+++++++++++++++++++++++++++ Battles of Prince of Persia Strategy Guide Nintendo DS By Albert-Jan Buwalda +++++++++++++++++++++++++++ Copyright 2006 Mr. Buwalda Table of content A. Intro.............................[INT] B. Copyright.........................[CPR] C. Mailing me........................[MLM] 1. The basics........................[BAS] 1.1 Advantage model..................[AVD] 1.2 Unit stats.......................[UST] 1.3 The general......................[GEN] 2. Battle mechanics..................[BME] 2.1 Melee and missile attack.........[MMA] 2.2 Positive and negative cover......[PNC] 2.3 Flanking and boxing in...........[FBI] 2.4 Tied up..........................[TDU] 2.5 Morale...........................[MRL] 3. Battle tactics....................[BTT] 3.1 Deployment.......................[DPL] 3.2 Picking your army................[PYA] 3.3 Unit description.................[UTD] 3.4 Unit comparaison table...........[UCT] 3.5 General’s armylists..............[GAL] 4. Thanks-n-Other!...................[TNO] Version: V 1.0: Base document V 1.1: Better navigation, added info V 1.2: Retouched most thinks, making it look slicker/Included Persian army armylist V 1.3: Completed armylist V 1.4: Berserker Atribute +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #A. Intro# [INT] Welcome traveler! You have come to see what you can learn about the Battles of Prince of Persia combat system! (from now on called BoPoP) Well you’ve have come to the right place. First I want to mention that the card aspect of the game will NOT be explained (too much) in this guide, it’s purely a guide to help you during combat. I’ve seen this game get a lot of flak for it’s graphics, card-system and strategy-system. Well I like to say that I disagree with the people that flame this game because of the fact that it takes a while to get used too. And if you don’t like the graphics and that’s the reason why you don’t want to play this, then your just missing out. But hey, for those of you who did buy this game, I build this faq because there was nothing in the gamespace and I for one can’t live with that! ___________________________________________________________________________ #B. Copyright# [CPR] This FAQ is mine and I wrote it all myself. If you want to use it, fine, but give me mail for permission. Normally that would not be a problem aslong as you credit me. ___________________________________________________________________________ #C. Mailing me# [MLM] E-mail: the.earth.dies.screaming@gmail.com If you mail me DO: Tag your mail “FAQ BoPoP” Give productive advice Send info for the faq Ask questions If you mail me DON’T: Flame... Spam... Do I need to go on? +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #1. The basics# [BAS] 1.1 Advantage models [ADV] In BoPoP there are 2 models; the weapon-model and the size-model. Both these models modify your success rating in battle. This means that your size and weapon is compared to that of the unit that you are attacking or is attacking you. This should always be taken in to consideration, because it can mean the difference between a crushing victory or deadly defeat. Let’s start with the weapon-model: Sword : Good against bows Bad against pikes Neutral to swords Pikes: Good against swords Bad against bows Neutral against pikes Bows: Good against pikes Bad against swords Neutral against bows It is pretty self-explanatory, but for those who haven’t played these type of games before I will explain. Every weapons has it’s pros and cons. For example a sword, due to it’s mobile nature (easier to run with a sword than with a heavy pike) is very good against archers. They are able to dodge most of the arrows and if they com close… well let’s just say that archers aren’t the greatest melee combatants. But when facing a regiment of pikemen, it becomes a whole other ballgame. Because of the reach of the pike compared to that of the swordsman they have better odds. The swordsman is neutral to other swordsman, meaning that they combat is base on melee strength and other factors like cover and facing, which I will talk about later. Small: Good against large Bad against medium Neutral against small Medium: Good against small Bad against large Neutral against medium Large: Good against medium Bad against small Neutral against large The same here… pretty obvious. The small outmaneuver the large, the large beat on the medium and the medium beat on the small. Both these models are simple but effective and you should seriously take them in to account. ___________________________________________________________________________ 1.2 Unit stats [UST] Every unit has stats which are easily accessible (hold L and tap on the unit) and hold vital information. With this information you can decide if your unit has a good rate of survival, if he is in order-range of his general and how much health he has left. There are many stats to check and they make the game a lot deeper. Stats: TYPE: Shows you that type of unit you control; example SMALL SWORD or BIG PIKE HEALTH: How much health your regiment has left. This is a BIG deal, because not only does the unit die if he runs out of health, but it’s his stats will lower if the health drops to a curtain point. Meaning that it’s combat effectiveness is significantly reduced. MOVEMENT: The unit’s ability to move is indicated with a number. The higher the number, the more