Pieter's "Refined" thread is
here.
But as it doesn't really summarize the old original concept, you won't know where he's starting from, so I'll outline that here once again.
The Possum method, as I originally conceived it 18-24 months ago, worked like this. It's given as the starting point, since it is the basis from which many players developed their own refinements.
INFANTRY
Swordsman, Drill, and Feint, repeated.
At the level 5/6 promotion, (right after Advanced Swordsman), interrupt the rotation to take Disciplined Formations if building a troop type that does not start with that ability. If developing a troop type that
does start with Disciplined Formations, (e.g. Principes, Hastati, Legionary, Praetorians, Triarii), you can take anything you like at the 5/6 promotion. Expert Throwers can be handy, or Block.
At level 11/12 promotion, you should be taking Master Swordsman. And your troops are now death on the half-shell.
You can take Frenzy at L13 with some troop types. This boosts their offense and morale amazingly, but comes at the price of an armor penalty.
You can skip Master Drill, as it is just not needed.
CAVALRY
Swordsman, Drill, and Feint, repeated.
At the level 7/8 promotion, interrupt the rotation to take Trample.
At level 11/12 promotion, you should be taking Master Swordsman. And your troops are now death on the half-shell.
You can take Frenzy at L13 with some troop types. This boosts their offense and morale amazingly, but comes at the price of an armor penalty.
You can skip Master Drill, as it is just not needed.
**********Original Possum Method ends here**************
Now, keep in mind that this was devised for Legion Arena before the 1.1 patch, and before the Cult of Mithras add-on. Long before GBoR was published.
The Possum Method v2.0, current as of the last 60 days, as developed in
my recent run through from start Roman Campaign to end Cult of Mithras, would modify the above something like this.
Considerations
Equipment dependencies. Some advanced equipment has not only level requirements, but also skill requirements
- Master Endurance is needed to purchase Armor 4 and higher.
- Master Feint is needed to purchase Weapons 4 and higher.
- Master Dodge is needed to purchase Boots 4 and higher.
I'm not a big fan of Endurance, for its own sake, but the higher grades of armor are a must-have item for CoM.
The Plan
I now let my Infantry units lag a level on the Drill skill from the basic method. If my Leader has Quick Thinker developed, they can afford that. And a level of Armor Penetration can come in very handy for light infantry, as can a level of Missile Protection. I still follow the basic rotation strictly other then that.
Once a unit has reached level 13, it has its aggressive skills well under way, and can start to think about Endurance, Missile Protection, and Armor Penetration.
Things to Avoid
Anti-Infantry, Anti-Cavalry, Anti-Elephant, Protection from Infantry, Protection from Cavalry. I personally believe all 5 of these are not working as intended.
Dodge, Parry, and the equipment item "Boots". These all boost Agility, and I'm still undecided about how Agility works. I used to swear it was broken, but now I'm not sure. Perhaps the effect is just very subtle. But in a previous run through CoM, I had Auxilia units with Agility ratings of 70 and 80, and there was no discernible defensive advantage at all.
I'm sure I'm forgetting something here, but that's all I can think of for now
