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Heroes Community > Other Games Exist Too > Thread: Age Of EmpiresII: The Age Of Kings And The Conquerors strategy
Thread: Age Of EmpiresII: The Age Of Kings And The Conquerors strategy This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
ruby
ruby


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crazed swede
posted July 26, 2006 03:28 PM

Quote:
I don't here how mant people like this game(Age Of Empire) but this is one of my best game too, i like to share my way of playing or you can say my strategy so that maybe i can learn more from you guys if you are a AOE player, here it goes,

When Playing the game of AOEII(specifically a co-operative deadmatch), during the 1st few minutes, send seveal of your villagers into the base of whom you perceive to be the strongest of your allies, and create a heavily defended stronghold in the middle of their base. Make sure there are many castles, walls, and towers all garrisoned and guarding you. Then proceed to wait. If your allies get testy at your inaction, send small token armies off to fight. Make sure that at all times you have a large army so that when you sense that the battle has come to an end, you can send out am army and obliterate claim victory for yourself.

Try this out and tell me did it work on you can if you have other type of strategy plz post here.


I have done something similar in Age of Empires 2. But I didn't have to create the town in the beginning. I just surrounded it and put a few bombard towers in the middle...a castle every here and there after a stone rush.
And I waited.
Cute strategy though. I may actually try it sometime.
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Gnoll_Mage
Gnoll_Mage


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posted July 26, 2006 04:46 PM
Edited by Gnoll_Mage at 16:47, 26 Jul 2006.

Teutons have the Teutonic Knights, Spanish have Conquistadors. Those Knights would be great, if they actually went somewhere. I think I'd much rather have an elephant over one of them (although the price is somewhat higher).

Anyone out there into scenario design in AOK/AOC?
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william
william


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LummoxLewis
posted July 27, 2006 08:24 AM

Quote:
Teutons have the Teutonic Knights, Spanish have Conquistadors. Those Knights would be great, if they actually went somewhere. I think I'd much rather have an elephant over one of them (although the price is somewhat higher).

Anyone out there into scenario design in AOK/AOC?


Yes I got confused with that, and Teutonic knights are actually really good, they should not be underestimated by any means.
They are a unit which is one of the strongest.
I was alos researching the civilisation technologoy trees, and I found Huns are actually pretty good.
One thing that is very good and saves alot of time, especially in battles, is that they don't need to build any houses.
That is very useful, so I tried them out and it is quite fun and easy to play as Huns.
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Guitarguy
Guitarguy


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Rockoon.
posted August 15, 2006 04:03 PM


Another amazing victory. Allied games are very fun, especially since the AI gives me a chance. I always try to get the highest score possible; the bragging rights are worth it.

Long live the Chu Ko Nu!

-Guitarguy
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william
william


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LummoxLewis
posted August 16, 2006 08:32 AM

Yeah that was a good game.
About your CKN being your obvious favourite unit, I will show you something.
Age of Empires 2
I got this following info from that site:

Unique Units
Chinese: Chu Ko Nu: A crossbowman that can shoot bolts rapidly, but with less power and range than other crossbowmen. The chu ko nu crossbow has been used for hundreds of years in China, where the emphasis has been rapid fire rather than firepower.

That unit is the one that GG is talking about.
Now here are 2 unique units which are far better in my opinion, well 3 unique units actually, 2 units both in the AOK and in TC exp and 1 unit only avaliable in the Expansion.

Turks: Janissary: A hand cannoneer with longer range and no minimum range. The jannissaries were among the first professional gunmen. Though they used various weapons, they favored gunpowder, and were famous for their capture of Constantinople.

Teutons: Teutonic Knight: A slow, but powerful infantry unit. Its armor resists most attacks, and it has high hit points and attack power. Its only weakness is its slow movement speed. They are based on the warrior monk order who went to the Holy Land and, later, Eastern Europe.

Expansion Unique Unit:

Spanish: Conquistadors (The Conquerors Expansion) - Conquistadores are mounted hand canoneers with less range and less attack. Like hand canoneers, they are inaccurate at long range.

I will perhaps post their stats later, but they are much better than CKN only in my experience at playing this game.



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JoonasTo
JoonasTo


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What if Elvin was female?
posted August 16, 2006 08:17 PM
Edited by JoonasTo at 20:21, 16 Aug 2006.

I just like to build my castles in front of enemy's base and buy caonscription and start training masses of units from them it kills AI everytime.

againts human speed is everything few troops to is/her production lines and you have won the game.


AoE Rise of ROme is the BEST.