distance it can travel. MORALE: This indicates how high the spirits of your troops are and how much punishment they can take before breaking. If a unit is broken it will flee the battlefield and if it does not recover from their morale before reaching the edge of the map, it will be considered a fallen unit. Obviously, you don’t want this to happen to your units. MELEE: This number shows you the unit’s close-combat capacity. The higher the number, the better it’s chances are of coming out on top. (Pitted against enemy armor) MISSILE: Shows how good the unit’s archery (or rock throwing) ability is. The higher the number, the higher the chance on hits. (Pitted against enemy armor) MIN/MAX RANGE: These numbers indicate the minimal and maximal range of the unit’s missile attack. Not very useful stat as you can just check it “on the field” by holding L and tapping a missile unit twice. ATTACK: Rates how good your attack is (normally 100%). This number can rise and fall due to effects. This counts for both missile and melee. ARMOR: The units armor rating is pitted against enemy attack, both missile and melee. If it’s equal or higher than the attack (without special circumstances like flanking or weapon-advantage) will be minimal to none. DEFENSE: Rates how good your defense is (normally 100%). This number can rise and fall due to effects. Increased, this will allow you to dodge and block more and take less damage. STAR: Not exactly a stat, but put in the stat-menu anyway. This represents if you are in order range, which gives you very nice defense and attack bonus. If it’s there your in range, if it’s not your out of range. (Can also be checked by holding L and tapping on your general one time) ___________________________________________________________________________ 1.3 The general [GEN] Ok, let’s start with this: the general is your MOST IMPORTANT unit that should be protected. I want to stress the fact that you CAN NOT play any other cards than standard order-card if he’s gone. Generals are pretty tough, but far from invincible. If handled correctly, the general can be mincemeat in no time. Example: The prince is attacking your line (he is a small sword). He has pretty good health stats at 90. Say you would charge him in the back with medium spear unit (let’s say they are undamaged). The unit has a weapon-, size-advantage as well as the prince is being flanked in the back. This does at least a good 12 to 17 damage and getting pushed back a square. Can’t be pushed back a square? That means 50% extra damage. Lets say your charge did 15 damage, it adds 7 for the “pushed back” totaling at a good 22 damage. That is heavy damage. Take care of your general and he will take care of you by giving nearby units a bolstered attack an defense. You can use them for charging enemy units or in case of archery general firing arrows at them. But make sure he has support to fall back on and NEVER let him get boxed in between 2 enemy units! For more advice on generals go to the Generals FAQ of Maher Saleh AKA Sphinx1912! It’s great. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #2. Battle mechanics# [BME] 2.1 Melee and missile attack [MMA] Melee or hand-to-hand combat: This is pretty simple, move your unit in the red circle next to the enemy, push the crossed swords and they will assault the enemy. Before you push the crossed sword you get a screen with the battle estimation. Here is a rule of thumb: the more exclamation marks it has behind (3 being the max.) the more extreme the situation is. I would like to advise player not to attack (unless there is a special reason, check 2.3’s example) unless the estimation is at least “fair”. Missile attack: Firing arrows, throwing rocks or spears. All of that! Every ranged unit has a minimum range and a maximum range. If a unit is in range, you just tap on it and on the crosshair to fire away. One thing should be taken in to consideration: if you fire a volley of arrows, every unit directly next to him will be fired at as well. This has it’s pros and it’s cons, but in general, a good volley of arrows goes a long way. (swordsmen are hardly effected by arrows, so you can charge the enemy and still fire arrows with minimal damage) Another BIG thing is that you cannot fire and move at the same time, BUT you can turn (the 4-arrow icon) and fire. So if your faced by pikemen on your flank turn and fire. ___________________________________________________________________________ 2.2 Positive and negative cover [PNC] Your units can get positive and negative cover depending on which type of ground they are. They get a positive boost by being in forest or wooded area’s. Every unit that is in a wooded area during attack get 10% defense bonus. But remember, if you place archery units behind a line of trees, they can’t fire through them. There is also swampland that gives you negative cover, thereby decreasing your attack and defense by 10%. Movement is also pretty slow through swamps, so if you want to assault a enemy I advice you not to do so over swampland. ___________________________________________________________________________ 2.3 Flanking and boxing in [FBI] This is why you should ALWAYS guard your flanks. For you who don’t know what flanking is, here is the definition: Flanking: To attack a enemy formation from the side or back, causing the enemy difficulty fighting, because they have to turn before being