Age of Empires II

Published on January 2017 | Categories: Documents | Downloads: 56 | Comments: 0 | Views: 254
of 23
Download PDF   Embed   Report

Comments

Content

Age of Empires II: The Conquerors Expansion: Unique Units FAQ by Andy007 Version 1.2, Last Updated 2002-05-19 View/Download Original File Hosted by GameFAQs Return to Age of Empires II: The Conquerors Expansion (PC) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users.
_ _ _ _ _ _ _ _ _ _ _ / __ // _ _ _/ / _ _ \ / /__/ // / _ _ / _ __ _\ / _ _ // /_/_ // /_ _ _ /_/ /_//_ _ _ _//_ _ _ _ / _ _ _ _ _ _ _ _ / _ _ // _ __ / / /_ _/ // _ _/ /_ _ _ _//_/ _ _ _ \_ _ | | | | | _ _| /_ _ _ _ _ _ _ _ _ _ _ _ _/ | | | | | | | | | | | | | | | |_ _| |_ _ _ _ _ _ _ _\

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ __ / _ _ \ / // _ _ // // __ / / _ _ \ / _ _ _/ / _ __ _\ / /\ /\ // _ _ _// // _/ / _ __ _\ /_ _ / / /_ _ _ / / / / / // / / // /\ \ / /_ _ _ _ _ _/ / /_ _ _ _ //_/ /_/ /_//_/ /__//_/ \_\/_ _ _ _ //_ _ _ _/ + AGE OF EMPIRES II: THE CONQUERORS + _________________________________________ THE GUIDE TO UNIQUE UNITS -by Andy "Andy007" Banh [email protected] -AIM: ultimaweapon2k -Last update: 5-19-02 (v1.2) -Created: 4-27-02 -=AVAILABLE AT=http://www.gamefaqs.com This guide is not to be hosted on a site without my consent by email. Please e-mail me at [email protected] if you would like to use it on your site. DO NOT in any way modify the contents this guide, for only I can do that. Enjoy!!! ++++++++++++++++ CONTENTS ++++++++++++++++ I. UNIQUE UNITS A. Archers B. Cavalry C. Infantry D. Monks E. Ships F. Siege

II.

MISCALLENEOUS INFO

========================================================================= U N I Q U E * U N I T S ========================================================================= ------------------------------------------------------------------------| U S I N G -- T H I S -- G U I D E : | |=========================================================================| |Example: | | | |--------------------| |(((( (A.) Unit )))) | |--------------------| | | | (B.) During Medieval times... | | | | ---------------------------------------------------------------------- | | |(C.) NAME |(D.) HP |(E.) ATK |(F.) A/PA |(G.) RANGE |(H.) COST || | ---------------------------------------------------------------------- | |-UNIQUE ATTRIBUTE:(I.) | |-WEAKNESSES:(J.) | |-ATTACK BONUS:(K.) | |-PROS:(L.) | |-CONS:(M.) | |-STRONG AGAINST:(N.) | |-UPGRADES:(O.) | |-BLACKSMITH:(P.) | | | | (Q.) This unit is fairly good... | | | | ------------------------------------------------------------------------| | {R.}"[email protected]" has an effective strategy in using this unit... | | ------------------------------------------------------------------------| | | |-------------------------------------------------------------------------| ============--------------------------------------------------------------| KEY: | ============--------------------------------------------------------------| A.(UNIT) - The unit's name, and what civilization has it. | B.(BACKGROUND INFO) - Historical background on the unit, derived from the | official AOK and TC manuals. | C.(NAME) - The unit's name, as it appears in the game. | D.(HP) - The total hit points of the unit. | E.(ATK) - The base amount damage of the unit, how much it can damage. | F.(A/PA) - The base Armor of the unit, high Armor reduces damage from | normal enemy attacks. | The base Pierce Armor of the unit, high PA reduces damage from | arrows. | G.(RANGE) - The base range of a ranged unit. The longer the range, the | farther it can attack from, one tile in the game is one | range. | H.(COST) - The base cost of the unit. | I.(UNIQUE ATTRIBUTE) - The specialty of the unit, making it unique. | J.(WEAKNESSES) - What the unit is weak against, based on other units. | K.(ATTACK BONUS) - Extra damage done against certain unit(s). | L.(PROS) - Good qualities about the unit. | M.(CONS) - Bad qualities or weaknesses about the unit. |

