Sicily Early Campaign

Although Sicily's proximity to Rome has given the island a rich history, it now stands as a true fledgling among the European powers. Six years before the Normans successfully conquered England, their first true island invasion was launched against the Saracens that occupied Sicily... with more than a little encouragement from the Papacy.King Roger I's nation may be a relative infant, but with an island capital, southern Italy under his control and a healthy relationship with the Papal States, it is an infant that looks likely to survive the journey to adulthood. Condoning the invasion of Sicily was only the beginning for the Papacy's support of the Normans. The sheer presence of Rome midway along the Apennine peninsula now serves as a sturdy political shield from the continental powers to the north. It's a barrier that looks likely to hold so long as the Catholic lords all remain faithful to the Papacy.
Hiding behind a shield is however, not the way to establish an empire - nor is any defence without its weakness. The Holy Roman Empire shares borders with the Sicilians, and the armies of the Reich answer to the Kaiser - not the Pope. Even if the Sicilians successfully start to expand up the peninsula, they will soon have to deal with the Milanese and the Venetians. It would seem that the Normans will once again have to take to the waters to expand their latest kingdom. Close to home, other islands like Sardinia and Corsica make tempting targets for invasion. However, the Sicilians will need to look over the horizon to have a hope of long term survival. To the east, the Roman Empire is fractured and relatively vulnerable, and there's ample opportunity to take advantage of the chaos on the Iberian peninsula to the west.


Sicily Late Campaign

Map of Sicily in Medieval Total War 2, Stainless Steel Mod

Italy is blessed with rich farmlands, skilled craftsmen and cunning merchants. It is also cursed by the presence of rich farmlands, skilled craftsmen and cunning merchants, or at least by the desire that this wealth provokes in others. Much of the wealth of western and northern Europe flows into and through Italy, into the coffers of the pope and the banking houses of the cities and money can be converted into both military and political clout. The Italians are also blessed with an adventurous and sometimes warlike nature, one that makes them difficult, even rebellious, subjects at times but worthwhile soldiers in times of war. There are opportunities on all sides for a skilled and resolute Italian leader. To the northwest the French are likely to be concentrating on their rivalry with England, or looking to the east and more Crusades. To the north the Swiss are defiantly independent and good soldiers to boot. Beyond them the Empire can be a tempting target should it fall into disorder. To the east, the fading power of Byzantium is still something to be treated with respect, but that respect need not be as boundless as it was once. The Byzantines have many problems of their own and may not be able to hold what is currently theirs in the Balkans. To the far south lie the Islamic lands across the Mediterranean. Invasion there would be difficult, and it is a wise Italian prince who remembers that an invasion force can come from the most inconvenient direction. The seas also offer the chance of maritime greatness: profitable trade and warfare can go hand in hand at sea.
Papal authority may also not be as solid as it was once upon a time, but it's always worth remembering that Italy, the home of the Papacy, is a tempting target for a strong Emperor. Heretical thought has been growing for many years over some of the Church's more dubious practices, such as selling absolution for sins, not to mention the Church's ever-increasing wealth. In many cases, this heresy is no more than a desire to return to simpler, less worldly religious practices. But there are heretics in northern Italy and in France who represent more of a threat to the established order, the Cathars among them. Although it could be a terrible risk, carrying excommunication and damnation as the price of failure, an Italian ruler could exploit these religious differences to his own ends.

1450 Campaign

Map of Sicily in Medieval Total War 2, Stainless Steel Mod

Italy is fortunate to have rich farmlands, skilled and industrious craftsmen and profit-hungry merchants. Much of Europe's wealth flows through Italian mercantile houses that are among the cleverest and most sophisticated in Europe. Italian cities are richer than almost any other Christian towns, rivalling Islamic cities (on a modest scale) with their culture and magnificence. In turn, this wealth is readily converted into political and military power. The Italians are an adventurous and occasionally warlike people: rebellious subjects at times but worthwhile soldiers in times of war.
There are opportunities and perils in unequal measure on all sides for a skilled and resolute Italian leader. To the northwest the French are likely to be concentrating on their rivalry with England. To the north the Swiss are defiantly independent, good soldiers and a valuable buffer against the Empire. Rome, of course, is the natural home of the Papacy, and this may make Italy a route for invasion by other powers intent on using military force for religious ends - Popes tend to be compliant when surrounded! To the east, Byzantium should still be treated with caution, but the days of automatic respect and awe are probably over, unless a strong Emperor emerges in Constantinople. The Byzantines have many problems of their own and may leave chances for an Italian domain to expand. To the south lie the Islamic domains on the far shore of the Mediterranean. Invasion in either direction would be difficult, but it is a wise Italian prince who remembers that an invasion force can come from the most inconvenient direction. But the seas also offer the chance of maritime greatness: profitable trade and warfare go hand in hand at sea. Religion and politics also go hand in hand, and a resolute Italian leader may be able to exploit the confusion and problems in the Catholic Church. This could be a terrible risk, however, carrying excommunication and damnation as the price of failure!`


Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


  • Levied Peasants

  • Light

    101

    Rural Levy

    Peasant

    120

    100

    3

    2

    0

    2

    2

    (0+2+0)


    Mustering Hall

    Until the Heavy Mail Event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Combat Bonus in Woods

  • Spearmen

  • Spearmen

    77

    Early Professional

    Militia

    140

    135

    5

    2

    0

    2

    8

    (0+1+7)


    Garrison Quarters

    until the Full Plate Armor Event in the Late 13th century (1380-1400)


    Bonus Fighting Cavalry

    Combat Bonus in Woods

    Can Do Schiltrom

    Good Morale

  • Miles Pedites

  • Heavy

    62

    Feudal

    Superior

    505

    360

    14

    7

    0

    4

    17

    6+6+5


    Fortress

    until the Heavy Mail event in the early 13th century ( about 1200 -1215 )


    Combat Bonus in Woods

    Excellent Morale

    May Charge without Orders

    Good Stamina

  • Sicilio-Norman Foot Knights

  • Heavy

    63

    Feudal

    Excepional

    1035

    600

    17

    11

    0

    4

    20

    (6+9+5)


    Citadel

     


    May Charge Without Orders

    Excellent Morale

    Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Peasant Infantry

  • Light

    76

    Rural Levy

    Peasant

    120

    100

    3

    1

    0

    4

    3

    (0+3+0)


    Mustering Hall

    after the Heavy Mail event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Effective against armor

  • Spearmen Serjeants

  • Spearmen

    78

    Early Professional

    Average

    280

    200

    11

    3

    0

    3

    14

    (4+3+7)


    Drill Square


    Can Do Schiltrom

    Combat Bonus in Woods

    Goosd Morale

    Bonus fighting Cavalry

  • Pavise Spear Militia

  • Spearmen

    101

    Urban Militia

    Militia

    340

    200

    8

    1

    0

    2

    13

    (4+0+9)


    City Watch

    after the Heavy Mail event in the early 13th century (1200-1215)


    Can Do Schiltrom

    Combat Bonus in Woods

    Bonus fighting Cavalry

    Good Moralepear

  • Pike Militia

  • Spearmen

    128

    Urban Militia

    Militia

    385

    250

    7

    1

    0

    2

    0

    (0+0+0)


    Militia Barracks

    after the Full Plate event of the late 14th century.


    Bonus Fighting Cavalry

    Can Form Spear Wall

    Very Long Spears

  • Foot Men at Arms

  • Heavy

    63

    Early Professional

    Superior

    480

    270

    13

    7

    0

    4

    22

    (12+7+3)


    Armoury

    aafter the New Era event in 1300


    Good Stamina

    Good Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Sword and Buckler Men

  • Light

    78

    Late Professional

    Superior

    940

    225

    13

    5

    0

    3

  • 16

  • (4+9+3)


    Barracks

    after the Portable Pipe Organ event of 1400.


    Good Stamina

    Excellent Morale

  • Halbred Men-at-Arms

  • Heavy

    63

    Early Professional

    Superior

    420

    270

    13

    8

    0

    6

    17

    (11+6+0)


    Armoury

    after the Full Plate Armor event of the late 14th (1380-1400) century to the Advanced Matchlock event in the Mid 16th century.


    Bonus Fighting Cavalry

    Effective against Armor

    Good Stamina

    Excellent Morale

  • Halberd Militia

  • Heavy

    77

    Urban Miliotia

    Militia

    290

    150

    8

    5

    0

    4

    11

    (4+7+0)


    Army Barracks

    after the Full Plate event of the late 14th century (1380-1400) in Militia Drill Squares. Or after the New Era event of 1300 with a City Watch.


    Bonus Fighting Cavalry

    Effective against Armor

    Can Form a Spear Wall

    Good Morale

  • Pikemen

  • Spearmen

    128

    Late Professional

    Average

    810

    250

    11

    2

    0

    3

    3

    (2+1+0)


    Army Barracks

    after the Pike & Shot event in 1530.


    Bonus Fighting Cavalry

    Can Form a Spear Wall

    Good Stamina

    Very Long Spears

  • Late Pikemen

  • Spearmen

    128

    Urban Professional

    Average

    1265

    250

    11

    2

    0

    3

    10

    (9+1+0)


    Royal Armoury

    after the Pike and Shot event in 1530.


