To beat Encounter 38 of the Alliance Treasure Hunt during the Early Rome era in Rise of Cultures: Kingdom game, deploy a compact wall of Roman Legionaries to shield your Roman Archers, place your cavalry on the extreme outer wings, and hold your high-impact commander abilities until Wave 2 arrives.

Why Encounter 38 Stalls Early Rome Rosters

Encounter 38 is a significant difficulty spike because Early Rome armies are often in the middle of transitioning from Classical Greece. At this progression stage, barracks capacities and combat stats may lag behind the encounter’s stat requirements before you complete key military research.

The battle also splits its offensive into two distinct waves:

  • Wave 1: Deploys an aggressive melee push backed by mobile cavalry and ranged units aiming to break your defensive line.
  • Wave 2: Spawns a heavy second wave of fresh reinforcements that quickly overwhelms armies that exhausted their cooldowns or lost frontline troops during the opening phase.

Army Composition and Battle Grid Setup

Survival depends on anchoring the center with armored infantry so your archers can deal sustained damage from the backline. Avoid over-investing in light cavalry, as mounted units lack the durability to survive direct frontline clashes across two waves.

Unit TypeRoleGrid PlacementPrimary Objective
Roman LegionariesFrontline WallFront and mid-center rowsIntercept charges and lock down enemy melee
Roman ArchersPrimary DamageBack rowContinuously target advancing infantry
Roman CavalryFlank DefenseOuter wing tilesIntercept flanking riders and engage archers
Roman BallistaSplash DamageCenter backline (if unlocked)Soften clustered formations on approach

Grid Positioning Strategy

Position your toughest Roman Legionary squads in the forward-center tiles in a compact, slightly convex shape. This layout forces approaching infantry and cavalry to collide with your shields rather than slipping through gaps.

Place your Roman Archers directly behind the legionaries along the rear edge. Position one or two cavalry squads on the outermost edge tiles so they can intercept flanking enemy riders before they reach your backline without tangling prematurely in the center melee.

Commander Ability Timing

Proper cooldown management determines whether your formation survives both combat waves. Wasting burst skills to finish off Wave 1 leaves your damaged army helpless against the second group.

  1. Blunt the Wave 1 Charge: Trigger early disruption or crowd-control abilities, such as those from King Minos or Harald Bluetooth, right as the battle begins to absorb the initial clash.
  2. Conserve Skills Mid-Wave: Once the Wave 1 frontline drops below half strength, stop activating commander abilities entirely. Allow basic attacks from your archers and legionaries to finish off remaining targets so cooldowns reset.
  3. Burst Wave 2 Immediately: The instant Wave 2 spawns, unleash your saved burst and area-of-effect abilities. Aim skills like Robin Hood’s volley directly at the densest clusters of enemy heavy infantry or ranged units to break their momentum before your frontline collapses.

Tactical Adjustments for Failed Attempts

If your army falls short, adjust your layout based on how the loss occurred:

  • Cavalry Dies Instantly: If your mounted units drop early, you placed them too close to the center. Move them to the extreme left and right tiles so they do not draw fire from the main enemy wave.
  • Depleted at the Start of Wave 2: You likely overused commander skills on low-health targets late in Wave 1. Save all remaining abilities once the opening wave is clearly under control.
  • Archers Targeted Early: If enemy units bypass your frontline, your legionaries are spaced too far apart. Compress your infantry wall into the center rows directly in front of your archers to force enemy pathfinding into your armored tanks.
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Sarah Williams

Sarah Williams

Sarah specializes in RPG and collection games, explaining team building, character growth, and beginner-friendly ways to avoid expensive early mistakes.