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| gyptians-The Muslim Menace
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brought to you by- SuperPig
gamefaqs.com
(Yeah I know, poor attempt at some ASCII drawing)
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*CONTENTS*
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1-Intro
2-Why play Egypt?
3-Units
A-Combat troops
B-Agents
C-Ships
4-Opening Situation/ Beginning moves
A-Start
B- Troop training
c- Diplomacy
D- Prepare for war
5-The Terrible Turks, The Brutal Byzantines, and the Awful Almohads
A-Turks
B-Byzantines
c-Almohads
6- Post-War Plans
7-Neighbors North
A- Russians
A.5- Preperation
B-Golden Horde
8-Crusades
9-European Conquest I
A- Iberia
B- Western Europe
C- British Isles
10- European Conquest II
A-Eastern Europe
B-Interior Europe
C-The Italian "boot"
11-Mopping Up
12- Interesting things
A-Egyptian Heroes
13-What's next?
14-Credits/Contact/Legal
This is not a linear guide, so you can skip around depending.
Version History
1.0-Began guide 3/6/04.
1.01-Added a few more hosts, some info for the later sections. Also some
agents.
1.02-Minor update dealing with grammer, spelling, whatever.
2.00-Major Update. More units, all requirements, and ships too.
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1.Intro
----------------
This is my very first guide ever. I'm doing this not only to add FAQS
to the pretty plain FAQ section, but to help people who find the
Egyptians postition hard to convert into a victory. My experience with
the Egyptians is long and bloody, having nearly conquered the world
twice, and quitting at 60% a third time. I've finished my fourth campaign, with
limited success.
This guide will focus on the early period, conquests and economics. But, out
of all the other factions in Medieval: Total War, why should you...
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2. Why play Egypt?
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...play as the Egyptians? For starters, the Egyptians can be considered,
out of all the Muslim empires, to be the economic powerhouse. They
don't get the mighty infantry of the Almohads, or the mounted elite of the
Turks, but they do field an impressive arsenal of formidable soldiers.
Secondly, the Egyptians have three factions right at the start ripe for
the conquering: Turks, Almohads and Byzantines. All offer their unique
and interesting challenges. Thirdly, the Egyptians (in early)
start with 6 provinces, half of them capable of bringing in 600 florins each
in the first few years, the other half hardly bringing in 100. So, you are
already rich. Fourth, Egypt has an excellent gateway to the trading centers of
Venice, Constantinople, Greece, Naples, Khazar and others. Depending on your
path of conquest, you can become economic and diplomatic powerhouses or
Conquering Muslim Menaces. Lastly, the Sultan and the Sultana pop out
kids like they're going outta style. So, chances of losing to heir-less
deaths are rare. (thanks to jon_porter@hotmail.com for the correction of
the term for Sultan's wife.)
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3.Units
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Egypt is afforded many different units then that their Muslim cousins.
They rely on impetous, weaker units to do their fighting.Here
is a list, complete with stats, of all the units of the Egyptians(aside from
seige), in the order of appearence on the Crusade_unitprod_11 file.
*Note honor=morale*
*Any building with a number after it means how many upgrades of the
building you need. For example, Bowyer2=Bowyers Workshop*
*****************
A- Combat Units
****************
MTW regular
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Nizari (archers) *All Periods*
Cost:400
Men:60
March speed: 6
Run speed: 12
Charge speed: 13
Charge:7
Melee:6
Defence:-4
Armour:1
Honor:8
Build:Bowyer2 and Grand Mosque
These archers are elite, impeteous men of the Egyptian army. They should
never be used in charges unless absolutlely necessary, considering their
defence. However, they cause havoc with their bows, and since they have
high honor, they won't turn tail and run home to mommy.
--------------------------------------------------------------------------
Desert Archer (archer) *All Periods*
Cost:250
Men:60
March speed: 6
Run speed: 12
Charge speed: 13
Charge:1
Melee:-1
Defence:-2
Armour:1
Honor:2
Build:Bowyer
These are basically your normal archers with a different look. However,
they have better honor, so they won't flee unless things get hairy.
Moreover, they can fight better than archers, so they could be used as a last
resort. They are low cost and powerful against tightly packed formations.
--------------------------------------------------------------------------
Crossbows (archer) *High/Late*
cost:200
men:60
March Speed:6
Run Speed:10
Charge Speed:11
Charge:1
Melee:-1
Defence:2
Armour:3
Honor:0
build:Bowyer2
*missiles good vs armoureds troops*
Fortunatly for you, Ghazi infantry and Mamluk Cavalry won't be your only
armour killers. Crossbows make their appearence in the High Period, and
wreak havoc on armoured soldiers. (Almohad Urban Militia, anyone?)
They are very cheap, and can hold their own in combat against lesser troops.
They won't stand up to the Knights of Christiandom, so they need to be
protected while they fire on the Knights. Don't rely on them too much-
better archers await.
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Pavise Crossbows (archer) *High/Late*
Cost:225
Men:60
March Speed:4
Run Speed:8
Charge Speed:9
Charge:1
Melee:-1
Defence:2
Armour:3
Honor:0
build:Bowyer3
*missiles good vs. armoured troops*
Pavise Crossbows are almost exactly like normal crossbows. But, they have
a pavise (large, man-sized shield) to hide behind while they reload.
They are virtually immune to missiles, and do just as much damage to armour
as normal crossbows do.
---------------------------------------------------------------------------
Arbalester (archer) *High/Late*
Cost:275
Men:60
March Speed:6
Run Speed:10
Charge Speed:11
Charge:1
Melee:-1
Defence:2
Armour:3
Honor:0
build:Bowyer3
*missiles good vs. armoured troops*
Arbalesters are virtually identical to crossbowmen, but there are three key
differences. One, their arbalast (souped-up crossbow) has a much greater
range than the crossbow. Second, they are much more powerful, doing
catastrophic damage to armoured and unarmoured soldiers alike. Lastly, they
take a very,very long time to reload. Used in conjunction with crossbows,
you can lay down almost endless feather while your soldiers advance.
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Pavise Arbalaster (archer) *High/Late*
Cost:300
Men:60
March Speed:4
Run Speed:8
Charge Speed:9
Charge:1
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