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Topic Subject:Total War: Attila Official Game Guide
DominicusUltimus
Legate
posted 12 February 2015 11:28 EDT (US)         
Here is the first part of the Total War: ATTILA Game Guide made by CA. You can read the rest of the guide by visiting the Official Total War Forums. There you will find official videos by CA highlighting key features of Total War: Attila along with useful article links in the Total War Wiki.

Total War: ATTILA Game guide



Many Total War features and mechanics have changed since ROME II, so if you’re eagerly awaiting the release of Total War: ATTILA next Tuesday, you might find this introductory Game Guide helpful. Whether you’re new to Total War or a veteran campaigner, there are many new features that might take you by surprise. Be prepared for the apocalypse and arm yourself with knowledge!


Contents

• Introduction
• Total War recruits start here…
• The Prologue
• The Advisors
• The Aide-De-Camp
• How To Win

***

• Experienced Total War players start here…

• Battle
- Pacing
- Settlement damage
- Naval battles
- Capture points
- Era-specific weapons and units

• Campaign

- Internal politics
- Family tree
- Horde mechanics
- Razing settlements & hordes
- Siege escalation
- Governors

• Choosing your faction

- Eastern Roman Empire
- The Visigoths
- The Vandals
- The Sassanids
- The Alans
- The Saxons
- The Ostrogoths
- The Franks
- Western Roman Empire
- The Huns

Introduction

The Huns: brutal nomadic raiders from the steppes of central Asia. They have come to conquer and kill, and tear Rome’s great Empire apart. In Total War: ATTILA, you can choose to command Rome and restore her greatness once more, or fight in bitter defiance of all her works!

In an ancient world shaped by legendary figures, you must make your mark. This is a world of politics, intrigue and betrayal, a time of sweeping change, a time when life is transformed by the migration of entire peoples and ravaged by nomadic warriors from the steppes. Your world will burn. Do you have what it takes to survive?

Total War: ATTILA combines epic real-time battles with grand empire building. You can build, capture or destroy great cities; raise and command renowned armies; govern, nurture or enslave vast populations; make allies and enemies; fight battles and wars on land and sea against all enemies that dare oppose you; and use politics, cunning and the assassin’s blade to strike down your most dangerous rivals.

Total War Recruits Start Here…

Most orders for campaign map characters and armies, or units in battle, follow a simple pattern of left-click to select and right-click to issue an order. If you’re completely new to strategy games, you’ll find all the assistance you need to conquer, betray and backstab through the in-game advisor and the encyclopaedia.

There are keyboard shortcuts to help you do things quickly, but Total War: ATTILA gives you time to consider and plan your actions. As you become familiar with the game, you’ll gradually master more advanced controls.

The Prologue
If you’re new to Total War, or want to quickly become familiar with the world of Total War: ATTILA, the best way of learning land battles and the campaign game is through the prologue. This will teach you the basics of how to play and arm you with the skills required to play a full campaign.

The Advisors
In-game advisors are always on hand to help you with the controls and concepts of the game. The campaign and battle advisors monitor how you play and, as you progress, they offer guidance about what you’re doing in the game.

By default, you’ll see and hear all their advice as you play. You can tweak the settings to reduce the level of advice given, and tailor it to either speech or just on-screen text. As you get more experienced with the game, the advisor takes a back seat and leaves you to your own devices, only offering helpful hints when you use some aspect of the game for the first time.

The Aide de Camp
The aide de camp alerts you to important battlefield events quite apart from the game controls and interface. On occasions, you may be warned if your general is threatened with imminent death, if a defensive wall has been breached, or if your units are being flanked. Think of the aide de camp as an extra set of eyes watching the battle.

How to Win
Victory and glory can only be gained through dominance: what you need for an ultimate victory depends on the faction selected. All victory conditions have one thing in common: you must seize and control territory by capturing regions and holding or devastating specific provinces.

While all this will require substantial military might, you may want to tailor your victory requirements by choosing a cultural or economic path to ultimate triumph. Each offers additional requirements linked to the influence and advancement level of your faction, or to your trade and wealth.

