Total War: MEDIEVAL II - Definitive Edition

Total War: MEDIEVAL II - Definitive Edition

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Mongol Invasion
By The Wrath of Santa
This is a guide detailing the Mongol invasion waves. It describe's the arriving armies, their composition and unit stat's.


Vanilla Game (Revised, 2019)
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Introduction

Hello and welcome to the Mongol Invasion guide, brand new players should be aware this guide contains a few spoilers about the game, so if you want to maintain an element of surprise in your grand campaign stop reading this now.

This guide describes and lists Mongol army composition, the number of waves, generals, their units and their arrival time. It also includes the statistics, attributes and abilities of the wave units of the Mongol army. In the Mongol Unit section I've tried to replicate the style of the in-game unit info cards but these new cards have more stat's and a bit more detail than the old in-game versions.



Mongol Invasion

Mongol Arrival Date

The player will receive an event warning message indicating the imminent arrival of the hordes in the next few turns. This message is to be expected anywhere between turns 64 - 72 (1206 -1222 AD). The first Mongol incursion is an inexperienced two army scouting force of sixteen units and a smaller six unit army a couple of turns after this warning message. However, the main Mongol force of Wave 1 consisting of three battle hardened armies (full stacks) will arrive shortly after the two scout armies.



Mongol Army Spawn Locations

The Mongols will take either an northern or southern invasion route. If they arrive in the north (Sarkel) they will move towards Russia and eastern europe. If they arrive south of this area (Yerevan/Baghdad) they will attack towards the eastern Mediterranean attacking the Turks, Byzantine's, Egypt and any Crusader factions in the area. Antioch seems to be a priority target for the Mongols.



Northern Invasion

Sarkel/Bulgar area.


Southern Invasion

Yerevan/Tblisi, Baghdad area's.



Scouting Force

Armies: 2
Experience: 0
General's: Random


Khan (Faction Leader): 16 Units

Khanzada (Heir): 6 Units


Two armies of inexperienced troops. One army of six units accompanied by a sixteen unit army. This force can vary in it's General's and unit composition in different playthrough's but the number of unit's in the respective armies remain the same.


Wave 1

Three seasoned armies of Wave 1 arrive soon after the arrival of the scouting force.


Armies: 3
Experience: 6
General's: Jebe, Ardai, Bayan


Jebe: 20 Units

Bodyguard (Gen), Mongol Infantry: 5, Mongol Foot Archers: 4,
Mongol Heavy Archers (MC): 5, Mongol Heavy Lancers: 5



Ardai: 20 Units

Bodyguard (Gen), Mongol Infantry: 3, Mongol Foot Archers: 3,
Mongol Heavy Archers (MC): 2, Mongol Heavy Lancers: 2, Mongol Light Lancers: 2,
Mongol Horse Archers: 7



Bayan: 20 Units

Bodyguard (Gen), Mongol Infantry: 3, Mongol Foot Archers: 3,
Mongol Heavy Archers (MC): 2, Mongol Heavy Lancers : 2, Mongol Light Lancers: 2
Mongol Horse Archers: 7




Abbreviation (MC): Missile Cavalry






Wave 2

Armies: 4
Experience: 6
General's: Batu, Subutai, Berkei, Orda


Batu: 20 Units

Bodyguard (Gen), Mongol Infantry: 5, Mongol Foot Archers: 4,
Mongol Heavy Archers (MC): 5, Mongol Heavy Lancers: 5



Subutai: 20 Units

Bodyguard (Gen), Mongol Infantry: 5, Mongol Foot Archers: 4
Mongol Heavy Archers (MC): 5, Mongol Heavy Lancers: 5



Berkei: 20 Units

Bodyguard (Gen), Mongol Infantry: 3, Mongol Foot Archers: 3
Mongol Heavy Archers (MC): 2, Mongol Light Lancers: 2
Mongol Horse Archers: 5


Artillery:
Rocket Launcher: 2, Trebuchet: 2


Orda: 20 Units

Bodyguard (Gen), Mongol Infantry: 4, Mongol Foot Archers: 4,
Mongol Heavy Archers (MC): 2, Mongol Light Lancers: 2
Mongol Horse Archers: 3


