Was haltet ihr von Total War: Arena? 1 · 2 · 3 15 · Micha; Mai ; Master Neuer Guide Gaming Kanal zu Total War Arena · NRGSakite; März Total War: Arena (Taktik & Strategie) für PC. Alles zum Spiel mit Wertung, Download, Systemanforderungen, Release Termin, Demo und Patch, Tipps, Forum. Alle Guides anzeigen. Guide. Total Beginner's Guide to Total War: Arena. A collection of tips and information that you may not already know, as an extension to.
Total War: ARENA - Newsman sich beim neuen Total War Arena aus China registriert könnt ihr in diesem Fantastischen Guide sehen. sanctuaryofenlightenment.com?v=2bSzU6voX_Y. Total War: Arena (Taktik & Strategie) für PC. Alles zum Spiel mit Wertung, Download, Systemanforderungen, Release Termin, Demo und Patch, Tipps, Forum. Auf unserer Themenseite zu Total War: ARENA erfährst du alles über das Total War: ARENA: SEGA startet die Anmeldung für die geschlossene Alpha Assassins Creed Valhalla: Ymirs Tränensteine und Ymirs Blutsteine – Guide.
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Zur auskГmmlichen Existenz fГr jedermann; die preuГische DomГnenkammer bahnte in ihrer Verwaltungspraxis hier Total War Arena Guide festen Total War Arena Guide an. - Total War: ArenaRome - Total War: Alexander.
View screenshots. Lord Quas. View all guides. The Noob King. A collection of tips and information that you may not already know, as an extension to guides already available.
Cap'n Saccade. How to make Swordsmen throw javelins. I bet you didn't know that Italian Swordsmen can throw javelins. It's a well-kept secret of the game.
Arena2 in My Germanicus will destroy CaoCao!!! Will Arena ever come to EU? CAPS brings up a quick chat window, where u can find the cry for help command.
Holding TAB brings up a live 2D map of the battlefield. In the bottom right are the same buttons as the map to draw on the battlefield or ping locations, as well as zoom or expand your mini-map.
Try to not quit straight away when you are defeated - watch the rest of the battle to learn from the other players' mistakes and tactics, as well why your own caused you to be defeated.
If you quit the battle early, the general will be "locked" in battle. If you do it often, a general can remain "trapped" for a while longer than they ought to be Teach you to quit!!!
Quitters never win and winners never quit til they lose! You can always troll, I mean - help out - your team, by drawing symbols of the Roman Empire on their screens.
Selecting all and double clicking the enemy will only get you so far Clumping all your units in a big pile means all three will be destroyed when the firey catapult balls and concentrated volleys of arrows find their mark.
Try to encircle the enemy, or at least make them fight on two sides. If this requires pulling a unit back - don't be afraid to disengage and withdraw after a charge has had its effect.
Perhaps they will follow you directly into another charge, or all the arrows that would have hit your men if you remained Turn and face the enemy unexpectedly, and let your friends close the trap.
Especially if they have an OP charge, but are weak themselves Charging through your own men in a melee will cause friendly fire! Try not to charge thru the ranks if you can help it Especially with cavalry!!
Charging is also good for getting places faster, or for running away Cavalry are quite capable of a last second charge that will disrupt and pass through an enemy formation, allowing the riders to escape and reform.
Perhaps to chase the routers that the ranged, or melee troops break so easily, thanks to your heroic strategy of not sprinting directly to the enemy seige "artilery" and running straight into pikes and arrows.
You have 3 units - 1 can circle and charge from the back, while 1 keeps an eye out for enemy backup or to stop such a maneouver being pulled on you!
Chasing archers is laible get you killed unless you are careful - you will not catch them in straight run - think about the baited traps you lay yourself It is good for the battle to push them back and allow troops to advance, but try to not over extend.
Instead, try lure them so that your melee units or another player's can charge them in the side and behind as they pass, or leave them to your army's ranged defenses and cavalry to deal with.
Running from archers will get you killed if you are not at max range for them. Shooting into a melee is the worst decision you can make If you are melee troops and you are with some ranged units - don't rush into the charge!!!
Be patient and let the ranged guys do some damage first. Protect them, then charge into battle when you must, or the enemy's morale is wavering You will win more battles against damaged units running for their lives than against fresh ones who can't wait to murder you!
Charging when enemy morale is low will guarantee you kill a lot more of them than they do of you! If you have ranged and want to shoot a melee that is obviously lost - tell the person who is losing BEFORE you shoot, so they can withdraw.
Always, always use cavalry's mobility to your advantage this doesn't mean sprint off to capture the enemy camp alone and die surrounded by enemies, raked down by arrows.
If you are charging through friendly lines, you are wasting your charge knocking down and killing friendly troops, while gaining no shock or flank advantage.
If you charge your horses through my men and let the enemy escape - I will make sure that I accidentally withdraw from melee and focus fire on you next time.