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Celfious
Celfious


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From earth
posted August 16, 2006 08:22 PM

i never played this game but it makes me want to mispelll.... hehe just ask me to spell a lot of words and i woill sweriously make typeos or whatever

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Guitarguy
Guitarguy


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Rockoon.
posted August 17, 2006 02:00 AM

Here's a testimony by ES_Sandyman from AoK Heaven:
http://aok.heavengames.com/thegame/civs/chinese.shtml

Quote:
Last Saturday I got my behind totally kicked by a newbie player who used chu-ko-nu to slaughter me. He built a castle in my town, so I naturally sent my mighty warriors to kill it. Lo and behold a stream of arrows issued from the castle like unto a firehose, causing my dudes to pretty much drop in their tracks. "Yow!" I thought. "Twenty dead woad raiders in 20 seconds! What the heck does he _have_ in those castles?" So I naturally pumped out some battering rams to knock down the offending obstruction. Even the mighty shower of arrows from the castles (which I'd realized held 20 enemy archers of some sort) couldn't stop a ram, after all. Well, the ram got closer, closer, and suddenly 20 chu-ko-nu popped out of the castle and started shooting at the ram. "Ha!" I thought. "That ram has 180 points of piercing armor. Those stupid chu-ko-nu will do only minimum damage." Turns out that the chu-ko-nu DID only minimum damage -- one point for *each* arrow they fire.

My wonderful rams melted like candles in a Texas summertime, and I learned the horrible truth about the chu-ko-nu -- when used in numbers, they are devastating against units that are supposedly "strong" against archers. The reason is simple -- such units typically have strong piercing armor. But Chu-ko-nu, with their bonus attacks, do so much more damage to such units that they really don't suffer from the usual handicap.

So, while chu-ko-nu may get killed by longbowmen and throwing axemen, they sure seem to do a number on skirmishers, light cavalry, siege, buildings, and boats.


Give those shooters another try, Will.  You may be pleasantly surprised.

-Guitarguy
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antipaladin
antipaladin


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of Ooohs and Aaahs
posted August 17, 2006 11:36 AM

uhm cavlery..what a pleasnt word..make areally alot of light cav 80food make 40 of them,plus 40 UU's and 40 archers,and rams ,2 trabuchet,on left part of town,GG on right,within 5 min,the city is no more.wait more 10 min for reinforcments,and the same.

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william
william


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LummoxLewis
posted August 17, 2006 11:50 AM

Quote:
uhm cavlery..what a pleasnt word..make areally alot of light cav 80food make 40 of them,plus 40 UU's and 40 archers,and rams ,2 trabuchet,on left part of town,GG on right,within 5 min,the city is no more.wait more 10 min for reinforcments,and the same.


What are you saying?
You might not be able to even make that, with limited resources on some map types, it might be hard to make that small army.
I would say:

Have about 4 capped rams, and perhaps 2 trebuchets behind them, and in the front have maybe 50 Paladins or your civilisation's unique unit, and then behind the cavalry or unique units, are the archers/crossbowmen, maybe around 20 or 30 of them.
This might be good on DeathMatch style games, but perhaps not happen in the other game types.
You could perhaps reduce the number of Cavalry to maybe 30 and the archers/crossbowmen to maybe 10 or 20 of them.
Keep the trebuchets and keep the capped rams.
This might be better and if you are allied with someone, then all the better for you and him.

The computer usually goes for the villager strategy, by building many, many villagers and then going for wood, gold, stone and building farms and the like, they get alot of resources early, but the downfall for that is that when they build their army, they will have fewer soldiers in the army then they would if you had less villagers.
The computer mainly does this so it would be good to strike them early when they have lots of villagers and not so many soliders.
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antipaladin
antipaladin


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posted August 17, 2006 01:01 PM

how is 50 paladins easier to make then 40 caverly?
and why using archers atall when u have cevlery archer?
4 rams are slow,and vonrabll to enemy cavlerys..they need heavy defence.
chukunukie have very fest rate of shooting,so as low hp they have,they can kill ur jenisary,becouse the distance,and the rate..which are weakness of jenisary?
of course no archer is strong against caverly.
i dont like paladins ,there overexpensive..light caverly are the same efficiency.
as for spearman's and etc,i love alot,very effective vs horseback fighters.
the tuotenic knights are weak against arrows,and monks.there justan infentory-seige unit.
and why should u need 4 caped rams if u have 2 trabuchets?
also enemys pc usally does either of those 2 or both,if its more then 1 player:
1:he builds as much unit,and makes everything croweded.
2:he builds as much units,but more viligers,and spreds hes buildings and units as much as he posibly can.
those tactics are equally silly,since spreded out is too lose,one fighter at each in game distence,of meter ,is eh,to light? its a poor gurila tactics..
and too croweded,is unevolved.