Artillery:
Rocket Launcher: 2, Trebuchet: 2








Wave 3

Armies: 4
Experience: 6
General's: Hulegu, Kitbuqa, Abaqha, Kuo Kan



Hulegu: 20 Units

Bodyguard (Gen), Mongol Infantry: 5, Mongol Foot Archers: 4,
Mongol Heavy Archers (MC): 5, Mongol Heavy Lancers: 5




Kitbuqa: 20 Units

Bodyguard (Gen), Mongol Infantry: 5, Mongol Foot Archers: 4
Mongol Heavy Archers (MC): 5, Mongol Heavy Lancers: 5




Abaqha: 20 Units

Bodyguard (Gen), Mongol Infantry: 3, Mongol Foot Archers: 3
Mongol Heavy Archers (MC): 2, Mongol Light Lancers: 2, Mongol Horse Archers: 5

Artillery:
Rocket Launcher: 2, Trebuchet: 2




Kuo Kan: 20 Units

Mongol Bodyguard (Gen), Mongol Infantry: 4, Mongol Foot Archers: 4,
Mongol Heavy Archers (MC): 2, Mongol Light Lancers: 2, Mongol Horse Archers: 3

Artillery:
Rocket Launcher: 2, Trebuchet: 2







Mongol Units

Introduction
Welcome to the Mongol Unit section of this guide. In the sections that follow there are individual unit card's displaying the unit's stat's, attributes and abilities. Only Mongol units that are part of the invasion wave armies are listed here (so no recruitable settlement units, spearmen etc.)

Also do bear in mind that the stat's are from the game files and are for base unit's (no exp). The Mongol wave armies that arrive in the game have an experience level of six, so add two points to the primary and secondary attack figures of the base unit's listed here to get their in game stat's. Missile attack figure's are unaffected by experience increases.


This is a small selection and brief explanation of some of the more obscure and maybe not so obscure terms/factors that appear in this guide


Morale
Low morale unit's are more likely to break and run after a relatively short time in combat or after set backs such as General death, enemy flanking etc. Higher morale unit's Level 9 - 11,such as Vardariotai are more likely to stand and fight and less likely to rout. Level 11 unit's rarely ever break or rout quickly.


Discipline
Low, Normal, Disciplined, Impetuous. This determines the amount of morale lost when morale shocks occur (death of general, flanked, etc). It is more difficult for Disciplined units to lose morale. Impetuous units such as Feudal Knights may charge without player orders.


Training
Untrained, Trained, Highly Trained. The standard of training affects how well ordered the unit formation is. Untrained unit formations will be disorderly e.g. Peasant's. Highly Trained units like Byzantine Guard Archers and Varangian Guard will have well ordered formations and march in good order.


Heat
Additional fatigue that the unit suffers in hot climates, desert and the like. High heat numbers on these unit cards indicates a higher level of fatigue suffered by the unit. A lot of running about in the desert will make these unit's tire faster than they normally would in "green" map areas. Ranges from -2 to 6, with 6 inflicting the greatest penalty for the unit. It's mostly heavily armoured (especially plate) units like Chivalric, English and Gothic Knights that suffer the highest level 6 heat penalty. Positive number's are penalties and negatives bonuses.


Ground: Scrub, Sand, Forest, Snow
Unit attack bonus/penalty for occupying these types of terrain. This time unlike Heat, positive numbers here are bonuses, negative are penalties. So a unit with a rating of -4 Forest mean's it incurs an attack penalty of -4 in wooded area's.


Hardy
Hardiness reduces stamina depletion speed and increases the stamina regeneration rate.


Armour Piercing - AP (Weapon Attribute)
In combat opposing enemy unit's armour level is cut by half.

Body Piercing - BP (Weapon Attribute)
Missile can pass through men and hit those behind

Launching
(Artillery) attack may throw target men into the air

Area
attack affects an area, not just one man


Enemy Mount: Camel/Elephant
This cavalry unit suffers an attack penalty of -4 when fighting enemy elephants and camels.