Objectives will help steer you towards victory. Each faction has a list of primary objectives unique to it, and each includes bonus objectives. Inspired by events from the period, these are optional, but do offer faction bonuses if they are completed.

Whatever your aims and objectives, the victory conditions are displayed in the objectives panel. Click on the objectives button at the bottom of the screen to see them.

Finally, as you play Total War: ATTILA, you’ll collect Steam Achievements. These won’t affect your chances of winning, but they do give you some bragging rights in the online community!

***

Experienced Total War Players Start Here…
While it’s tempting to throw yourself into the fray, Total War veterans will find much to learn in this section of this guide. You’ll find details on key new game mechanics and changes to existing features that we hope make Total War: ATTILA one of the most compelling games in the series.

Battle

Pacing

The battle system for Total War: ATTILA has seen an extensive overhaul which alters the pacing, and it’s worth taking these factors into account if you’re to be victorious.

Fatigue is now more dynamic. Your troops will become fatigued more quickly if you run them around the battlefield, but if left to rest, they’ll recover their energy at a much quicker rate. This means that pulling weary troops out of engagements and cycling fresh troops in can make a big difference to the outcome.

Unit morale is also more dynamic and units are now more sensitive to shock tactics. For example, local superiority against a unit, combined with flank and rear attacks, can force it to break very quickly. Units now rally more swiftly however, so a routing unit with a significant amount of troops left has a good chance of rallying and getting back in the fight.

It’s worth noting that early-game, low-tier units will flee more easily than more advanced, higher-tier units, so battles will increase in length to mirror the quality of the troops in the field. Many factors can increase your troops’ morale, such as the general’s rank and skills, active army traditions, technologies and unit veterancy.

The general’s role in the field is more pronounced in Total War: ATTILA, as he now brings an army-wide morale boost (though less than that conferred upon units within his command radius). If the general is lost, the remainder of the army will suffer a significant morale penalty.

Settlement Damage
During a settlement battle, the settlement itself can sustain damage from projectiles and fire which, once kindled, can spread and grow into a conflagration. The more damage a city sustains as the battle wears on, the more the defenders begin to suffer the negative effects of the destruction of their property. Over time, their morale, melee attack and melee defence ratings will drop as they lose hope and begin to doubt the wisdom of defending the ruins. Settlement damage is also persistent until repaired on the campaign map.

Siege Escalation
Sieges can take years to come to a conclusion, gradually wearing a settlement and its defenders down. The longer a settlement is under siege, the worse its physical condition becomes, making it easier for the attacker to penetrate the defences. This also means that the state of a besieged settlement will be reflected in the condition of its buildings, and the morale of its defenders, during any battle that may take place there. Damage done on the campaign map will be visible on the battlefield; it takes time and money to repair it, something the besieged can ill afford.

A direct assault on a province capital without artillery or siege equipment is only possible after allowing a siege to escalate over time, causing breaches in the settlement walls through which your troops can attempt entry.

Naval Battles
The warships of Total War: ATTILA now have the ability to backwater, which enables them to reverse out of sticky situations and makes them far easier to manoeuvre into new positions. Land-recruited soldiers on transport ships now suffer from seasickness, reducing their combat abilities while afloat, so training specific marine units at your shipyards is now crucial in the game of naval superiority.

New to the naval rosters are fireships, which bear the terrifying fire-syphon, a kind of 5th-century deck-mounted flamethrower that can reduce a ship and its crew to hissing embers.

Finally, when troop transports are bearing artillery or cavalry into an amphibious assault, their passengers, mounts and equipment are pre-deployed onto the coastline to enable them to be used to full effect in the land engagement.

Barricades
In settlement battles, the defender may erect barricades during the deployment phase (look out for the interactive barricade icons on the map during deployment), and will receive a greater number of barricades according to the settlement’s size and siege escalation level. Barricades are impassable and can block off streets, which means careful placement enables the player to provide a preferential route for attackers to enter the city – ideally into bottlenecks, or archery kill-zones. Barricades can also be manned with troops, providing a secure position for units to withstand a charge. Barricades are not indestructible however, and may be targeted and destroyed in melee by the attackers or defenders.