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william
william


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LummoxLewis
posted August 17, 2006 01:08 PM

Quote:
how is 50 paladins easier to make then 40 caverly?
and why using archers atall when u have cevlery archer?
4 rams are slow,and vonrabll to enemy cavlerys..they need heavy defence.
chukunukie have very fest rate of shooting,so as low hp they have,they can kill ur jenisary,becouse the distance,and the rate..which are weakness of jenisary?
of course no archer is strong against caverly.
i dont like paladins ,there overexpensive..light caverly are the same efficiency.
as for spearman's and etc,i love alot,very effective vs horseback fighters.
the tuotenic knights are weak against arrows,and monks.there justan infentory-seige unit.
and why should u need 4 caped rams if u have 2 trabuchets?
also enemys pc usally does either of those 2 or both,if its more then 1 player:
1:he builds as much unit,and makes everything croweded.
2:he builds as much units,but more viligers,and spreds hes buildings and units as much as he posibly can.
those tactics are equally silly,since spreded out is too lose,one fighter at each in game distence,of meter ,is eh,to light? its a poor gurila tactics..
and too croweded,is unevolved.



Oh great tactics, so you would rather have weak units but alot of them, fair enough.
What about Strong units, with strong attack but maybe not as much hp but they are quicker to build, I would rather a faster build unit then a slow build one.
Light Cavalry have nothing against the unque units.
And CKN have fast shooting rate yes, but they have low hp, which makes them easier to kill.
Jannissary have way more damage, and more hp, but they have slower shooting ratre, I would chhose Janissary over CKN anyday Anti.
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antipaladin
antipaladin


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of Ooohs and Aaahs
posted August 17, 2006 01:12 PM

how could you? when a jenisary's even comes in ckn range the ckn shoots him,he might need 2 shoots to kill ckn,but he menges 1 shoot,becouse ckn makes 5-4 before he arrives..therefor they are also cheaper=>more=>BETTER.
well if u have weaker armys,u can have more of them,quantity or quality,when 2 are humen and 2 are pc,no need of both

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william
william


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LummoxLewis
posted August 17, 2006 01:16 PM

Quote:
how could you? when a jenisary's even comes in ckn range the ckn shoots him,he might need 2 shoots to kill ckn,but he menges 1 shoot,becouse ckn makes 5-4 before he arrives..therefor they are also cheaper=>more=>BETTER.
well if u have weaker armys,u can have more of them,quantity or quality,when 2 are humen and 2 are pc,no need of both


HAHAHAHA, When a Jannissary comes close to a CKN, it basically kills him with one shot maybe two, whereas the CKN might need 2 or 3 shots to kill him.
What are you saying here?
Jannissary are better than CKN, and they are built quicker, and probably in this case, quality of quantity, although that is just my opinion.
If you go one on one with Jannissary vs CKN, the Jannissary will most likely win.
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antipaladin
antipaladin


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of Ooohs and Aaahs
posted August 17, 2006 01:23 PM

my whole point was,untill the junasry comes to attack the ckn,he allready kills him,dont foget ckn has bigger range.
the fect that ckn are cheaper u getto build 2 ckn vs 1 junisary,so that also evens.

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william
william


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LummoxLewis
posted August 17, 2006 01:27 PM

Quote:
my whole point was,untill the junasry comes to attack the ckn,he allready kills him,dont foget ckn has bigger range.
the fect that ckn are cheaper u getto build 2 ckn vs 1 junisary,so that also evens.


I understand, but the weird thing is that 2 CKN vs 1 Jannissary is not even at all, that tips the favour into CKN hands.
2 CKN would probably have the same damage as 1 Jannissary put together,but with CKN having faster fire rate, then they would be dealing 2 lots of the same damage as Jannissary does, and the Elite Jannissary does about 18 damage I think, and with that much damage coming from CKN, then it would be unfair.
But then 2 Jannissary vs 2 CKN then that would be even.
You cannot make it like that Anti, 2 vs 1 because that is not even, unlike 1 vs 1.
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antipaladin
antipaladin


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of Ooohs and Aaahs
posted August 17, 2006 03:36 PM

u still dont understand
lets say jenisary fires from 30 meters only(for exmp)
the ckn fires from 60 meters, but the jenisary is now located at 90 meters apart,so by the time the jenisary even gets to 30 meters,and fires one shot,that wounds the ckn sirously,the ckn fires 3-2 shoots,that kills the jenisary,having faster fire rate,and more range.im not compering to longbowmen,which are ultimate archers in game.