N.(STRONG AGAINST) - What the unit dominates against. | O.(UPGRADES) - Techs that boost the quality or abilities of the unit. | P.(BLACKSMITH) - Techs at the Blacksmith that will boost the Attack/Armor | of the unit. | Q.(ANALYSIS) - Is the unit worth building or not? | R.(CONTRIBUTED STRATEGY) - Strategies and tactics contributed by gamers | for that unit. (I am no way responsible for | the content, if there are problems with it, | e-mail the contributor.) | ----------------------------------------------------------------------------------------------------========+ ARCHERS +========= -------------------------------------------------(((( CHO-KU-NU )))) -- CHINESE ----------------------The crossbow was invented in China in ancinet times and the chu ko nu was an improved crossbow invented there during European Middle Ages. The chu ko nu was something like a semi-automatic crossbow. It was fitted with a magazine of bolts. When the operator pulled back the bowstring, a new bolt was automatically loaded. When the bowstring reached its limit, the weapon fired automatically. The operator pulled back as quickly as he could to maintain a rapid fire. The weaknesses of the weapon were a short range and weaker power compared to larger single-shot crossbows. -----------------------------------------------------------------------|NAME | HP | ATTACK | A/PA | Range | Cost | |------------------------|------|---------|-------|-------|--------------| |Cho-Ko-Nu | 45 | 6 | 0/0 | 4 | 40 W, 35 G | |------------------------|------|---------|-------|-------|--------------| |Elite Cho-ko-Nu | 50 | 8 | 0/0 | 4 | 40 W, 35 G | ------------------------------------------------------------------------UNIQUE ATTRIBUTE: Rapid firing arrows, with a pause in between a few fired shots in a row. -WEAKNESSES: Mangonels, Bombard Cannons, Longbowmen, Woad Raiders, Huskarls, Eagle Warriors -ATTACK BONUS: nothing -PROS: Attack damage -CONS: Range -STRONG AGAINST: Swordsmen, Pikemen, slow units, Camels -UPGRADES: Ballistics (Better accuracy and faster firing rate) -University Thumb Ring (100% accuracy) -- Archery Range Chemistry (+1 Attack) -- University Rocketry (+2 Attack) -- Imperial Age(at Castle) Elite Cho Ku Nu (950 F, 950 G) -- Imperial Age(at Castle) -BLACKSMITH: Fletching(+1 Attack, +1 Range) -- Feudal Age Bodkin Arrow(+1 Attack, +1 Range) -- Castle Age Bracer(+1 Attack, +1 Range) -- Imperial Age Padded Archer Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Leather Archer Armor(+1 Armor/+1 Pierce Armor) -- Castle Age

Ring Archer Armor(+2 Armor/+2 Pierce Armor) -- Imperial Age The Cho Ku Nu are good supporting units for a group of cavalry, so Mangonels and Onagers don't completely decimate them. They can take out Infantry exceptionally well(except for Huskarls and Woad Raiders). But the lack of range makes them less efficient on killing enemies before they reach. Even with their high archer HP, Longbows destroy them from range. --------------------(((( JANISSARY )))) ---------------------- TURKS

Some of the best units in the Turkish armies were the janissaries. These men were slaves captured as children and raised under Islam to be fanatical warriors. They wore white headgear and marched into battle accompanied by music. They fought on foot with a variety of weapons, including early firearms when these weapons reached the Middle East. The military was their entire life and they took great pride in their ability. They led the successful assault into Constantinople and the unsuccessful Turkish attacks against Malta and Vienna. -------------------------------------------------------------------------| NAME | HP | ATK | A/PA | Range | Cost | |-----------------------|------|-------|-------|--------|-----------------| | Janissary | 35 | 17 | 1/0 | 8 | 60 F, 55 G | |-----------------------|------|-------|-------|--------|-----------------| | Elite Janissary | 40 | 22 | 2/0 | 8 | 60 F, 55 G | --------------------------------------------------------------------------UNIQUE ATTRIBUTE: Stronger than Hand Cannoneer -WEAKNESSES: Mangonels, Longbowmen, Paladins -ATTACK BONUS: Infantry -PROS: Strong Attack -CONS: Slow attack rate. -STRONG AGAINST: Infantry, Camel, Slow Units -UPGRADES: Ballistics (Better accuracy and faster firing rate) -University Thumb Ring (100% accuracy) -- Archery Rang Elite Janissary (850 F, 750 G) -- Imperial Age (at Castle) -BLACKSMITH: Padded Archer Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Leather Archer Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Ring Archer Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Although they are stronger than Conquistadors with damage, Janissaries aren't so strong when it comes to HP and armor. They'll fall quickly to Onagers or masses of scorpions. Paladins are also effective. But since they are effective in masses, no infantry will be able to touch them. ---------------------(((( LONGBOWMEN )))) -- BRITONS ---------------------The longbow was very tall, 5 or 6 feet long, and crafted from a single piece of wood, commonly yew. It fired 3-foot-long arrows at a great range and, in the hands of an expert, could be extremely accurate. Edward I (Longshanks) of England grasped the value of this weapon and the English thereafter employed large contingents of longbowmen in their Middle Age