If you see your friends fighting next to you, don't just stand there or wander off - close the enemy! Together you will mostly survive and be able to live on to earn more and more XP!!!
Taking all the same unit in your army is nice, and it simplifies abilities and tactics - but it requires that you work with other players to cover all the rock, paper, scissors angles.
Don't rely on other players to support your actions. Especially if you are not playing with psychics. If they are not psychic, you might need to talk to them before you do anything too heroic.
Experiment with troop mixes - 3x archers is great until the cavalry come and you don't have a spear wall Similarly, do not be surprised when all three of your infantry units are lost to enemy skirmishers, and please do blame people for not protecting your siege units, since they are obviously the most important unit on the field and protecting your own units is obviously not your responsibility Make friends with other players!!
You can support each other and win more with more XP, more frequently. Well, that is about it as it stands right now.
Anything further I will add to the clip bin as we go, and please suggest your own noob tips in the comments! Please refrain from telling people how to play the game, or how they should or shouldn't play, and please don't share your individual strategies!!!
Keep them a secret, and let people learn them first hand, by gloating in public chat, as you are destroying them. Thanks for reading! See you on the battlefield!
I think that I will not be able to answer so many questions, and I will not be updating the guide to reflect updates in new game patches as of today Win10 release day, 28th July It's not that Total War: Arena is a not a good game, and I will still defend the "it's not really pay2win" thing to a certain extent although with the large increase in gold for unit cost, and the premium account feature being implemented - even though it's technically free for us pre-testers if we take advantage of the incentive gold rewards to keep us playing - I'm finding it harder to do so I'm just not as into it as much as I was, and that is the simple truth.
I've logged nearly hours of play time before losing interest in progression through the tiers or revelling in the glory that can be found on the battlefield.
Now hours of enjoyment from a Total War: Totally Free game.. That is pretty damn awesome, huh..? Value for money or what?
The commanders available to the player just starting out with Arena are the Roman's Germanicus, the Greek's technically Macedonian Cynane and the Barbarian's Arminius.
Each of these commanders reward different styles of play and unit set ups. To that end, each commander has a basic starting special ability reminiscent of power-ups in a MOBA that provide some form of boost to their units.
As you progress, each commander will unlock more and more varied abilities. The Roman commander Germanicus focuses upon solid blocks of heavy infantry.
Mobility and flanking are key to victory with Germanicus. Too far and the ability will wind down before making contact and any advantage they have gained will be lost.
Germanicus is a solid commander whose abilities continue to improve throughout the game. Use his infantry in the main battle line and to isolate and flank the enemy wherever possible.
Greek's Cynane focuses heavily upon archery, with her abilities geared toward supporting ranged units. At first, her abilities are somewhat underwhelming when compared to the charge of Germanicus.
Her 'rapid advance' ability is so short — and the bonus it provides so slight — that it is good only for providing a slight edge over enemy infantry chasing you.
If Cynane focuses upon archery, and Germanicus upon brawling with the enemy head on, then Arminius is all about mobility.
From the get-go, Arminius is the most mobile commander in the game — and will remain so as you move up the tiers thanks to that ever improving momentum ability.
The units available to the player when they start Arena are the core units of the game, including cavalry, infantry and archers. However, not all these units are available to all factions at the start of the game.
The Barbarian faction meanwhile has them available immediately. More specialized units, ranging from pikemen and catapults to wardogs and falxmen do not become available until the player has progressed further up the tiers as well.
Yet these opening units remain some of the most prolific and versatile of all units in Arena. Roman infantry can best be regarded as a jack of all trades faction.
Strong enough to go toe to toe with most equivalent units, and mobile enough to be flexible, Romans excel at outflanking and crushing their opposition.
The Roman player can look forward to a long line of solid infantry units that offer a solution to every problem they may come across on the battlefield.
A variety of support units, including adequate cavalry and the largest lineup of siege units in the game completes the Roman tree. Whilst easy meat for cavalry and archers, javelins are deadly against armoured targets.
Used well and they will give any block of infantry a rather bad day. These guys are flexible, able to perform well in a broad range of situations.
In line with most kinds of melee infantry, Roman infantry generally are some of the most durable units in the game. They are by no means invincible and, unsupported, Roman infantry will suffer heavily if left to fend for themselves against missile infantry of all kinds.
Two volleys of pila will do little against the constant attrition of arrows, or especially javelins. Fast moving, relative to Roman Legionaries, Tirones are one of the most effective counters to slow moving, heavily armed melee infantry.
Their speed keeps them out of trouble and their javelins cause greater damage to armoured units than arrows. This comes at the price of being easy meat to Greek archers, whose bows out-range javelins.
Any javelins caught out by archers can expect to have an extremely bad day. Greek units love positional warfare. Their hoplites and later pikemen really have a bad day if forced to manoeuvre.
From the front, Greek infantry are nigh unbeatable.