able to retaliate as well as not being able to see the enemy charges while it is assaulting them. This often resulted in formations being split in two by enemy wedge formations, leaving gaping holes in there line. You have properly figured out how to turn your men to use your archers on other targets. This also has a other function: it determines what your flanks are, where the arrow is obviously pointing at which way you are looking. The objective here is to flank your opponent and this while being flanked as little as possible in the process. You can use near destroyed units as a lure. Example: A enemy small sword formation is charging your line. North of is a formation of small swordsmen (only 6 HP) and South of the are medium pikemen (full HP). The hero is exposing his side flanks to both units, what do you do? First, attack the swordsmen with the swordsmen doing minimal damage and if your lucky they survive. As you see the swordsmen has turned his back to your pikemen which gives them a HUGE advantage (Double facing-, weapon- and size-advantage). Now, if you attack you will crush the enemy formation and most likely push them back a square as your charge is so relentless. Now if the your swordsmen from the example survived the initial hit and are still there when you push back the enemy with your fierce attack, they will not be able to move back a space. If this is the case, you have boxed them in between you units and the enemy win get a hefty 50% extra damage for being squished between your two formations. That’s right, for all you Alexander the Great buffs. This means that you should always check which way your facing because the enemy bashes you right back if your not careful. And if you get boxed and take heavy damage there is a good chance the unit fails it’s morale check and starts to flee. ___________________________________________________________________________ 2.4 Tied up [TDU] When you have a opponent next to you, then your both tied up. This mean that both units can’t attack anyone else, but each other. This can be very handy when you get in a situation when a unit is assaulting the flank of your line that hasn’t the appropriate defenders. Example: Spearmen (small) are attempting to charge on your line to break though and cause havoc and your cavalry (medium, spear) is momentarily mopping up forces on the other side of your line. Now you get a squad of sword man (small) and charge the spearmen… Yeah you heard me right, charge them like you mean it. It doesn’t matter that they have weapons-advantage (and maybe even other advantages) over your unit. Your buying time here. The cavalry is coming soon (literally), but it can now reach the spear men before they get to wreak havoc on what ever important or weak units in the back of your line. What is very important to take note of is that if you have multiple units charging a unit, it DOES get to chose which of the units standing next to the units your going to charge. (just hit that unit direction tag at the bottom) ___________________________________________________________________________ 2.5 Morale [MRL] Let’s be realistic here, if your fighting and your regiment is being smashed, you wouldn’t keep fighting to the death! Heck no! You would run like mad. That’s obvious and your regiments would think any different. If you get boxed in with the odds against you, chances are pretty high that the regiment breaks at the end of combat. When broken the regiment will get out of there and keep running every turn until it regains there morale. If they hit the edge of the their gone. It’s a shallow system on it’s own, but with the flanking and the boxing in, the morale system gets depth. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #3. Battle tactics# [BTT] 3.1 Deployment [DPL] At the start of the battle you have to deploy your army. This is one of the most important acts of the whole game! A formation can make you and break you. If you leave a gapping hole in your line, you now the opponent is going to take advantage of that. So before you go and deploy your army, you might want to consider which tactics to use. Example 1: Halve your army is ranged, the enemy army is mostly melee. You don’t want to come in to hand-to-hand to much. You want them to come to you so you can knock out their key units before they reach there goal. So your best bet would be a tight line archer behind the melee units. Melee units should be mixed well, so that the chance that you have a pike when you need it, is bigger. ^ + + + + + + + = = = = = = = + = melee unit = = archery unit ^ = facing Example 2: You’ve got a all-melee army. This means you want to come to blows as soon as possible, to minimize casualties from archery. Taking casualties is not a bad thing as long as do damage on the opposing site too. This is not the case when they are firing arrows at you. You want to balance your swordsmen and pikemen and spread them over the line. It should be a lose formation so when fired at with arrows, that unit that is fired at is the only one taking damage. It like your braiding: ^ #:#:#:#:#:#:# :#:#:#:#:#:#: #:#:#:#:#:#:# # = unit : = empty space ^ = facing When your forces are properly deployed, you start battle! ___________________________________________________________________________ 3.2 Picking you’re army [PYA] When picking your army (skirmish/multiplayer only) there are several things to consider. First off, your play style. If your rather defensive, then a offensive army is not going to compliment your style of fighting. So if your army supports only of hand-to-hand units limits the chances of you coming out on top. But if you are a offensive player, then archer have a limited use. Questions for your self: 1 Emphasis offensive or defensive? 