Facebook Glory of Rome General Guide

Glory of Rome General Guide by BARB_CAMP

Troop Information

Troops: I will break this down as best I can. If anyone disagrees (which is very possible), please let me know and we will come to a consensus.

Donkeys – First level of transports. They are great for taking out traps mainly. Using donkeys to clear traps vs. cons is a good idea because donkeys require 20% of the iron that cons do. They use more lumber however, but lumber is easier to come by pending in the troops you train.

Conscripts – Best unit to use for attacking and taking out wilds. That is about all they are good for. However, cons are also the best unit used to take out wall fortifications. By sending a pre-wave of cons, you can crush the walls to reduce the casualties of your more expensive units. Cons do not, however, eliminate scorpios or ballistae. In terms of wilds, when taking them, send a pre-wave of donkeys to clear the traps first, and then send in your army of pure cons. I generally go for overkill when taking wilds to reduce casualties, but here is an ESTIMATED idea on what to send for wilds (also, please see update in Wilds & Barbs section).

LVL 1 wild – 1k-2k Cons with LVL 2 research and General 0 traps
LVL 2 Wild – 2k-5k Cons With LVL 3 research and General 5 traps
LVL 3 Wild – 4k-9k Cons with LVL 4 Research and General 10 traps
LVL 4 wild – 10k-15k Cons with LVL 5 research and General 20 traps
LVL 5 Wild – 15k-25k Cons With LVL 6 research and General 50 traps
LVL 6 Wild – 25k-35k Cons with LVL 7 Research and General 100 traps
LVL 7 wild – 35k-50k Cons with LVL 8 research and General 150 traps
LVL 8 Wild – 55k-75k Cons With LVL 9 research and General 300 trap
LVL 9 Wild – 90k-100k Cons with LVL 9-10 Research and General XXX traps

This is the minimum of what I would send to clear a wild, and I am not too sure about the trap numbers. (Please correct me if I am wrong or if you have further information in regards to traps.)

Skirmishers – First ranged unit available, and an extremely useful and overlooked unit. Skirmishers attack with a range, making it possible to win battles with virtually no losses at all. Skirms are great against foot soldiers (e.g., conscripts/legionaries/centurions), but are weak against cavalry and shock cavalry. They have the ability to rush past all units and go straight to the ranged units. When defending with skirms, make sure you have 1 cav, 1 shock cav, and 1 scorpio defending as this will increase your number of attack phases without your skirms being harmed at all. The reason for this is that units are attacked and killed based on their speed. So, when attacked, the attacker’s first phase will attack your single shock cav. Then, your units attack. In phase 2, the attackers kill your cav and then you attack again; and in phase 3, the attacker kills your scorp, and you get a final attack untouched with your skirms. The only exception to this is if the attacker sends enough cavalry to survive phase one. In this case, the second phase of the attacker will have their cavs rush past your units and go straight to your skirms. This is rare, however, as cavalry are the first units to go because of their speed. When attacking with skirms, sse the same method – send 1 shock cav, 1 cav, and 1 scorp.

Legionaries – Your first real foot soldier. Legs are great at attacking/defending against cavs and shock cavs. Legs are a great unit to build for defense, and the only foot unit better are Centurions. Cents are, however, much more costly and have a very slow training time.

Cavalry – Cavs have many uses. First off, cavs are especially good against ranged units. They make for great transports as they can hold a bit of resources and can also march very quickly. An army of cavs is also great for farming inactives. 80% of my resources come from farming inactives with purely cavs. With an army of 10-15k cavs, I will march them to any player with 8-20k glory without scouting and usually come back with a profitable report.

Shock Cavalry – Not much experience with shock cav yet. I may try using some later in the round when my army size limits are met. But as of right now, I personally find them useless as they cost much more and take much more time to train. And they also carry less resources.

Centurions – Strongest unit in the game. Read Legionaries section for a general description. The advantages of cents are their strength and their slight speed increase over legs. 1 cent can kill 5 legs when both units have the same research lvls. Do not deter from training cents due to training time. If you can slowly build an army of cents, your defensive abilities will increase tenfold. Even if you can only train 100 a day, it is well worth it.

Scorpios – Scorpios are the same as skirms, except for the fact that you may lose a phase of attack. I personally find skirms better at this stage in the game, but believe me, they will be much more useful as more villages are released. Scorps are a cent’s nightmare.

Wilds & Barbs Update

1.) I recommend 2.5 times the strength in that wild.

2.) Donkeys, conscripts, and skirmisher are cheap and sufficient to kill a wild. Better troops would
beat the wildmen, but too many of your good troops would die.

3.) Higher level wilds and barbs have fixed defenses, like on a city wall. Scouts do NOT see these.

4.) Research matters on high level wilds. Wild level = level ALL technology in wild. You want your technology equal to or greater than the wild you wish to acquire.

5.) List of troop requirements follows…

Wild Info

Lvl 1 – 50 Donkeys, 50 Conscripts
Lvl 2 – 100 Donkeys, 100 Conscripts, 50 Skirmishers
Lvl 3 – 200 Donkeys, 200 Conscripts, 100 Skirmishers, 50 Cavalry
Lvl 4 – 500 Donkeys, 500 Conscripts, 200 Skirmishers, 100 Cavalry, 50 Legionaries
Lvl 5 – 1000 Donkeys, 1000 Conscripts, 500 Skirmishers, 200 Cavalry, 100 Legionaries, 50 Scorpios
Lvl 6 – 1500 Donkeys, 1500 Conscripts, 1000 Skirmishers, 500 Cavalry, 200 Legionaries, 100 Scorpios
Lvl 7 – 3000 Donkeys, 3000 Conscripts, 1500 Skirmishers, 1000 Cavalry, 500 Legionaries, 200 Scorpios, 50 Shock Cavalry
Lvl 8 – 6000 Donkeys, 6000 Conscripts, 3000 Skirmishers, 1500 Cavalry, 1000 Legionaries, 500 Scorpios, 100 Shock Cavalry, 50 Centurions
Lvl 9 – 12000 Donkeys, 12000 Conscripts, 6000 Skirmishers, 3000 Cavalry, 1500 Legionaries, 1000 Scorpios, 200 Shock Cavalry, 100 Centurions, 50 Rams
Lvl 10 – 25000 Donkeys, 25000 Conscripts, 12000 Skirmishers, 6000 Cavalry, 3000 Legionaries, 1500 Scorpios, 400 Shock Cavalry, 200 Centurions, 100 Rams, 50 Ballistae

Barbarian Info

Lvl 1 – 500 Donkeys, 500 Conscripts
Lvl 2 – 1000 Donkeys, 1000 Conscripts, 500 Skirmishers
Lvl 3 – 2000 Donkeys, 2000 Conscripts, 1000 Skirmishers, 500 Cavalry
Lvl 4 – 5000 Donkeys, 5000 Conscripts, 2000 Skirmishers, 1000 Cavalry, 500 Legionaries
Lvl 5 – 10000 Donkeys, 10000 Conscripts, 5000 Skirmishers, 2000 Cavalry, 1000 Legionaries, 500 Scorpios
Lvl 6 – 15000 Donkeys, 15000 Conscripts, 10000 Skirmishers, 5000 Cavalry, 2000 Legionaries, 1000 Scorpios
Lvl 7 – 30000 Donkeys, 30000 Conscripts, 15000 Skirmishers, 10000 Cavalry, 5000 Legionaries, 2000 Scorpios, 500 Shock Cavalry
Lvl 8 – 60000 Donkeys, 60000 Conscripts, 30000 Skirmishers, 15000 Cavalry, 10000 Legionaries, 5000 Scorpios, 1000 Shock Cavalry, 500 Centurions
Lvl 9 – 120000 Donkeys, 120000 Conscripts, 60000 Skirmishers, 30000 Cavalry, 15000 Legionaries,
10000 Scorpios, 2000 Shock Cavalry, 1000 Centurions, 500 Rams
Lvl 10 – 250000 Donkeys, 250000 Conscripts, 120000 Skirmishers, 60000 Cavalry, 30000 Legionaries, 15000 Scorpios, 4000 Shock Cavalry, 2000 Centurions, 1000 Rams, 500 Ballistae

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9 Responses

  1. Gustaf C Nelson says:

    my 255 general is stuck in cal3. what can i do about it?

  2. John says:

    Lvl 9 General,
    +20% attack
    counting Killed & Wonded as “lost”

    Lvl 3 Wild – 600 Cavs (1 to 8 losts)
    lvl 4 Wild – 600 Skrims (0 to 6 lost)
    lvl 5 wild – 600 Skrims (50 lost)
    lvl 5 wild – 900 Skrims (100 lost)
    lvl 5 wild – 1400 Skrims (49 lost)
    lvl 5 wild – 3500 cavs (50 lost)
    lvl 5 wild – 800 cavs (4 to 120 lost)
    lvl 5 wild – 700 cavs (10 to 100 lost)

    Ranges depending on what troops in wilds.

    I am sure it is less troop costly to send mixed attacks.

  3. Anonymous says:

    You need one donkey to destroy one trap.

  4. Anonymous says:

    LVL 1 wild – 1k-2k Cons with LVL 2 research and General 0 traps
    LVL 2 Wild – 2k-5k Cons With LVL 3 research and General 0 traps
    LVL 3 Wild – 4k-9k Cons with LVL 4 Research and General 0 traps
    LVL 4 wild – 10k-15k Cons with LVL 5 research and General 0 traps
    LVL 5 Wild – 15k-25k Cons With LVL 6 research and General 0 traps
    LVL 6 Wild – 25k-35k Cons with LVL 7 Research and General 100 traps
    LVL 7 wild – 35k-50k Cons with LVL 8 research and General 150 traps
    LVL 8 Wild – 55k-75k Cons With LVL 9 research and General 300 trap
    LVL 9 Wild – 90k-100k Cons with LVL 9-10 Research and General 600 traps
    Lvl 10 Wild –

    this is more accurate in regards to traps. There are none in first 5 lvls.

  5. Anonymous says:

    What do you gain from attacking Barb camps?

  6. Anonymous says:

    Yeah, great topic, thanks!

    But what you mean as 'Level 2 research' (as in :
    'LVL 1 wild – 1k-2k Cons with LVL 2 research and General 0 traps'

    – by 'trap'you mean donkey?

    tks

  7. Anonymous says:

    nice one, good info there

  8. Anonymous says:

    Thanks for the info, wild lvl 1 can be taken out with 500 skirmisher and no lost. ElBarto

  9. Dan Buddle says:

    Very useful, thanks.

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