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Guitarguy
Guitarguy


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Supreme Hero
Rockoon.
posted August 17, 2006 04:48 PM

I guess William never experienced the delight of planting 50 or so Elite Chu-Ko-Nu in the middle of an AI's base and watching the enemy drop like flies. Sometimes I play foolishly and just send the CKN without infantry or calvary support; even then, the CKN have been able to hold their ground for a good amount of time.

I don't really see the point of the CKN versus Janissary discussion. It's always been my belief that any of the Unique Units can be useful under the right circumstances. Of course, it strikes me every time I hear something like "this UU sucks", since my experiences have proven otherwise. In the case of the Janissaries, they are definitely handy in combat situations. If they're well protected, their attack power is well worth it. I'd still favor the CKN over them, though, especially versus enemy infantry and calvary. When you're being rushed, the CKN have a better chance of responding defensively before they get hacked to pieces.

And if I'm not mistaken, aren't CKN much cheaper in gold than gunpowder units? I didn't do the math, but I've kept this at the back of my mind. It's kind of like how I always create a small horde of Light Calvary to harass the enemy (as opposed to making Knights). Light Calvary are easily replaced, but Knights carry a hefty price tag that makes you look worriedly at your supply of gold.

I don't like Deathmatch because it's like having massive wealth at your fingertips to do anything you wish at the beginning. In normal games, it's more sensible to build armies around what the amount of resources you're gaining. There's fun in the aspect of trying to accumilate as many resources as humanly possible, since it adds more purpose to your playing. To start each game with a king's ransom in your pocket becomes dull very quickly for me. There's also a bad side effect attached to Deathmatch: the tendency to build and build and build and then suddenly realize half an hour later that you're out of food or gold. Then it's a scramble to build up your supply and you might be left vulnerable for it.

-Guitarguy
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Gnoll_Mage
Gnoll_Mage


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posted August 24, 2006 10:25 PM

Actually CKNs have more HP and considerably less range than Janissaries. Personally I'd go for the Jans. GG's not quite right in my eyes, saying each has their own moment - I feel some are better than others, some not so good, but most are harder to ascertain and around the middle.

For games against AI, very brief summaries...


Jaguar Warriors are important for Aztecs with no cavalry, and are very good versus infantry. Rating: B

Britons have longbowmen, which are very powerful in large numbers, even against normal archer antagonists, since they have great range. One of my favourites. Rating: A

Cataphracts, I dislike, as they don't offer anything beyond normal cavalry apart from being better against infantry; this all changes however with trample damage. Rating: C

Woad Raiders are quite powerful and, importantly, fast infantry, so they are quite good. Rating: B

CKNs I don't play with so I can't really speak for them, but my impression is average. Rating: B

Throwing Axemen are useless. Rating: D

Huskarls are great infantry if the AI is big on archers, although this doesn't seem to happen much. Rating: A-

Tarkans are very good as negate the need for powerful siege (except possibly for castles), but they are a little weak when not upgraded. Rating: B

Samurai I find little use for as their bonus is somewhat restricted and they don't offer much else. Rating: C

War Wagons are too expensive for what they offer, you just end up with no firepower it seems. Rating: B

Plumed Archers are basically cheap cavalry archers without spearman problems, so there's nothing not to like. Rating: A-

Mangudai offer small bonuses over Cavalry Archers, with a different resource bias. Rating: B-

War Elephants could rule the world, if only they were turbo charged. I once led one in a circle for ages killing it very slowly with about 3 archers. Expensive too, obviously. Rating: A-

Mamelukes: good cav archers, plus no wood cost, which is always good. Rating: B+

Conquistadors: Jans on horses, what more could you ask for? Accuracy, perhaps. Rating: A-

Teutonic Knights are slow put powerful, a scaled down version of the elephant. Good for defence but they'll slow down an attacking force too much for what they're worth. Rating: B

I just like Jans because of the hats (which I put on via a mod) and their powerful attacks. Rating: A

Berserks would be mediocre if it weren't for the fact that they can be churned out 13 to the dozen. Nothing raises the spirits like a long line of them appearing outside a barracks. Rating: A-

As can be seen, most are B-ish, doing a good job against certain types of enemy army, or being better in defence / attack etc. A few (notably the Longbowmen) rise out, and then we have Throwing Axemen. Oh dear.