2 Offensive: Slow and steady or blitz? 3 Defensive: Line or sacrificial tactics? If you answered these questions for your self, then there are some conclusions you can subtract from your answers: 1 Depends on you as a person 2a Slow and steady (SAS) You like to advance at the enemy at a steady rate, taking a few casualties in the process (that’s war my friends) and hit his line simultaneously. A valid tactic indeed. It leaves you room to look at your enemy’s movement and readjust your line to take advantage of that. Army preference: All or mostly melee units Decent to high armor rating Melee and armor rather then speed (your army probably moves as fast as the slowest unit) 2b Blitz (BTZ) You like to charge in as quick as possible, taking risks but leaving the opponent with little room to breath. This often is: or a great success or a catastrophe. Army preference: All or mostly melee units Speed is of the up most importance Speed and melee rather armor 3a Line (LIN) You like to stay put in one place, let the enemy charge and taking as much of his army down with your archers in one go. You use your melee units to guard your archers and only like to get in melee when necessary. Army preference: Melee and archer units tied in numbers Speedy units are near useless (you’ll hardly move, only adjusting your line) Melee units need balance (both pikes and swords) 3b Sacrificial tactics (STA) You like to use loads of archers and a few melee units to guard yourself from enemy units attacking, rather sacrificing them in the crossfire. Army preference: Few to medium numbers of melee units Emphasis on archers Archery general is a must ___________________________________________________________________________ Unit description [UTD] This part of the FAQ exists solely to get a good view at the different races and units to see what you like. Legend: --------------------------------------------------------------------------- Name: Shows unit’s name... rather obvious ;-) Type: Shows the unit’s type Health: Shows the unit’s HP Movement: Shows the unit’s MP Melee: Shows unit’s ability in melee combat Missile: Shows unit’s ability in ranged combat Min/max: Shows unit’s minimal and maximal range in ranged combat Armor: Shows the unit’s armor class Morale: Shows unit’s starting morale Description: Shows my opinion on the unit and any contributed information --------------------------------------------------------------------------- I will now give my opinion on each unit, per army and per weapon type. Hopefully giving you a headstart. --------------------------------------------------------------------------- THE PERSIAN ARMY The Persians are pretty well balanced, having good speed, melee and ranged units. Choosing one of their generals will let you play both defensively and offensively. All tactics are pretty much possible and it grants you great flexibility. Add all of this up and you have a good faction for the beginner. It also helps that this is the starting army of the campaign. SWORDS --------------------------------------------------------------------------- Name: Tribal Infantry Type: small sword Health: 36 Movement: 10 Melee: 30 Missile: - Min/max: - Armor: 30 Morale: 70 Description: The basic swordsmen for the Persians. It has the high health and pretty decent other stats. Good for fending enemies trying to charge your archers, but useless against most pike-units, which limits their use. --------------------------------------------------------------------------- Name: Armtaka Infantry Type: small sword Health: 30 Movement: 8 Melee: 30 Missile: - Min/max: - Armor: 50 Morale: 70 Description: Armtaka Infantry are basically Tribal Infantry that with less health and movement and more armor. This is a good deal (-6 health and -2 movement for +20 armor) making them more resilient against enemy attack. They can take some hits from pikes as well. Good unit if your going for a “slow” assault. --------------------------------------------------------------------------- PIKES --------------------------------------------------------------------------- Name: Tribal Cavalry Type: medium pike Health: 36 Movement: 12 Melee: 40 Missile: - Min/max: - Armor: 40 Morale: 70 Description: A very good unit in my opinion. It is fast, has good health and very nice armor and melee. This unit is very flexible; it can either be used to mop up enemy unit’s when playing defensive and can be used to try and force a break in the line when on full frontal assault. --------------------------------------------------------------------------- Name: Saka Cavalry Type: medium pike Health: 45 Movement: 14 Melee: 20 Missile: - Min/max: - Armor: 20 Morale: 70 Description: This is where I have my doubts on the tradeoff. First off, this is the single fastest creature in the game, it also has the most health. Problem is, that the armor and melee are both at 20. So they get where they are needed fast and they can take some punishment but deal only moderate damage in many cases, so it’s pretty much up to your style. BUT THAN DRAGON