    Bonus Fighting Cavalry

    Can Form Spear Wall

    Good Stamina

    Good Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Halberdiers

  • Heavy

    76

    Late Professional

    Superior

    1165

    225

    13

    8

    0

    6

    18

    (11+7+0)


    Armoury

    after the Advanced Matchlock event in the mid-16th century (1550-1560)


    Bonus Fighting Cavalry

    Effective against Armor

    Can form a spear wall

    Excellent Morale

Ranged Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Levy Archers

  • Skirmish

    61

    Rural Levy

    Pesant

    80

    55

    3

    1

    80

    40

    1

    1

    0

    (0+0+0)


    Bowyer


    Can Use Flaming Arrows

    Combat Bonus in Woods

  • Muslim Archers

  • Skirmish

    61

    Local

    Superior

    440

    180

    7

    5

    150

    30

    4

    2

    8

    (2+6+0)


    Practice Range

     


    Can Use Flaming Arrows

    Combat Bonus in Woods

    Long Range Missles

  • Pavise Crossbowmen

  • Skirmish

  • 101

    Early Professional

    Average

    240

    180

    9

    10

    140

    20

    1

    2

    12

    (4+1+7)


    Archery Range

     


    Long Range Missle

    Combat Bonus in Woods

  • Good Morale

  • Urban Crossbow Militia

  • skirmish

    76

    Urban Militia

    Militiar

    200

    150

    5

    8

    115

    25

    1

    1

    0

    (0+0+0)


    City Watch

    Until the New Era Event of 1300


    Combat Bonus in Woods

  • Hand Gunners

  • Missile

    75

    Urban Professional

    Superior

    870

    275

    10

    11

    100

    45

    6

    3

    19

    (7+5+7)


    Militia Barracks

    after the New Era Event in 1300.


    Combat Bonus in Woods

    Good Stamina

    Good Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Pavise Crossbow Militia

  • Skirmish

    76

    Urban Militia

    Militia

    270

    150

    6

    10

    135

    20

    1

    1

    12

    (4+1+7)


    Militia Drill Squaree

    after the New Era event of 1300.


    Combat Bonus in Woods

    Long Range Missiles

  • Arquebusiers

  • Skirmish

    75

    Urban Professional

    Average

    585

    140

    9

    14

    90

    12

    3

    2

    11

    (7+4+0)


    Army Barracks

    between the Portable Clock event of 1510 and the "Rise of Shot" event of the mid 16th century (1550-1560).


    Combat Bonus in Woods

    Good Morale

  • Late Arquebusiers

  • Skirmish

    75

    Urban Professional

    Average

    515

    140

    9

    18

    110

    12

    2

    1

    9

    (4+5+0)


    Army Barracks

    after the Pike and Shot event (1530) & available til the Advanced Matchlock event (1580-1600)


    Combat Bonus in Woods

    Good Morale

  • Musketeers

  • Skirmish

    75

    Urban Professional

    Superior

    565

    190

    11

    32

    145

    12

    3

    1

    5

    (0+5+0)


    Royal Armoury

    after the Pike and shot event (1530) until the Advanced Matchlock event of the late 16th century (1580-1600)


    Combat Bonus in Woods

    Good Morale

    Long range Missles

  • Late Musketeers

  • Skirmish

    75

    Urban Professional

    Average

    405

    140

    9

    22

    125

    12

    2

    1

    5

    (0+5+0)


    Royal Armoury

    after the Advanced Matchlock event of the late 16th century (1580-1600).


    Combat Bonus in Woods

    Good Morale

Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Mounted Sergeants

  • Light

    31

    Early Professional

    Average

    305

    205

    10

    3

    6

    9

    10

    (2+3+5)


    Stables

     


  • Excellent Morale

  • Powerful Charge

  • Miles

  • Heavy

    32

    Feudal

    Elite

    790

    450

    16

    5

    9

    12

    12

    (4+3+5)


    Castle

    before the Heavy Mail Event in the early 13th century (1200-1215)


    Excellent Morale

    Can Form Wedge

    May Charge Without Orders

    Powerful Charge

    Good Stamina

  • Sicilio-Norman Knights

  • Heavy

    31

    Feudal

    Exceptional

    1270

    750

    19

    8

    12

    12

    18

    (8+5+5)


    Fortress

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge without Orders

    Very Good Stamina

  • Chivalric Knights

  • Heavy

    32

    Feudal

    Elite

    1175

    600

    17

    6

    12

    14

    20

    (13+4+3)


    Fortress

    after the Half Plate Event (13th century -- 1310-1330) to Rise of Shot event (mid-16th century -- 1550-1560)


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge Without Orders

    Good Stamina

  • Men at Arms

  • Heavy

    31

    Early Professional

    Superior

    595

    340

    15

    4

    9

    14

    21

    (14`+4+3)


    Earl's Stables

    after the Half-Plate Armor Event in the early 14th century (1310 to 1340)


