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Kush Kush Technologies

Tactics

A moment's thought saves many lives.

Tactics
No. Technology research_points cost_per_round Requires Effects Enables
1 Physical Conditioning Tactics Tier 1
Physical Conditioning
The burdens of war are not heavy after the burdens of training.
300 0 Ways of Apedemak
  • +3% movement range for all armies and fleets
  • +5% morale for all land units
Nubian Archery Ship Ram Practice Field Settlement (Horse Breeders)
2 Ship Ram Tactics Tier 2
Ship Ram
The enemy deserve a closer acquaintance with the sea.
400 0 Physical Conditioning
  • +3% movement range for all armies and fleets
  • +5% battle speed for all ships
  • +10% ram damage for all ships
  • +20% shots per minute for all ships
Improved Ramming
3 Nubian Archery Tactics Tier 2
Nubian Archery
The Land of the Bow produces many fine exponents.
400 0 Physical Conditioning
  • +3% movement range for all armies and fleets
  • +5% missile damage for all land units
    (excluding siege units)
  • +5% shots per minute for all land units
    (excluding siege units)
Kushite Poisoned Arrows Combat Posts Horse Corrals Target Stands
4 Improved Ramming Tactics Tier 3
Improved Ramming
To move a trireme with precision is the epitome of seamanship.
600 0 Ship Ram
  • +5% movement range for all armies and fleets
  • +10% battle speed for all ships
  • +15% missile damage for all ships
  • +20% ship health
  • +20% ram damage for all ships
5 Kushite Poisoned Arrows Tactics Tier 3
Kushite Poisoned Arrows
A simple scratch may seem a lucky escape at first, but not for long…
700 0 Nubian Archery
  • +5% movement range for all armies and fleets
  • +10% battle run speed for cavalry and missile units
  • +5% missile damage for all land units
    (excluding siege units)
  • +5% shots per minute for all land units
    (excluding siege units)
Tactical Flexibility Marksmen's Range
6 Tactical Flexibility Tactics Tier 4
Tactical Flexibility
Assume old tactics are known to the enemy.
1000 0 Kushite Poisoned Arrows
  • +5% movement range for all armies and fleets
  • +3% melee attack for all units
  • +3% melee defence for all units
Tactical Drills Infantry Academy Horse Trainer
7 Tactical Drills Tactics Tier 5
Tactical Drills
Practice everything before a battle and on the day, with luck, little will surprise you.
2100 0 Tactical Flexibility
  • +7% movement range for all armies and fleets
  • +10% melee attack for all units
  • +10% melee defence for all units
  • +10% morale for all land units
  • +7% battle run speed for all land units
Strategic Manoeuvres Mastery of Terrain Town (Master Horse Breeders)
8 Mastery of Terrain Tactics Tier 6
Mastery of Terrain
Intricate knowledge of your homeland is worth its weight in gold.
2100 0 Tactical Drills
  • +7% movement range for all armies and fleets
  • +10% melee attack for all units
  • +10% melee defence for all units
  • +8% charge bonus for all land units
  • +10% morale for all land units
9 Strategic Manoeuvres Tactics Tier 6
Strategic Manoeuvres
A battle fought in the wrong place is a battle wasted.
2200 0 Tactical Drills
  • +7% movement range for all armies and fleets
  • +20% shots per minute for all land units
    (excluding siege units)
  • +7% battle run speed for all land units
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