ATMA MAILED ME! He has pointed out that these guys are berserkers. For those of you unfamiliar with the term: they go nuts when taking damage. This translates into additional damage armor and morale. Thanks Dragon Atma! --------------------------------------------------------------------------- MISSILE --------------------------------------------------------------------------- Name: Tribal Archer Type: small missile Health: 24 Movement: 10 Melee: 10 Missile: 30 Min/max: 2-6 Armor: 10 Morale: 70 Description: I’ll admit it right away: I love archers! This is the best basic archer. Why, you ask? Well, it has +1 to his max. range. Not a big deal you might think, but it very much so. Extra range means maybe getting a shot you otherwise wouldn’t have. Good at what it does. --------------------------------------------------------------------------- Name: Dathabam Archers Type: small missile Health: 30 Movement: 10 Melee: 10 Missile: 50 Min/max: 2-8 Armor: 20 Morale: 70 Description: Well...what to say about this. I believe this to be the best Persian archer if you play defensive line formations. It has great reach and thundering damage. If you you’re a offensive player, then this unit might be nice to soften up the enemy, but just one or two. --------------------------------------------------------------------------- Name: Ghulam Cavalry Type: medium pike Health: 27 Movement: 14 Melee: 20 Missile: 40 Min/max: 2-6 Armor: 20 Morale: 70 Description: This is a very good unit. It has great mobility, thereby giving good cover where ever you need it. It also has 40 missile with a decent range. The above average armor also helps. All in all a good support unit. --------------------------------------------------------------------------- THE INDIAN ARMY The Indian army is an army of opposites. It has rather weak low grade units, but also some very heavy hitters in the high grade units. From peasant with pikes, with exceptionally low morale, to lumbering elephants (with missile attack, but counts as pike which is a big plus) and the ever destructive catapult. A diverse bunch to say the least. SWORDS --------------------------------------------------------------------------- Name: Peasant Fighter Type: small sword Health: 24 Movement: 8 Melee: 20 Missile: - Min/max: - Armor: 30 Morale: 50 Description: Well... This unit is cannon fodder, nothing more. It has very low morale (lowest of the game) which really hurts him. The rather weak melee and low movement doesn’t help it either. It’s only real use is tying up other units. That’s about it. --------------------------------------------------------------------------- Name: Rajput Swordsmen Type: small sword Health: 36 Movement: 10 Melee: 40 Missile: - Min/max: - Armor: 40 Morale: 80 Description: Now, this is more like it! First off, it has great morale, no doubt about it. The 40 melee and armor are very nice too. It can hold it’s own and can take a pike pretty well. A nice unit to have spearheading a assault. --------------------------------------------------------------------------- PIKES --------------------------------------------------------------------------- Name: Peasant Pikemen Type: small pike Health: 24 Movement: 8 Melee: 20 Missile: - Min/max: - Armor: 30 Morale: 50 Description: Yet more cannon fodder. Only now in it’s pike incarnation. It has pretty much the same problems as it sword wielding companion. The only think that makes this version better is that it is a pike unit, making it more useful in hand to hand combat. --------------------------------------------------------------------------- Name: Rajput Pikemen Type: small pike Health: 36 Movement: 10 Melee: 40 Missile: - Min/max: - Armor: 50 Morale: 80 Description: This one is a gem. It high armor and health makes this a very sturdy unit. It’s high morale always proves handy when it does gets heavy casualties. These spearmen are good combatants as well so mixed with there sword counterparts, they can wreak havoc on enemy formations. --------------------------------------------------------------------------- Name: Elephant Type: large pikes (with missile attack!) Health: 36 Movement: 8 Melee: 50 Missile: 30 Min/max: 2-5 Armor: 50 Morale: 60 Description: These behemoths are the best units of the Indian army. It is the only pike unit with a missile attack, which has the same stats of standard archer. What it doesn’t have is missile type to go with it, thus making them a great force in melee combat. Due to it’s heavy armor archery damage is minimal most of the time. It can suit most purposes from defending archers to assaulting and giving support fire. --------------------------------------------------------------------------- MISSILE --------------------------------------------------------------------------- Name: Peasant Archers Type: small missile Health: 24 Movement: 8 Melee: 10 Missile: 30 Min/max: 2-5 Armor: 10 Morale: 50 Description: This, my friends, is the only decent peasant unit. The lack of morale is not much of a problem since it is a support and as such should avoid combat anyway. Other than it’s morale, it’s the same as a standard archer. --------------------------------------------------------------------------- Name: Catapult Type: medium missile Health: 18 Movement: 6 Melee: 10 Missile: 50 Min/max: 4-10 Armor: 10 Morale: 70 Description: The catapult is the unit with the longest range in the whole game. It rain death