armies. All sports other than archery were banned on Sundays in Britain to ensure that archers practiced. The long bow was used effectively in longe-range barrages against massed troops, firing thin pointed arrows called bodkins that could pierce armor. Arrows were fired simultaneously by thousands of archers and aimed at a distant area rather than a specific target. Enemy troops within the area were forced to receive the barrage with no cover but their armor and shields. The barrage caused casualties and reduced enemy morale. The most famoius examples of this tactic were the great English victories at Crecy, Poitiers, and Agincourt during the Hundred Years War. French knights recalled with horror the awful sound of thousands of arrows in flight and the sky turning dark from their shafts. -----------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |---------------------|-------|------|-------|--------|------------------| | Longbowman | 35 | 6 | 0/0 | 5 | 35 W, 40 G | |---------------------|-------|------|-------|--------|------------------| | Elite Longbowman | 40 | 7 | 0/0 | 6 | 35 W, 50 G | ------------------------------------------------------------------------UNIQUE ATTRIBUTE: Long range -WEAKNESSES: Mangonels, Huskarls, Paladins, Woad Raiders, Eagle Warriors -ATTACK BONUS: nothing -PROS: Range -CONS: Low HP, Slow fire rate -STRONG AGAINST: Swordsmen, Pikemen, slow units, Camels -UPGRADES: Ballistics (Better accuracy and faster firing rate) -University Chemistry (+1 Attack) -- University Elite Longbowmen (850 F, 950 G) -- Imperial Age(at Castle) Yeomen (+1 Range) -BLACKSMITH: Fletching(+1 Attack, +1 Range) -- Feudal Age Bodkin Arrow(+1 Attack, +1 Range) -- Castle Age Bracer(+1 Attack, +1 Range) -- Imperial Age Padded Archer Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Leather Archer Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Ring Archer Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Longbows are great at range, possibly the one of the most useful ranged units in the game. Although their attack is mediocre, their range allows them to destroy masses of enemies before they can reach. However, longbows fire at a slow rate, and are very vulnerable when enemies reach them. Longbows are not strong enough to survive the hits of siege weapons, thus they must be backed up. -------------------(((( MANGUDAI )))) -- MONGOLS -------------------The Mongols were united by Genghis Khan, who took them off on a campaign of conquest that reached from the Pacific to the Mediterranean to Central Europe. The Mongols were superb horsemen and each warrior kept a stable of ponies so that fresh mounts were always available. The strength of the Mongol armies was the horse archer firing a composite bow from the saddle. The best of these archers, called the mangudai, used great tactics to catch enemies at a disadvantage. They used feints and traps to wear out enemy cavalry and shoot it to pieces. Slower troops could be shot to pieces at range with little risk. Enemy armies were exhausted and shattered without

ever coming to grips with the elusive mangudai. The main weakness of the Mongol army was that only great leaders could keep it together. When the great Khan or later leaders died, the army dissolved into factions bickering for primacy. -------------------------------------------------------------------------| NAME | HP | ATK | A/PA | Range | Cost | |---------------------|-------|-------|--------|---------|----------------| | Mangudai | 60 | 6 | 0/0 | 4 | 55 W, 65 G | |---------------------|-------|-------|--------|---------|----------------| | Elite Mangudai | 60 | 8 | 1/0 | 4 | 55 W, 65 G | --------------------------------------------------------------------------UNIQUE ATTRIBUTE: Fast firing Cavalry Archer -WEAKNESSES: Mamelukes, Camels, Paladins, Spearmen, Huskarl, Woad Raiders, Onagers -ATTACK BONUS: Siege weapons -PROS: Fast Attack and Attack damage -CONS: Range and Armor -STRONG AGAINST: Siege, Monks, Infantry -UPGRADES: Ballistics (Better accuracy and faster firing rate) -University Thumb Ring (100% accuracy) -- Archery Range Parthian Tactics (+2A/+2PA) -- Archery Range Chemistry (+1 Attack) -- University Husbandry (+10% Speed) -- Stable Bloodlines (+20 HP) -- Stable Elite Mangudai (1100 F, 675 G) -- Imperial Age(at Castle) -BLACKSMITH: Fletching(+1 Attack, +1 Range) -- Feudal Age Bodkin Arrow(+1 Attack, +1 Range) -- Castle Age Bracer(+1 Attack, +1 Range) -- Imperial Age Padded Archer Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Leather Archer Armor(+1 Armor/+1 Pierce Armor) -- Castle Age The mangudai is a versatile and mobile. With its attack bonus against siege, it makes them almost unstoppable. Yet Mangudai mixed in with hordes of Paladins and Siege will destroy almost anything. Masses of Mangudai are useful to pick off infantry and isolated siege. Mangudai are able to hold off a lot of enemies, but when siege overpowers them, they have no chance. Mangudai are the best at hit-and-run tactics. ------------------------(((( PLUMED ARCHER )))) -------------------------- MAYANS

The natives of Central America had developed the bow and used it in combat. Their bow technology was not far advanced, in comparison to the Asian composite bow or English longbow. Archers could be ordered to wound when capture of enemies was more important than killing. Like all other Mayan warriors, archers wore distinctive costumes so commanders could distinguish their troops and place the right group where needed. The status of archers was low in comparison to other warrior ranks, so men of lower standing and skill entered their ranks. men of status and ambition joined the ranks of the Eagle Warrior where they could have the opportunity to take captives.

The better skilled and experienced bowmen became Elite Plumed Archers. They were especially important when absolute victory was required because they had the ability to kill enemies quickly and break enemy army morale under a barrage of well-aimed arrows. -----------------------------------------------------------------------| NAME | HP | ATK | A/PA | Range | Cost | |--------------------|-------|-------|--------|---------|----------------| | Plumed Archer | 50 | 5 | 0/1 | 4 | 46 W, 46 G | |--------------------|-------|-------|--------|---------|----------------| | Elite Plumed Archer| 65 | 5 | 0/2 | 5 | 46 W, 46 G | ------------------------------------------------------------------------UNIQUE ATTRIBUTE: Fast speed (foot archer) -WEAKNESSES: Onagers, Woad Raiders, Huskarls, Eagle Warriors, Paladins -ATTACK BONUS: nothing -PROS: Speed -CONS: Attack and range -STRONG AGAINST: Swordsmen, Pikemen, slow units, Camels, Archers -UPGRADES: Ballistics (Better accuracy and faster firing rate) -University Thumb Ring (100% accuracy) -- Archery Range Chemistry (+1 Attack) -- University Elite Plumed Archer(500 F, 1000 W) -- Imperial Age(at Castle) -BLACKSMITH: Fletching(+1 Attack, +1 Range) -- Feudal Age Bodkin Arrow(+1 Attack, +1 Range) -- Castle Age Bracer(+1 Attack, +1 Range) -- Imperial Age Padded Archer Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Leather Archer Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Ring Archer Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Plumed Archers are a convenient way of handling infantry, at a low cost. Although they are cheap, these archers are weak in attack, with very short range. The good point though, is that their HP is high as well as their Pierce Armor, thus making them strong against enemy archers. With their fast foot speed, they can outrun Infantry, but Cavalry becomes a problem for these archers. Even though they can avoid Onager shots, they won't avoid a devastating charge of Huskarls or Paladins. --------------------(((( WAR WAGON )))) ---------------------- KOREANS

