Total War Attila Picts

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Attila
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So I'm itching to do a Celtic faction campaign but I can't decide between the three factions. The Caledonians are nice with their agents but their bows which is their advertised strength are worse than the basic German archers. The Ebdanians seem promissing but the upkeep for their tier three units are disgustingly large. The Picts look average but the night battle being their only advantage without the skirmishers of the Ebdani or the spears of the Caledonians their roster seems lackluster.Thoughts? Picts are the only ones that can have night fighting as a celtic faction, the Caledonians and Ebdanians don't get that ability at 6 cunning, its completely missing.Agents in this game I found lacking and annoying at best, I could be wrong about agents, I just can't be bothered to use them.My choice is Picts, good starting area and night fighting.

I did want to play as the other two but I couldn't find a mod that fixed the missing night fighting, and I couldn't find the file that needed to be altered to allow for night fighting so I could make a mod. I like all Celt Faction's. The Pict's are great for the reasons stated above.

I feel as if I float more toward the Ebdanian's because of their King's Warband. I like the heavy unit's in their roster that can stick around and fight while I move units and better position myself.

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Also the Caledonian's have Horse Whisperer's and Bow Unit for a general. In my mind The Celt's are the only true Sincere Game Changer in Atilla. As much as I love the Langobards's and their roster I just can't get enough of their Guerrilla Warfare. Originally posted by:Nick Naughty, has the night fighting + 9 morale bonus made up for the lack of armour and missile block chance that the elite Pict units suffer from?

I've encountered, in the campaign, mostly armoured swords and missiles from the Romans. Haven't got a clue, haven't got that far up the research tree, all I know is night fighting plus guerrillia warfare, onagers, dogs, and axemen is so good.Night fighting is very handy and very nice looking, wipe out multiple armies with a single army with that one.You can deploy your units in the far back corner with onagers to attract the enemy, have dog units up on the front line to release the hounds and retreat.I would like play as Ebdanians and the Caledonians, but the non-existant night fighting isn't appealing.

I made an attempt with the Caledonians and was successful, but was dismayed that the agents weren't of any help. It's true that the agents are useful, but they're more useful in friendly armies from what I hear. Night battles sound awesome, so now it's just a question for me of night battle vs Ebdanian's heavy armour & raiders.

It's a shame that the Ebdanians can't do night battles with cunning, it seems an oversight by CA. I'm a bit of a history nut and I've got a book detailing some wonderful night raids done by dark age Irish warbands on foreign settlements. They would form platforms with their own shields in the dead of night to climb enemy walls and catch them unaware. Originally posted by:I made an attempt with the Caledonians and was successful, but was dismayed that the agents weren't of any help. It's true that the agents are useful, but they're more useful in friendly armies from what I hear. Night battles sound awesome, so now it's just a question for me of night battle vs Ebdanian's heavy armour & raiders.

It's a shame that the Ebdanians can't do night battles with cunning, it seems an oversight by CA. I'm a bit of a history nut and I've got a book detailing some wonderful night raids done by dark age Irish warbands on foreign settlements.

They would form platforms with their own shields in the dead of night to climb enemy walls and catch them unaware.I'm doing a Ebdanians campaign. I off set it with 'The Ninja Mod'. Makes it so any army can use guerrilla deployment.

Sometimes the AI army's will bunch in a corner of the box. The mod stopped that by allowing them to have proper lines on start up. About 99% of the time they don't use it though.So no night battles but you do get a ambush style of game play which next to night battles all the Celt factions should have been given due to the lack of a well rounded Top Tier units. Such as the Ebdanians best Cav is a Medium unit.I also use a Unit mod which gives them top tier units with armor and weapons logistically matching the WRE. Basically a late unit mod for the 'What if' side in my end game.

I mean any faction that ends up taking 2/3 of the know world would be reflected in it's army's armor and weapons. And there purchase price reflects that also.If the night battles are your thing then check for a better Pict unit mod. Unless of course you wan't to take the world over one hairless chest at a time; ).

Yeah, the Celts are not well equipped to fight Huns.I'd recommend hiring mercenaries that give you what the Picts natively lack: hire strong melee and lancer cav, and try to get some horse archers if you can too.Luckily, the Picts can get access to Slingers relatively easily, and they are great against cav. Slingers will drastically reduce the speed of cav, up to about -25%. This makes it easier to catch them.So you can get the Hunnic horse in slinger crossfires, then catch them and pin them in place with spearmen.

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Once pinned, you can use the excellent Celt javelin units to devastate the Hun horse at close range, and finish them off with whatever cav of your own you have.As Diplomat said, a lot of it comes down to choosing where you fight.You aren't going to want to emgage them in big open plains and such, or be on the tactical offense.Even if you are on strategic offense, tactically you'll want them to be attacking you, and you'll want them to do that in terrain that nulls their horses, such as forests, mountains, river crossings, and walled towns. This type of terrain also makes it easier to conceal your spearmen or cover them, so they can get close enough to pin.Finally, I'd say to invest in your agents.

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Good agents can work wonders for nullifying Huns, everything from sapping their fatigue rate to hampering their campaign movement so that you can keep them where you want, on terrain that works for you.

This entry was posted on 06.01.2020.