from afar and is a great heavy support unit. Protection is always needed since it is a easy target for any unit. Due to it’s minimum range it not capable to fire at units near it. A group of pikemen will do the trick nicely. --------------------------------------------------------------------------- THE DEAVAN ARMY The Deavan army consists of mosters and other devilish creatures. It has only one sword unit, four pike units and two Missile units. Most units are all pretty close combat oriented. Even a large missile unit, named the thrall, which has higher melee than he does missile. All in all a strange but strong faction. SWORDS --------------------------------------------------------------------------- Name: Banehounds Type: medium swords Health: 36 Movement: 12 Melee: 30 Missile: - Min/max: - Armor: 30 Morale: 60 Description: The only sword unit of the Deavan army, but it’s good one. It has good movement, making it good at charging in quick. It’s size also helps since most units are small, giving it an edge. In the health department it also scores high. Good unit all-round. --------------------------------------------------------------------------- PIKES --------------------------------------------------------------------------- Name: Turghaut Pikemen Type: small pike Health: 24 Movement: 10 Melee: 30 Missile: - Min/max: - Armor: 20 Morale: 70 Description: A very decent pike unit. The only difference with the other standard pikemen is that it has low armor. This sometimes hurts, but you’ll have more of them, so what’s one more or less. --------------------------------------------------------------------------- Name: Kabtaut Warriors Type: small pike Health: 36 Movement: 8 Melee: 40 Missile: - Min/max: - Armor: 40 Morale: 70 Description: These guys are great. They have good armor and health, making it quite lasting. Their good offensive ability makes them good as a charge unit. Defending is no problems either. Plus they look cool! ;-) --------------------------------------------------------------------------- Name: Shaklat Type: small pike Health: 36 Movement: 10 Melee: 30 Missile: - Min/max: - Armor: 20 Morale: 80 Description: It is pretty much a normal pike unit with enhanced health and morale. Morale does help a lot, health too. But it is nothing more than average in my opinion. BUT THAN DRAGON ATMA MAILED ME! He has pointed out that these guys are berserkers. For those of you unfamiliar with the term: they go nuts when taking damage. This translates into additional damage armor and morale. Thanks Dragon Atma! --------------------------------------------------------------------------- Name: Brute Type: medium pike Health: 27 Movement: 8 Melee: 60 Missile: - Min/max: - Armor: 40 Morale: 60 Description: This is a tank. Where to begin: it is medium, has huge melee and good armor. It might be kind of sluggish, but when it gets there, it puts the smackdown on pretty much everything that you pick. Of course they need support like everybody else, but spearheading isn’t a problem at all. --------------------------------------------------------------------------- MISSILE --------------------------------------------------------------------------- Name: Khorchin Archers Type: small missile Health: 24 Movement: 8 Melee: 10 Missile: 30 Min/max: 2-5 Armor: 10 Morale: 70 Description: You standard archer... Well it has the same stats as most of them. Same use at well. --------------------------------------------------------------------------- Name: Thrall Type: Large missile Health: 27 Movement: 8 Melee: 60(!!) Missile: 40 Min/max: 3-6 Armor: 40(!!) Morale: 60 Description: This is the oddball of the Deavan army. It has range attack, which on it self isn’t that weird for a missile unit, but it also has the best melee skill of the Deavan army. It is just a big, brutish monstrosity. Good for both ranged and close combat. ___________________________________________________________________________ Unit comparison tables [UCT] You can compare units of the same core type (sword, pike or missile). Legend: TP -Type (small/medium/large) MP -Movement HP -Health ARM -Armor HTH -Melee RNG -Missile M/M -Minimum and maximum missile range MRL -Morale --------------------------------------------------------------------------- SWORDS ------------------------------------------------------------- |NAME | TP | MP | HP |ARM |HTH |RNG |M/M |MRL | ------------------------------------------------------------- |Tribal Infantry | S | 10 | 36 | 30 | 30 | - | - | 70 | ------------------------------------------------------------- |Amrtaka Infantry | S | 8 | 30 | 50 | 30 | - | - | 70 | ------------------------------------------------------------- |Banehounds | M | 12 | 36 | 30 | 30 | - | - | 60 | ------------------------------------------------------------- |Peasant fighter | S | 8 | 24 | 20 | 30 | - | - | 50 | ------------------------------------------------------------- |Rajput Swordsman | S | 10 | 36 | 40 | 50 | - | - | 80 | ------------------------------------------------------------- PIKES ------------------------------------------------------------- |NAME | TP | MP | HP |ARM |HTH |RNG |M/M |MRL | ------------------------------------------------------------- |Tribal Cavalry | M | 12 | 36 | 40 | 40 | - | - | 70 | ------------------------------------------------------------- |Saka Cavalry | M | 14 | 45 | 20 | 20 | - | - | 70 | ------------------------------------------------------------- |Turghaut