The Korean kingdom of Koryo was often under attack from all sides by China, by barbarian civilizations to the north like the Mongols, and by sea raiders. To survive, they needed a strong military. We have hints from scant records that the Koryo were innovative warriors, perhaps being the first to use rockets in combat and carriages of some type. Trains of these wagons could be arranged into temporary fortifications in open areas, providing a mobile, yet substantial, defensive position against mounted enemies. So became the war wagon, a classic chariot with scythed blades and mobile forts from which archers could fire with some protection. ------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |----------------------|-------|-------|-------|--------|-----------------| | War Wagon | 150 | 9 | 0/3 | 5 | 80 W, 60 G | |----------------------|-------|-------|-------|--------|-----------------| | Elite War Wagon | 200 | 9 | 0/4 | 6 | 80 W, 60 G |

-------------------------------------------------------------------------UNIQUE ATTRIBUTE: Armored Cavalry Archer -WEAKNESSES: Onagers, Woad Raiders, Huskarls, Eagle Warriors, Paladins, Camels, Mamelukes, Pikemen -ATTACK BONUS: nothing -PROS: High Pierce Armor -CONS: Consumes too much space. -STRONG AGAINST: Swordsmen, slow units, Archers -UPGRADES: Ballistics (Better accuracy and faster firing rate) -University Thumb Ring (100% accuracy) -- Archery Range Chemistry (+1 Attack) -- University Husbandry (+10% Speed) -- Stable Elite War Wagon(1000 W, 800 G) -- Imperial Age(at Castle) -BLACKSMITH: Fletching(+1 Attack, +1 Range) -- Feudal Age Bodkin Arrow(+1 Attack, +1 Range) -- Castle Age Bracer(+1 Attack, +1 Range) -- Imperial Age Padded Archer Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Leather Archer Armor(+1 Armor/+1 Pierce Armor) -- Castle Age War Wagons are quite the powerful archers. With high pierce armor and HP, they can survive the hits of Onagers, archers, castles, and even Paladins. However, since they take up so much space, it makes them harder to use and maintain. Their slow firing rate lets units hit them twice before getting off another shot. -------------------------------------==============+ CAVALRY +============= ----------------------------------------------------------(((( CATAPHRACT )))) -- BYZANTINES ---------------------The Byzantine army carried on many of the military traditions of the old Roman Empire into the Middle Ages. This was a professional force that was well trained and well led. Officers studied tactics and command. The army was organized into formal units that maintained their own traditions for centuries. The best units in the Byzantine army were partially armored cavalrymen called cataphracts. They fought with several weapons, including the bow and sword. With plains to the east and north of their empire, the cataphract was ideally suited for combat against unarmored cavalry of their enemies. The Byzantine army went into decline partially because it lost the plains of Asia Minor from which it had drawn both horses and cavalrymen for service as cataphracts. -------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |--------------------|--------|--------|----------|----------|------------| | Cataphract | 110 | 9 | 2/1 | 0 | 70 F, 75 G | |--------------------|--------|--------|----------|----------|------------| | Elite Cataphract | 150 | 12 | 2/1 | 0 | 70 F, 75 G | --------------------------------------------------------------------------UNIQUE ATTRIBUTE: Trample damage -WEAKNESSES: Paladins, Mameluke, War Elephants

-ATTACK BONUS: Infantry -PROS: Trample damage, no true counter against Cataphracts -CONS: Costly -STRONG AGAINST: Swordsmen, Foot Archers, Monks, Siege -UPGRADES: Husbandry (+10% Speed) -- Stable Elite Cataphract(1600 F, 800 G) -- Imperial Age(at Logistica (Trample Damage tech) -- Imperial Age(at -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Scale Barding Armor(+1 Armor/+1 Pierce Armor) -Chain Barding Armor(+1 Armor/+1 Pierce Armor) -Plate Barding Armor(+1 Armor/+2 Pierce Armor) --