For a more detailed breakdown and analysis of all the various stat's, modifiers, attributes and abilities check out the Complete EDU guide by Aradan at the Total War Center http://www.twcenter.net/forums/showthread.php?111344-The-Complete-EDU-Guide

Note
If you're scrolling through the guide you may see some empty sections, these should be ignored. They are only there for dividing and tagging categories and as an indexing aid. There's no missing content they're meant to be empty.




Heavy Cavalry
Generals Bodyguard






Mongol Heavy Lancers




Light Cavalry
Mongol Light Lancers


Missile Cavalry
Mongol Horse Archers






Mongol Heavy Archers

Missile Infantry
Mongol Infantry

Mongol Foot Archers

Artillery
Rocket Launcher

Trebuchet

Finally

This guide was previously released as the Mongol Unit guide, however I had to withdraw it due to the unit tables becoming badly damaged, absolutely mangled in fact, usually after a steam update.

So after being mothballed for some time I finally got around to repairing it and here it is. I've expanded it's scope to cover the Mongol Invasion in general with a complete overhaul of the guide. I also decided to use the unit card style of my Byzantine unit guide instead of tables to prevent any further Steam update disruption, also the unit card's look a lot better than tables on a smart phone.

I thought I'd create my own unit cards with slightly more detailed stats and Mongol army composition lists here were they're nice and handy. I really wanted something that fitted my own requirements, was convenient and near at hand, that I could view on my phone while playing the game on my pc. Primarily I made this for my own convenience but It might be useful for some players who want to plan and prepare for the Mongol onslaught.


Cheers, Wrath of Santa.




Further reading & Links

Total War Center
The Complete EDU Guide for Rome: Total War: Understanding & Coding the Export_Descr_Unit.Txt (EDU) file by Aradan http://www.twcenter.net/forums/showthread.php?111344-The-Complete-EDU-Guide


A guide to the export_descr_units.txt file by Mythic Commodore

http://www.twcenter.net/forums/showthread.php?221093-A-Beginner-s-Guide-to-the-Export_Descr_Unit


https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=909957531


Medieval II TW Font (Kingthings Petrock font) download
https://www.1001fonts.com/kingthings-petrock-font.html








12 Comments
Edward 17 Jan @ 11:10am 
Please come to our lord and savior Jesus Christ, only he saves, this is sinful, dont reject how god made you human and man or female, repent and ask forgiveness to Jesus christ please
Forgiveness 20 Jan, 2024 @ 1:18am 
Mongols are coming
Kobes Helicopter 8 Feb, 2023 @ 3:48am 
I defeated Mongols 10 times hardest difficulty. Prepare a chokepoint in the mongol invasion area to where you think is best to absorb the horde.
Buy mercenaries of pikemen and long bowmen so they can use stakes. Stakes be put in last castle door before capture point. Srakes kill horses.
Defend castles, bridges only. Defending cities are waste of time. The larger the fortress/city the harder to defend.
USE spearmen, swordsman, and mostly archers. 1-2 Calvary to kill routed troops. Same tactic to kill elephants.

You do not need calvary, trebs, cannons, catapult. You NEED spearmen, SIGMA general, and archers.
medinad.v.d 1 Dec, 2022 @ 3:28pm 
Funnily, murdering all family members doesn't necessarily finish the job, as the waves can resurrect the faction.
Perittos 19 May, 2022 @ 10:43am 
I'm playing the byzantines, I conquered all of middle east and ukraine. Mongols didnt come until the turn 104, and when they did, all three waves showed up at the same time. A dozen of stacked hardened troops are besieging Antioch, help. Please help.
Chowder 12 Jun, 2017 @ 7:23pm 
I always play as europe and get the THE MONGALS ARE COMING PREPARE URE ASSES and then delete it without a second thought and say Its not my Problem
Papa Petain 14 May, 2017 @ 7:33am 
Kek
Beyonder 13 May, 2017 @ 1:03pm 
Nice!
Total Wars [total-wars.forumotion.com]
FriedAss (Squid/Ward) 30 Mar, 2017 @ 2:54pm 
Mongols are difficult to beat when playing the Turks. The Turks have no good cav besides Qapakulu, no crossbows, and no pikemen.
babbty 30 Mar, 2017 @ 12:48pm 
u r all noobs. And mongols are underpowered as hell.