Praetorians

Praetorians

25 ratings
Praetorians - Units information and comparison - Reference Guide
By ~PAUL~
This guide provides useful information about units on Praetorians game. All information and comparison about the troops are described into this document, including special formations, commanders experience and power bonus, strenght comparison (attack, defense, stamina, speed, Range attack, number of people and so on), all types of common and advanced units, hit points comparison, unit training and terrain access comparison.
   
Award
Favorite
Favorited
Unfavorite
Unity Abilities
This session is based on the A2 foldout table that accompanies the game,
augmented by observations and data found at http://www.geocities.com/vent40k/
. Data has been reproduced here for ease of comparison between similar types
of unit. Tribe (civilization) is shown R = Roman, B = Barbarian, E = Egyptian,
and All. Health, stamina, speed, attack, defense, range attack, and range have
been assigned numbers based on:

* 1 = Very low
* 2 = Low
* 3 = Medium
* 4 = High (long)
* 5 = Very high (very long)

Do not interpret these numbers as meaning anything other than the higher the
number the better. For example, a "4" is not necessarily twice as 'good' as a
"2", but "4" is better than "3". The number of people is the maximum number of
troops per unit, or in the case of siege engines, the number required to
operate the machine.



-----------------------------------~=(+)=~------------------------------------

Commanders gain bonuses based on rank. Bonuses are applied to troops within
their area of influence. These are shown below (again R = Roman, B =
Barbarian, E = Egyptian):

-----------------------------------~=(+)=~------------------------------------



-----------------------------------~=(+)=~------------------------------------

Special formations are as follows:
* Protecting: Protection from arrows.
* Stationary: Immobile. Archers gain increased range and damage. Spearmen gain
increased damage to enemy, particularly cavalry.
* Turtle: Improved defense, particularly from arrows, but with penalties to
speed and attack.

-----------------------------------~=(+)=~------------------------------------

Special abilities are as follows:
* Ambush: Hide in woodland and later assault passing enemy unit.
* Barrage: Attack with multiple small missiles, suited to groups of enemy.
* Blind Troop: Blind enemy temporarily.
* Building Effect: Work faster, but at cost of health.
* Construct: Build or repair siege engines and fortifications.
* Cure Disease: Cures poison and blindness.
* Dragnet: Thrown net over enemy.
* Extra Energy Regeneration: Troops in area of influence regain stamina
quicker.
* Flaming Stone: For use against flammable targets.
* Frenzy: Undocumented. Appears to give some sort of combat bonus but can only
be used after running.
* Heal: Regenerate lost health.
* Impale Charge: Lanced based charge.
* Mana Aura: As Extra Energy Regeneration, troops in area of influence regain
stamina quicker.
* Mirage Effects: Creates illusion of nearby unit, lasting until melee combat
starts.
* Moving Shot: Fire bows whilst riding.
* Poison: Dart which ignores armor and causes damage over time.
* Pray: Regain stamina quicker.
* Send Hawk: Aerial scouting.
* Send wolf: Ground/woodland scouting.
* Steal Energy Effect: Drain energy from enemy.
* Throw Pilum: Thrown javelin at range, normally used before engaging in
melee.
* Throwing Axes: Thrown axes at range, normally used before engaging in melee.
* Throwing Stones: Thrown stones at range that immobilise enemy temporarily.

All archers will fire flaming arrows at flammable targets by default.

-----------------------------------~=(+)=~------------------------------------

The next table compares total hit points (health):

-----------------------------------~=(+)=~------------------------------------

Unit Training
The following table shows the requirements to train different units. It is
based on observations and data found at http://www.geocities.com/vent40k/ .
Tribe (civilization) is shown R = Roman, B = Barbarian, E = Egyptian, and All:

-----------------------------------~=(+)=~------------------------------------

Terrain
This appendix lists the type of terrain different units can access. The same
terrain limitations apply regardless of climate. All unit can use flat terrain
or pathways to elevated terrain. No units can walk up the side of ridges
without such pathways - only scouts' hawks can fly over them. "Yes" means the
unit can enter the terrain, "hide" means it can both enter and actively hide
in the terrain, and "no" means the unit cannot enter the terrain. All units
that can enter woodland become somewhat hard to spot, but only Hunters can
completely disappear in woodland. All units can enter grassland, but only some
can attempt to hide in it.

-----------------------------------~=(+)=~------------------------------------


** = Game documentation states Assault Ladders can cross shallow water, but
they cannot. It also mentions that Assault Towers cannot go up or down slopes,
which they can.
4 Comments
Public Void 3 Sep, 2023 @ 3:49pm 
Muy buena info, tengo una duda respecto a la cantidad de vida de cada tropa, sería la salud multiplicada por el numero de unidades compuesta por la tropa? tengo la impresión de que no es tan así. Y la formación de proteción de los lanceros romanos que tanto lo defiende de las flechas. No entiendo porque los lanceros barbaros serían más costosos q los romanos si serían inferiores.
Harry Pioter 21 May, 2018 @ 8:51am 
Hey. Thanks for those informations. Do you know what's doing "soul" ability for Greek Light Infantry ?
Emetann 10 Jan, 2018 @ 6:37am 
About Frenzy from Hunters, i think it is that when it does blink, they can not perform the hiding position to set ambush
Mercury 7 Apr, 2015 @ 2:09pm 
Good work thank you!