The battle system

Fights and battles are a central part of Against Rome and will be described briefly below.

Troop types

The warriors of your tribe can be divided into several groups whose special features you should know about and take into account.
Close-combat fighters and artillerymen: As the name indicates, close-combat fighters can only be used in close-range battles, while artillery units are equipped with long-range weapons that they can use to inflict damage upon their adversaries from a distance. It is also possible, however, to employ artillerymen in close combat. If their long-range weapons are unsuited to close combat (e.g., in the case of archers), they will automatically change their weapons to suit the new situation. Please note, however, that the special close combat weapons of artillerymen are only meant for emergencies and do not inflict any great damage.
Infantry and cavalry: Infantrymen go into battle on foot, while cavalrymen ride on horseback. Depending on his or her equipment, a warrior may have certain advantages over one of these two troop types. In an encounter with an infantryman, for instance, a cavalryman will almost always benefit from a height advantage over the infantryman. The weapon used can also provide your unit with an attack bonus – e.g., lances and spears are ideal for fighting cavalry troops.

Formations

Battle units can assume various formations, each with different advantages and disadvantages. With the exception of the bunch formation, which every unit masters automatically, your tribe leader must use his glory points to purchase the formations as military options (see below) before the battle units of your tribe can use them. Certain formations offer advantages in battle by providing the warriors of that unit either with a particularly large attack bonus or a particularly large defense bonus. On the other hand, certain formation types may result in limitations in the unit's freedom of movement.

Long-distance fight

Long-range attacks can only be performed by bowmen and artillery crews.
While your artillery units can only aim at individual enemy characters and whole enemy units, a piece of artillery can also be aimed at enemy structures or any free space lying within its field of fire. Just make sure that the piece of artillery is manned and the target lies within its field of fire. Your artillery units will automatically switch from long-distance fights to close combat as soon as an enemy has reached close-combat distance.

Close combat

All battle units, leaders and priests can engage in close combat. Civil units and settlement inhabitants, on the other hand, do not carry weapons and will therefore always flee from enemies who come within close-combat distance.
Once a unit is engaged in close combat, it cannot be moved in the normal way. The only way to detach such a unit from the fray is the order to retreat. A retreat of battle units is ordered automatically and without any action on the part of the player as soon as the morale value of a unit has gone down to "0". If the participants of a close combat are not instructed to retreat, they will fight until one of the units has been destroyed.


Artillery

Pieces of artillery are regarded as long-distance battle units. They can be built by village inhabitants using the resources from the main house or by civil units using the resources they carry on their packhorses.
A piece of artillery must be manned in order to be able to be used as a long-distance battle unit. If it is located in a settlement, it can be manned either by settlement inhabitants or by a civil unit. Outside of settlements, pieces of artillery can only be manned by members of a civil unit.




Development options

The leader of a barbarian tribe can use the glory points he has obtained to purchase a number of additional capabilities for himself and his tribe. These capabilities are referred to as development options and are divided into three categories: personal options, military options and building options.
Once a development option has been purchased and paid for with the leader's glory points, it is available to the tribe whenever it is required.

1. Personal options

The personal options relate to the characteristics and skills of the leader only. Every personal option can be purchased in four subsequent levels. Each level improves the game value obtained by then.
Command radius: Each newly obtained level of this option further increases the command radius of the leader as indicated on the game screen.
Motivation power: Each newly obtained level of this option increases the value and duration of the morale bonus that units can receive while in their leader's command radius.
Attack value: Each newly obtained level of this option increases the leader's attack value.
Defense value: Each newly obtained level of this value increases the leader's defense value.

2. Military options

All military development options improve the fighting strength of the tribe in one way or another. Most military option types contain several individual options that have to be obtained one by one.
Formation types: Every individual option obtained enables the battle units of the tribe to use a new type of formation. The only exception to this rule is the so-called bunch formation, which every unit masters automatically.
Warrior types: Every individual option obtained increases the choice of warriors to be equipped and employed by the tribe by one warrior type. At the start of the game, each nation has three warrior types that do not have to be obtained in this way.
Artillery: Every individual option obtained provides the tribe with the capability to build and use a new type of artillery. The nation of the Huns has no artillery options.
Special characteristics: With every individual option obtained, the tribe acquires a new special national characteristic. The special characteristics of the barbarian nations are described below.

