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Battles of Prince of Persia
Strategy Guide
Nintendo DS
By Albert-Jan Buwalda
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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
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#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!
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#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.
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#C. Mailing me# [MLM]
E-mail:
[email protected]
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?
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#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.
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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)
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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.
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#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.
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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.
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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.
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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)
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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.
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#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!
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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
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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:
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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
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I will now give my opinion on each unit, per army and per weapon type.
Hopefully giving you a headstart.
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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
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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.
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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.
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PIKES
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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.
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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!
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MISSILE
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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MISSILE
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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.
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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
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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.
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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.
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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