Pikemen | S | 8 | 24 | 20 | 30 | - | - | 70 | ------------------------------------------------------------- |Kabtaut Warriors | S | 8 | 36 | 40 | 40 | - | - | 70 | ------------------------------------------------------------- |Shaklat | S | 10 | 36 | 20 | 30 | - | - | 80 | ------------------------------------------------------------- |Brute | M | 8 | 27 | 40 | 50 | - | - | 60 | ------------------------------------------------------------- |Peasant Pikemen | S | 8 | 24 | 30 | 20 | - | - | 50 | ------------------------------------------------------------- |Rajput Pikemen | S | 10 | 36 | 50 | 40 | - | - | 80 | ------------------------------------------------------------- |Elephant | L | 8 | 36 | 50 | 50 | 30 |2-5 | 60 | ------------------------------------------------------------- MISSILE ------------------------------------------------------------- |NAME | TP | MP | HP |ARM |HTH |RNG |M/M |MRL | ------------------------------------------------------------- |Tribal Archer | S | 10 | 24 | 10 | 10 | 30 |2-6 | 70 | ------------------------------------------------------------- |Dathabam Archer | S | 10 | 30 | 20 | 10 | 50 |2-8 | 70 | ------------------------------------------------------------- |Ghulam Cavalry | M | 14 | 27 | 20 | 20 | 40 |2-6 | 70 | ------------------------------------------------------------- |Korchin Archers | S | 8 | 24 | 10 | 10 | 30 |2-5 | 70 | ------------------------------------------------------------- |Thrall | L | 8 | 27 | 40 | 60 | 40 |3-6 | 60 | ------------------------------------------------------------- |Peasant Archer | S | 8 | 24 | 10 | 10 | 30 |2-5 | 50 | ------------------------------------------------------------- |Catapult | M | 6 | 18 | 10 | 10 | 50 |4-10| 70 | ------------------------------------------------------------- ___________________________________________________________________________ General’s armylists [GAL] This are the lists of all the generals, so you can compare army with each other. With the tables above it is easy to see it’s strengths and weaknesses. It will also show which tactic is good for what army. -------------------------------- | TACTICS | -------------------------------- |(SAS): Slow and steady | |(BTZ): Blitz | |(LIN): Line | |(STA): Sacrificial tactics | -------------------------------- |(see; Picking your army [PYA])| -------------------------------- PERSIAN ARMY --------------------------------------------------------------------------- #Prince of Persia# Small army: ---------------------------- |NAME |amount| ---------------------------- |Tribal Infantry | 2 | ---------------------------- |Ghulan Cavalry | 1 | ---------------------------- |Tribal Archers | 2 | ---------------------------- |Saka Cavalry | 1 | ---------------------------- |Tribal Cavalry | 2 | ---------------------------- |The Prince | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Tribal Infantry | 4 | ---------------------------- |Ghulan Cavalry | 2 | ---------------------------- |Tribal Archers | 2 | ---------------------------- |Saka Cavalry | 2 | ---------------------------- |Tribal Cavalry | 2 | ---------------------------- |Darhaban Archers | 1 | ---------------------------- |The Prince | 1 | ---------------------------- USEFULL TACTICS: (BTZ) --------------------------------------------------------------------------- #King Shahraman# Small army: ---------------------------- |NAME |amount| ---------------------------- |Dathaban Archers | 2 | ---------------------------- |Tribal Cavalry | 1 | ---------------------------- |Tribal Infantry | 3 | ---------------------------- |Tribal Archers | 2 | ---------------------------- |King Shahraman | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Dathaban Archers | 3 | ---------------------------- |Tribal Cavalry | 2 | ---------------------------- |Tribal Infantry | 3 | ---------------------------- |Tribal Archers | 3 | ---------------------------- |Amrtaka Archers | 3 | ---------------------------- |King Shahraman | 1 | ---------------------------- USEFULL TACTICS: (LIN)/(STA) --------------------------------------------------------------------------- #Darius# Small army: ---------------------------- |NAME |amount| ---------------------------- |Tribal Infantry | 2 | ---------------------------- |Tribal Archers | 1 | ---------------------------- |Tribal Cavalry | 1 | ---------------------------- |Amrtaka Infantry | 4 | ---------------------------- |Darius | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Tribal Infantry | 3 | ---------------------------- |Tribal Archers | 2 | ---------------------------- |Tribal Cavalry | 3 | ---------------------------- |Amrtaka Infantry | 4 | ---------------------------- |Dathaban | 1 | ---------------------------- |Darius | 1 | ---------------------------- USEFULL TACTICS: (SAS)/(BTZ) --------------------------------------------------------------------------- INDIAN ARMY --------------------------------------------------------------------------- #Arun# Small army: ---------------------------- |NAME |amount| ---------------------------- |Rajput Swordsmen | 2 | ---------------------------- |Rajput Pikemen | 2 | ---------------------------- |Peasant Fighters | 2 | ---------------------------- |Catapult | 1 | ---------------------------- |Peasant Archers | 4 | ---------------------------- |Arun | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Rajput Swordsmen | 2 | ---------------------------- |Rajput Pikemen | 2 | ---------------------------- |Peasant Fighters | 2 | ---------------------------- |Catapult | 2 | ---------------------------- |Peasant Archers | 3 | ---------------------------- |Elephants | 1 | ---------------------------- |Peasant Pikemen | 2 | ---------------------------- |Arun | 1 | ---------------------------- USEFULL TACTICS: (LIN)(STA) --------------------------------------------------------------------------- #Kalim# Small army: ---------------------------- |NAME |amount| ---------------------------- |Peasant Pikemen | 3 | ---------------------------- |Peasant Archers | 3 | ---------------------------- |Elephants | 1 | ---------------------------- |Peasant Fighters | 3 | ---------------------------- |Rajput Swordsmen | 1 | ---------------------------- |Rajput Pikemen | 1 | ---------------------------- |Kalim | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Peasant Pikemen | 3 | ---------------------------- |Peasant Archers | 3 | ---------------------------- |Elephants | 2 | ---------------------------- |Peasant Fighters | 3 | ---------------------------- |Rajput Swordsmen | 1 | ---------------------------- |Rajput Pikemen | 1 | ---------------------------- |Catapult | 1 | ---------------------------- |Kalim | 1 | ---------------------------- USEFULL TACTICS: (BTZ)/(SAS) --------------------------------------------------------------------------- #Vizier# Small army: ---------------------------- |NAME |amount| ---------------------------- |Peasant Fighters | 3 | ---------------------------- |Rajput Pikemen | 2 | ---------------------------- |Rajput Swordsmen | 2 | ---------------------------- |Peasant Pikemen | 3 | ---------------------------- |Vizier | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Peasant Fighters | 2 | ---------------------------- |Rajput Pikemen | 3 | ---------------------------- |Rajput Swordsmen | 3 | ---------------------------- |Peasant Pikemen | 2 | ---------------------------- |Peasant Archers | 2 | ---------------------------- |Elephants | 1 | ---------------------------- |Vizier | 1 | ---------------------------- USEFULL TACTICS: (BTZ)/(SAS) --------------------------------------------------------------------------- DEAVAN ARMY --------------------------------------------------------------------------- #Aesma# Small army: ---------------------------- |NAME |amount| ---------------------------- |Banehounds | 2 | ---------------------------- |Turghaut Pikemen | 2 | ---------------------------- |Shaklat | 2 | ---------------------------- |Kabtaut Warriors | 2 | ---------------------------- |Aesma | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Banehounds | 2 | ---------------------------- |Turghaut Pikemen | 4 | ---------------------------- |Shaklat | 2 | ---------------------------- |Kabtaut Warriors | 3 | ---------------------------- |Khorchin Archers | 2 | ---------------------------- |Aesma | 1 | ---------------------------- USEFULL TACTICS: (BTZ)/(SAS) --------------------------------------------------------------------------- #Saurva# Small army: ---------------------------- |NAME |amount| ---------------------------- |Brute | 3 | ---------------------------- |Turghaut Pikemen | 3 | ---------------------------- |Khorchin Archers | 3 | ---------------------------- |Saurva | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Brute | 2 | ---------------------------- |Turghaut Pikemen | 4 | ---------------------------- |Khorchin Archers | 4 | ---------------------------- |Thrall | 1 | ---------------------------- |Kabtaut Warriors | 2 | ---------------------------- |Saurva | 1 | ---------------------------- USEFULL TACTICS: (LIN)/(STA) --------------------------------------------------------------------------- #Sindra# Small army: ---------------------------- |NAME |amount| ---------------------------- |Khorchin Archers | 3 | ---------------------------- |Turghaut Pikemen | 2 | ---------------------------- |Kabtaut Warriors | 1 | ---------------------------- |Thrall | 2 | ---------------------------- |Sindra | 1 | ---------------------------- Large army: ---------------------------- |NAME |amount| ---------------------------- |Khorchin Archers | 4 | ---------------------------- |Turghaut Pikemen | 4 | ---------------------------- |Kabtaut Warriors | 3 | ---------------------------- |Thrall | 2 | ---------------------------- |Sindra | 1 | ---------------------------- USEFULL TACTICS: (LIN)/(STA) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #4. Thanks-n-Other!# [TNO] Well It has been fun as they say. I hope the guide is of use to any one. It will probably not be the best visited since many bad reviews found their way to the net. I personally am addicted to this game and advice anyone with love for turn-based strategy, to try it. Thanks too: ME, muhahaha yeah the writer of the faq gets the top slot :-) Klaas Boltjes, my friend for life and fellow game-addict Erwin Rietberg, also game-addict and comrade Dragon Atma for the berserker tip, big thanks!! Maher “sphinx1912” Saleh for more credit than I deserve! Check his BoPoP generals guide. HateAndPlague and CloudStrife6666 for aiding me in creating this FAQ The BoPoP-Board, because they support eachother! Ubisoft, for making this sick game! You guys rock no matter what IGN says! And you, the reader for not giving in too the senseless flaming of this game and reading my FAQ