3. Building options

The acquisition of building options enables a tribe to erect new types of structures and to upgrade existing buildings.
Initial options: A type of structure that the tribe has not been able to build before can be acquired here as an initial option. Now the structure can be built by the inhabitants of your settlement.
The following types of structures are available to the barbarian tribes straight away and do not have to be obtained in this way:
- main house
- carpenter's workshop
- mine
- farm
- stable
- butcher's shop
- residential house
- armory
Upgrade options: Many types of structures can be upgraded once they have been built in your settlement. The ability to upgrade an existing building can be acquired here by purchasing the desired structure type once more.


Heathen Magic

In Against Rome heathen magic is the only area where the Barbarians are clearly superior to their Roman oppressors who have nothing comparable of their own. In order to be able to cast magic spells, you need places of sacrifice and priests.

Places of Sacrifice
The leader of your tribe must first purchase the ability to be able to build places of sacrifice as a building option.
Thereafter you can build as many places of sacrifice in your settlement as you want. The number of places of sacrifice determines how many different magic spells your priests can master. As a priest however can only possess a maximum of four different magic spells, it doesn't make sense to build more than four places of sacrifice in your settlement.
Places of sacrifice serve the purposes of supplying your priests with so-called magic points that they require to weave their heathen magic. You have to carry out human sacrifices in order to load up a place of sacrifice with magic points.
The inhabitants of your settlement are prepared to give up their lives for the gods at any time. Other types of figures are not suitable as sacrifices. During a human sacrifice, the life points of an inhabitant of the settlement are transformed into magic points and saved at the place of sacrifice.
A priest merely has to be within the settlement area of your village to be able to tap into the magic point reserve of a place of sacrifice and thus top up his own supply of magic points.

Priests
You can train inhabitants of your settlement to become heathen priests at any time but each priest does however cost a considerable amount of resources. As serving the heathen gods is considered a lifetime task, priests cannot be converted back to become normal inhabitants of your settlement again contrary to the members of a unit.
Priests are excellent close-combat fighters but their major strength however is their capability of casting magic spells. Each priest can master up to four different magic spells – the exact number depends on the number of places of sacrifice you have built in your settlement as described above.
If your priest casts a magic spell, this costs him magic points. Each magic spell can be cast as often as desired as long as priest has enough magic points. A priest can top up spent magic points as described above as long as the places of sacrifice that you have built have a sufficient reserve of magic points.
Apart from when casting magic spells, a priest can also lose a portion of his magic points if he retreats from a close-combat situation.

Magic spells
The four magic spells that a priest can master are categorized according to their effectiveness and cost differing amounts of magic points. A detailed description of all magic spells of the Teutons, Celts and Huns can be found in the section “The Nations” under the respective “General” heading.



Special characteristics of the barbarian nations


Each barbarian nation in Against Rome has four special characteristics. These characteristics must be purchased by the leader of the tribe with fame points before they can be used by his people. Just as for the other fame point options of the leader, the four special characteristics must be bought in a particular order.
After they have been purchased by the leader, each special characteristic is valid for a certain group of figures of the respective nation, for example for all warriors with long-range weapons or for all troops on horseback.
The special characteristics for each nations are listed below in the order of their availability. The exact meaning of each special characteristic can be found in the section The nations.

Teutons (Link)
1. Shield protection
2. Hitting power
3. Mead bomb
4. Battle high

Celts (Link)
1. Stone traps
2. Flaming projectiles
3. Barricades
4. Shooting skills

Huns(Link)
1. Berserk rage
2. Storm of the Huns
3. Cannibals
4. Poisonous projectiles