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william
william


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LummoxLewis
posted June 29, 2007 07:00 AM

Quote:

Jaguar Warriors are important for Aztecs with no cavalry, and are very good versus infantry. Rating: B



Yes, Jaguar Warriors are actually pretty good, as I experienced in the demo version when I first got it, and in the campaign that it had included within it, and I learned they are actually pretty powerful.

Elite Jaguar Warriors are great in packs!

Quote:
Britons have longbowmen, which are very powerful in large numbers, even against normal archer antagonists, since they have great range. One of my favourites. Rating: A


The Britons Longbowmen.

Well they annoyed the hell out of me in the final William Wallace campaign, especially when their castle kept spewing them out, and I had trouble getting my units close to the castle to destroy it.

They are very good indeed, especially in large numbers, they are at times, unstoppable.


Quote:
Cataphracts, I dislike, as they don't offer anything beyond normal cavalry apart from being better against infantry; this all changes however with trample damage. Rating: C


I don't really like these units either, as I hardly use them, and when I do use them, I don't see much changes from them, and normal cavalry.


Quote:
Woad Raiders are quite powerful and, importantly, fast infantry, so they are quite good. Rating: B


Elite Woad Raiders are awesome, and are very powerful, and they are fast.

I would have given them an A.

Quote:
CKNs I don't play with so I can't really speak for them, but my impression is average. Rating: B


Do not use them so much, so I cannot really comment here

Quote:
Throwing Axemen are useless. Rating: D


lol, Totally agree with you, they are useless.

Quote:
Huskarls are great infantry if the AI is big on archers, although this doesn't seem to happen much. Rating: A-


I like fast units, and these are fast, and fast units are able to get archers pretty easily, and this proves useful against the Britons.

Quote:
Tarkans are very good as negate the need for powerful siege (except possibly for castles), but they are a little weak when not upgraded. Rating: B


I agree with you here

Quote:
Samurai I find little use for as their bonus is somewhat restricted and they don't offer much else. Rating: C


I don't think I have ever used these units.

Quote:
War Wagons are too expensive for what they offer, you just end up with no firepower it seems. Rating: B


Used these units, and won't be using them again.

They are useless in my opinion.

I would have given them a rating of a C or a D.

Quote:
Plumed Archers are basically cheap cavalry archers without spearman problems, so there's nothing not to like. Rating: A-


Yeh, agree with you here, except when versing Huskarls they might be in a bit of trouble.

Quote:
Mangudai offer small bonuses over Cavalry Archers, with a different resource bias. Rating: B-


Meh, do not really use these units very much.

Quote:
War Elephants could rule the world, if only they were turbo charged. I once led one in a circle for ages killing it very slowly with about 3 archers. Expensive too, obviously. Rating: A-


War Elephants are really good, as siege units.

They are pretty useless against infantry, I mean, the computer or human opponent will obviously keep running away from you, especially if they are archers, they will just keep moving and shooting you with their arrows, and since the War Elephant is too slow, it will just keep losing health and then eventually dying.

And the cost of them is a problem as well.

I would have rated them a little lower, maybe a C+ or a B, but they are very good as siege units, just not attacking infantry or archers.


Mamelukes: good cav archers, plus no wood cost, which is always good. Rating: B+


No wood cost is good, especially since these are cav archers, and no wood cost is a good thing, as wood is needed to buy most buildings (except stone walls and all that).

Quote:
Conquistadors: Jans on horses, what more could you ask for? Accuracy, perhaps. Rating: A-


Would have rated them as an A+.

They are, in my opinion, the best unit in the game.

They are Jans on horses, so they are faster, have more hitpoints, and they have good range as well.

They are awesome

Quote:
Teutonic Knights are slow put powerful, a scaled down version of the elephant. Good for defence but they'll slow down an attacking force too much for what they're worth. Rating: B


Very strong units, although a bit slow at times.

Quote:
I just like Jans because of the hats (which I put on via a mod) and their powerful attacks. Rating: A

Berserks would be mediocre if it weren't for the fact that they can be churned out 13 to the dozen. Nothing raises the spirits like a long line of them appearing outside a barracks. Rating: A-

As can be seen, most are B-ish, doing a good job against certain types of enemy army, or being better in defence / attack etc. A few (notably the Longbowmen) rise out, and then we have Throwing Axemen. Oh dear.


Jans are awesome units, but sometimes they are a bit too slow, and they do not have as much hitpoints as Cho-Ko-Nu, but they have better range, which is important for ranged units.

Beserks are good units in my opinion

I would agree to most of what you said here, well nearly all.

Throwing axemen suck, in my opinion anyway

Nice review of the Special Units GM



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