Castle) Castle) Feudal Age Castle Age Imperial Age

Cataphracts are the ultimate Byzantine answer against numerous units, it is one of the best overall units in the game. The cost of them for upgrades is hard to maintain, and they are way too valuable to lose, since their cost to produce is also expensive. Groups of Cataphracts can annihilate swarms of infantry quickly, and even a line of Halberdiers. Because they have no true weakness, this makes them dominate in battles. -----------------------(((( CONQUISTADOR )))) -- SPANISH -----------------------Spanish adventurers who set off to conquer the New World became known as Conquistadors. These men were an assortment of disposed sons of the nobility and soldiers of fortune looking for adventure and loot. Most were soldiers without employment. They arrived in the New World with a great technical advantage in weapons over the natives who could not stand up to steel swords, firearms, and mounted lancers. The horse was particularly terrifying to the first natives who encountered it. Mounted men were thought to be some sort of new creature, half man and half four-legged beast. Thanks to the spread of European diseases before them and advantageous use of native allies on occasion, ridiculously small armies of Conquistadores conquered with relative ease the two great American civilizations, the Aztecs and the Incas. Within the ranks of the European adventurers who invaded the New World there were soldiers of superior ability and determination who became Elite Conquistadors. These were the men who lead the charges against seemingly insurmountable odds and triumphed due to their superior weapons and grim resolve. -----------------------------------------------------------------------|NAME | HP | ATK | A/PA | Range | Cost | |------------------------|------|-------|-------|-------|----------------| |Conquistador | 55 | 16 | 2/2 | 6 | 60 F, 75 G | |------------------------|------|-------|-------|-------|----------------| |Elite Conquistador | 70 | 17 | 2/2 | 7 | 60 F, 75 G | ------------------------------------------------------------------------UNIQUE ATTRIBUTE: Mounted Cannoneer, with fast speed. -WEAKNESSES: Mangonels, Camels, Mameluke, Paladins -ATTACK BONUS: Infantry -PROS: High HP, high attack, high armor -CONS: Slow attack rate -STRONG AGAINST: Infantry,e Archers, slow units -UPGRADES: Ballistics (Better Accuracy, faster firing rate) -- University Bloodlines (+20 Cavalry HP) -- Stable

Husbandry (+10% Cavalry Speed) -- Stable Elite Conquistador (1200 F, 600 G) -- Imperial Age(at Castle) -BLACKSMITH: Padded Archer Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Leather Archer Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Ring Archer Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Conquistadors pack devastating blows in groups, annihilating anything coming towards it. With an attack bonus against Infantry, it is hard for Pikes to get close. But their slow firing rate is a flaw, which faster and stronger units can get hits off of them before they can shoot. Archers have almost twice the firing rate of conquistadores. These units are tough, costly, but valuable. -------------------(((( MAMELUKE )))) --------------------- SARACENS

The mamelukes were slaves trained as warriors by various Arab leaders, partially because early believers in Islam would not fight each other. Slave warriors got around this ban. The mamelukes were well trained and highly motivated. A mameluke army from Egypt won a rare victory against the Mongols in Syria, turning these barbarian horsemen back from the Nile and North Africa. In time the mamelukes rose up against their Arab rulers and took control themselves. When Napoleon invaded Egypt in the eighteenth century, he defeated a mameluke army at the Battle of Pyramids. ------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |-------------------|--------|---------|--------|---------|---------------| | Mameluke | 65 | 7 | 0/0 | 3 | 55 F, 85 G | |-------------------|--------|---------|--------|---------|---------------| | Elite Mameluke | 80 | 8 | 1/0 | 3 | 55 F, 85 G | -------------------------------------------------------------------------UNIQUE ATTRIBUTE: Melee Cavalry Unit -WEAKNESSES: Archers, Hand Cannoneers, Onagers, Scorpions, Camels -ATTACK BONUS: All Cavalry -PROS: Counters tough cavalry units -CONS: Cost and Attack -STRONG AGAINST: All Cavalry -UPGRADES: Husbandry (+10% Speed) -- Stable Bloodlines(+20 HP) -- Stable Zealotry(+30 HP) -- Imperial Age(at Castle) Elite Mameluke(1000 W, 800 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Barding Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Barding Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Plate Barding Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Mameluke are one of the most effectively used units in the game. They counter any cavalry, destroying them in a matter of seconds. Mameluke are the ultimate answer against War Elephants and Paladins, and there also seems to be no counter against Mamelukes. But their poor armor and HP keeps them at bay, at risk if they get hit by a shot of an Onager. The range of Mamelukes also makes them sufficient, to destroying lines of Infantry and Cavalry. They make mincemeat out of Paladins.

