you that you'll end up trusting a faction, leaving your flank or front slightly exposed. Then faction you're allied with will stab you in the back over a move that will most likely just last them a turn or two. So, be forewarned. Always keep your friends very far away and your enemies even further away. Never ever trust any ally which has a chance at stabbing you in the back, because chances are, they will.

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