Capture points
Settlement capture points are now more of a power struggle. When contested, the side with more units in the capture-point radius will begin to pull ahead in ownership. However, certain units are better at capturing than others, as marked in their unit profiles. When a defensive tower capture-point is taken by the attacker, the tower will be destroyed, so even if the point is reclaimed by the defenders, it will have lost its ability to fire any mounted weapons.

Era-specific units and weapons
The battlefields and shipyards of the 5th century bring new and terrifying ways to wage Total War. Attila introduces a new unit class: the Raider. Raiders are excellent at securing capture points, and do so at a much greater rate than standard soldiery. They’re also a pretty unruly bunch, and when sent into a city, they may engage in wanton destruction, hurling torches around to set the place alight. If your aim is to secure and occupy a settlement undamaged, you might think twice about sending them in!

Explore the unit rosters of the various factions, and you’ll find that war in the time of Attila is a very different prospect.

Campaign

Internal Politics

In Total War: ATTILA, threats can also come from within your own faction. A new internal politics system recreates the influence of personalities and egos that helped both build and destroy empires throughout the period.

Throughout a campaign, you are primarily represented by your faction’s ruling family. The balance of power must be maintained in your favour, which involves managing your family members’ influence and ensuring that other nobles within the faction do not become too influential themselves.
Your party will gain power through completing missions and through the actions of its generals. This can be victories in the field, or by generals’ machinations as politicians. This power can be spent on actions to change the political landscape. You may, for example, try to eliminate another party’s most outspoken politician, or even assassinate a member of your own party, if their interests conflict with your own scheming.

You can also allow your family members’ influence to accumulate. This increases your family’s dominion over your faction, shifting the balance of power in your favour. You will need to manage this with care; large changes in power can lead to mistrust or betrayal and, ultimately, civil war.
Allow your family to become weak and vulnerable, and the loss of confidence within the military may result in mutiny. Loyalty to your cause will also drop, inspiring seditious commanders and governors to go rogue. If you are regarded as too powerful, the people may seek to rise up and put an end to your tyranny. Either way, civil war may soon be upon you; you must crush the separatists before their cause gathers momentum and poses an insurmountable threat to your sovereignty.

Family Tree
The family tree shows the relationships between members of your faction's ruling family. Family members can be made heir to the faction leadership, married or divorced. They may seek to embezzle funds for your cause or rally support for your family amongst the elite. You can have them slander other faction members with rumour or assassinated as you see fit. Select a character’s portrait to see which options are available. Male faction members may also attempt to secure political offices or be assigned governorships. Select a male character, then click on an office or governorship from the appropriate list on the right-hand side of the panel to assign them to it.

Your family’s political power is determined by two factors: control and dominion. Your control over the political situation and the elites is determined by your ability to resolve political matters and react to other faction events, and can be hard to attain. Your dominion over the faction and the people, however, depends on your family members’ influence versus that of your faction’s other nobles. Influence is gained through personal accolades such as governorship or appointment to political office, as well as achievements in battle. Influence may then be invested towards carrying out or reacting to political intrigues, meaning that a successful general in your family can be highly effective in political matters.

Horde Mechanics
For Barbarian and Nomadic factions, new horde mechanics have been implemented to represent the great migrations of the age. A horde is effectively an army which can choose to form an encampment (via the stances menu) anywhere it chooses. Once encamped, a horde may construct and upgrade buildings to improve its economy, food production, recruitment options and so forth, just like a city. It’s also the best stance to adopt to replenish depleted military units. At any time, the horde may switch to its army stance and move on to find more fertile lands or conquer.

Hordes may also settle in conquered cities. However, when at least one horde settles, the entire faction adopts a city-based society, and all hordes lose their ability to encamp, becoming traditional armies. However, if the faction’s last city is captured, destroyed or abandoned, the faction reverts to a horde-based society, and its armies become fully-functional hordes again.

The only horde-capable faction that may never choose to become settled is The Huns. It’s just not in their nature!

Razing Settlements & Hordes
Barbarian factions with the ability to migrate automatically become a horde once their last remaining settlement has been captured or destroyed. If the enemy is getting too close, and it looks likely you may lose control of a region, it is now possible to abandon a settlement – enacting a scorched earth policy to deny the invaders their prize. When you leave, a small amount will be added to your treasury as the population save their valuables from the destruction. Any faction that resettles or colonises what you have left behind will find a ruined settlement in a region with reduced fertility - a situation which only recovers over time.

Siege Escalation
Sieges can take years to come to a conclusion, gradually wearing a settlement and its defenders down. The longer a settlement is under siege, the worse its physical condition becomes, making it easier for the attacker to penetrate the defences when the final battle commences. This also means that the state of a besieged settlement will be reflected in the condition of its buildings, and the morale of its defenders, during any battle that may take place there. Damage done on the campaign map will be visible on the battlefield; it takes time and money to repair it, something the besieged can ill afford.

A direct assault on a province capital without artillery or siege equipment is only possible after allowing a siege to escalate over time, causing breaches in the settlement walls through which your troops can attempt entry. When you begin such a siege, you’ll have the option to begin building siege weapons. As soon as these are built, you may commence the siege battle, but be mindful to balance this with the fact that a longer siege will make for an easier victory.

Governors
Characters involved in politics can now be appointed as governors as well as generals. A governor can enact provincial edicts and his character traits, skills and household will all have an impact on his ability to govern effectively. Also, he will personally lead his settlement’s garrison on the battlefield should it be attacked or besieged. You can assign your character to an office of provincial government via the family tree.

"Life is more fun when you are insane. Just let go occasionally".- yakcamkir 12:14
"It is not numbers, but vision that wins wars." - Antiochus VII Sidetes
"My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair
Angel of Total War: Rome II Heaven and the Total War: Attila Forums

[This message has been edited by DominicusUltimus (edited 02-16-2015 @ 12:41 PM).]

AuthorReplies:
Terikel Grayhair
Imperator
(id: Terikel706)
posted 16 February 2015 06:05 EDT (US)     1 / 3       
Excellent write-up!

A small nit in the first line- made by who?

Otherwise a great read, informative and entertaining.

Very well done, DU!

|||||||||||||||| A transplanted Viking, born a millennium too late. |||||||||||||||||
|||||||||||||||| Too many Awards to list in Signature, sorry lords...|||||||||||||||||
|||||||||||||||| Listed on my page for your convenience and envy.|||||||||||||||||
Somewhere over the EXCO Rainbow
Master Skald, Order of the Silver Quill, Guild of the Skalds
Champion of the Sepia Joust- Joust I, II, IV, VI, VII, VIII
DominicusUltimus
Legate
posted 16 February 2015 12:41 EDT (US)     2 / 3       
Thank you Terikel, but I don't claim any credit for it since it was originally made by a solid employee of Creative Assembly and I simply copied, pasted and shared it with everyone here

I was supposed to read 'made by CA' but I guess I backspaced two spaces too far Will edit and correct it.

"Life is more fun when you are insane. Just let go occasionally".- yakcamkir 12:14
"It is not numbers, but vision that wins wars." - Antiochus VII Sidetes
"My magic screen is constantly bombarded with nubile young things eager to please these old eyes. This truly is a wonderful period in which to exist! - Terikel Grayhair
Angel of Total War: Rome II Heaven and the Total War: Attila Forums

[This message has been edited by DominicusUltimus (edited 02-16-2015 @ 12:43 PM).]

Terikel Grayhair
Imperator
(id: Terikel706)
posted 17 February 2015 02:13 EDT (US)     3 / 3       
No wonder it was so detailed before the game even came out.

|||||||||||||||| A transplanted Viking, born a millennium too late. |||||||||||||||||
|||||||||||||||| Too many Awards to list in Signature, sorry lords...|||||||||||||||||
|||||||||||||||| Listed on my page for your convenience and envy.|||||||||||||||||
Somewhere over the EXCO Rainbow
Master Skald, Order of the Silver Quill, Guild of the Skalds
Champion of the Sepia Joust- Joust I, II, IV, VI, VII, VIII
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