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Demi Lancers

  • Heavy

    41

    Late Professional

    Superior

    1525

    300

    15

    5

    10

    16

    15

    (11+4+0)


    Earl's Stables

    after the First Watch event of 1510


    Good Morale

    Powerful Charge

Missle Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Mounted Crossbowmen

  • Skirmish

    40

    Late Professional

    Average

    825

    200

    10

    7

    100

    45

    5

    6

    5

    (4+1+0)


    Marksmen Range

    after the New Era event of 1300


    Good Morale

    Can form shooting circle

    Fast Moving

  • Mounted Arquebusiers

  • Skirmish

    40

    Urban Professional

    Average

    675

    155

    10

    14

    90

    18

    5

    6

    4

    (2+2+0)


    Royal Officers Academy

    after the Pike and Shot event in 1530


    Good Morale

  • Pistoliers

  • Skirmish

    42

    Late Professional

    Elite

    1530

    365

    15

    10

    55

    4

    10

    5

    15

    (11+4+0)


    King's Stables

    after the Rise of Shot event in the mid-16th century (1550-1560)


    Excellent Morale

    Effective against armor

    Good Stamina

Artillery

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Ballista

  • Siege/Missile

  • 21

  • 600

    150

    11

    55

    0

    280

    50

    6

    (3+3+0)


    Ballista Range


    Can Use Flaming Missiles

    Can Impale Several Men

    Very Long Range Missles

    Good Morale

    Ineffective against Buildings

    Can't Hide

  • Catapult

  • Siege/Missile

  • 21

  • 500

    150

    11

    55

    30

    300

    30

    6

    (3+3+0)


    Catapult Maker


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Mangonel

  • Siege/Missile

  • 21

  • 590

    200

    13

    63

    5

    250

    10

    9

    (2+7+0)


    Siege Works


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Trebuchet

  • Siege/Missile

  • 21

  • 700

    250

    13

    55

    60

    285

    30

    6

    (3+3+0)


    Siege Works

    after the "First Rudder" event in 1180.


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

    Can launch rotting cows

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Bombard

  • Siege/Missile

  • 31

  • 900

    250

    11

    45

    90

    325

    30

    6

    (3+3+0)


    Gunsmith

    Bombard are recruited in European Cities or Castles with a Gunsmith after the "Man-made Inferno!" Event of 1350.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can Fire Grapeshot

  • Mortar

  • Siege/Missile

  • 21

  • 800

    250

    11

    63

    150

    300

    30

    6

    (3+3+0)


    Cannon Maker


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

  • Ribault

  • Siege/Missile

  • 21

  • 650

    250

    11

    63

    1

    150

    108

    6

    (3+3+0)


    Cannon Maker


    Can Impale Several Men

    Long Range Missles

    Good Morale

    Ineffective against Buildings

    Can't Hide

  • Cannon

  • Siege/Missile

  • 21

    1300

    250

    11

    63

    180

    380

    30

    6

    (3+3+0)


    Cannon Foundry

    after the Gothic Plate Armor Event of the mid 15th century (1450-1460).


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

Naval Units

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Galley

  • Light

    25

    540

    150

    15

    7

    7

    (0+8+0)


    Port


  • War Galley

  • Light

    37

    710

    200

    15

    12

    12

    (0+12+0)


    Shipwright


  • Lanternas

  • Light

    50

    840

    270

    14

    18

    18

    (0+18+0)


    Dockyard


  • Carrack

  • Light

    62

    1540

    350

    14

    30

    30

    (0+30+0)


    Naval Drydock


Guild Units

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Templar Foot Knights

  • Heavy

    63

    Religious Order

    Exceptional

    1030

    200

    18

    11

    0

    4

    19

    (6+8+5)


    Templar's Major Chapter Housel

     


    Excellent Morale

    Powerful Charge

    May Charge without orders

    Good Stamina

  • Hospitalar Foot Knights

  • Heavy

    63

    Religious Order

    Exceptional

    1030

    200

    18

    9

    0

    4

    21

    (6+10+5)


    St. John's Major Chapter Housel

     


    Excellent Morale

    Combat Bonus in Woods

    Very Good Stamina

h
  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Cavalry Militia

  • Heavy

    31

    Urban Militia

    Militia

    345

    170

    9

    5

    0

    6

    12

    (6+3+3)


    Merchant's Guild

     


    Good Morale

    Powerful Charge

  • Knights Templar

  • Heavy

    31

    Religious Order

    Exceptional

    1450

    250

    20

    8

    13

    14

    19

    (10+4+5)


    Templar's Minor Chapter House

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge without orders

    Good Stamina

  • Knights Hospitaller

  • Heavy

    31

    Religious Order

    Exceptional

    1450

    250

    20

    8

    11

    14

    21

    (10+6+5)


    St. John's's Minor Chapter House

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina