Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

B.M.M. II (Better Missiles Mod 2)
BlueMt  [developer] 24 Mar, 2015 @ 1:38pm
Playing With BMMII
Enter your own tips here...
< >
Showing 1-4 of 4 comments
BlueMt  [developer] 24 Mar, 2015 @ 1:45pm 
There is generally more mico needed in BMMII.

Jav units in skermish mode usally won't be able to fire before running.

Slings are weak to the front unless they have a hight advantage...

Jav units are different, they can't sit back and snipe. You must push them into the fight to get missiles off, but be careful, because they are vaulnerable to melee.

One way to solve this is to get peltasts. At the expense of one less jav, they have much better armor and melee capabilities.

Testudo is a great way to stop casualties from the front.

Running units are vaulerable units!
BlueMt  [developer] 24 Mar, 2015 @ 2:21pm 
Balistae are more anti-infantry rather than anti-wall.
lucky.Boy 28 Mar, 2015 @ 9:14am 
Im getting much more friendly fire when using archers and BMMII. To stop this, i redirect fire from eneymi infantry as soon as it engages in melee with my infantry, or i move my archers closer or flank with them.
Elkubik 10 Apr, 2015 @ 4:25am 
Originally posted by lucky.Boy:
Im getting much more friendly fire when using archers and BMMII. To stop this, i redirect fire from eneymi infantry as soon as it engages in melee with my infantry, or i move my archers closer or flank with them.
That is how it should be, unfortunatelny, bows are not sniper rifles and as such an arrow will hit a rough area + moving targets means that in combat you are just as likely to shoot your own guys as theirs.
< >
Showing 1-4 of 4 comments
Per page: 1530 50