-----------------(((( TARKAN )))) ------------------

--

HUNS

The use of the stirrup by the Huns gave them a technological advantage against other armies when they advanced toward the west in the 3rd century. They could set themselves in their stirrups and charge into a target with a lance. The impact of a lance point transferred the force of the combined moving man and horse, thanks to the stirrup. With rare exceptions (notably Alexander's Companion cavalry) horsemen prior to this had rarely been effective with a lance or spear. The appearance of thousands of barbarian cavalry using spears so effectively forced dramatic change in warfare at the end of antiquity. The Roman legions were forced to put more emphasis on cavalry in support of their legions and eventually hire barbarian horsemen as mercenaries. Heroes of Hunnic, and Mongolian, armies were known as Tarkans. The best of the Hunnic light horsemen were Elite Tarkan warriors. They rode hard, hit with surprise, and could withdraw as quickly if the situation was not advantageous. The mobility of the Elite Tarkan warriors made them devastating radiers, but their light cavalry status put them at disadvantage against heavily armored horsemen in close combat. -------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |--------------------|------|-------|-------|--------|--------------------| | Tarkan | 90 | 7 | 1/2 | 0 | 60 F, 60 G | |--------------------|------|-------|-------|--------|--------------------| | Elite Tarkan | 150 | 11 | 1/3 | 0 | 60 F, 60 G | --------------------------------------------------------------------------UNIQUE ATTRIBUTE: None -WEAKNESSES: Paladins, Camels, Mameluke, Pikemen -ATTACK BONUS: Buildings -PROS: High HP, High Pierce Armor -CONS: N/A -STRONG AGAINST: Foot Archers, Siege, Buildings -UPGRADES: Husbandry (+10% Speed) -- Stable Bloodlines(+20 HP) -- Stable Elite Tarkan(1600 F, 800 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack Scale Barding Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Barding Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Plate Barding Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age The Tarkan is an excellent unit rushing your enemies. As your Paladins destroy units, Tarkans will raze buildings quickly, they can even destroy take down Castles. The only thing with Tarkans is that they are only useful overall in razing towns. Tarkans don't have any attack bonuses against specific units.

-----------------------(((( WAR ELEPHANT )))) ------------------------

-- PERSIANS

The last civilization in the Middle East to employ war elephants was Persia, who got their elephants from India. The war elephant was a powerful complement to an army, especially against troops with no experience against them. They were very difficult to kill, but remained difficult to control also. If they could be directed into an enemy formation, the enemy troops always fell back in disarray. -------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |--------------------|------|-------|---------|--------|------------------| | War Elephant | 450 | 15 | 1/2 | 0 | 200 F, 75 G | |--------------------|------|-------|---------|--------|------------------| | Elite War Elephant | 600 | 17 | 1/3 | 0 | 200 F, 75 G | --------------------------------------------------------------------------UNIQUE ATTRIBUTE: Trample Damage -WEAKNESSES: Camels, Mameluke, Pikemen, Monks -ATTACK BONUS: Buildings -PROS: High HP, high attack -CONS: Costly -STRONG AGAINST: Buildings, foot archers, swordsmen -UPGRADES: Husbandry (+10% Speed) -- Stable Bloodlines(+20 HP) -- Stable Mahouts(+30% Speed) -- Imperial Age(at Castle) Elite War Elephant(1600 F, 800 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Barding Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Barding Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Plate Barding Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age War Elephants are slow moving units, making them vulnerable to conversion or hits. But, since they have such high HP, it makes masses of elephants unstoppable. Archers have a tough time in taking out hordes of elephants, as well as all other units. Halberdier are the answer, since they are cheap and have a major attack bonus versus elephants. Elephants are great in invading towns, for anyone who does not know how to counter elephants is dead. ------------------------------------------=============+ INFANTRY +================== -------------------------------------------------------------(((( BESERKER )))) --------------------- VIKINGS

Late in the eighth century Viking sea raiders from Scandinavia appeared suddenly in Northern Europe. They raided and plundered costal communities for the next 150 years. Most of the progress made by Charlemagne in uniting Northern Europe and beginning a rebirth of

civilization was erased by the turmoil they caused. The Vikings were known for their great seamanship and ferocity in battle. Witnesses claimed that Viking warriors would occasionally go "beserk" and attack with nearly inhuman zeal, oblivious to all danger. Such behavior was terrifying to behold and very difficult to withstand. The ability to go mad with battle lust was a powerful attribute during a period of widespread superstition. ---------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |----------------|-------|--------|--------|---------|-----------------| | Beserker | 48 | 9 | 0/0 | 0 | 65 F, 25 G | |----------------|-------|--------|--------|---------|-----------------| | Elite Beserker | 60 | 14 | 2/0 | 0 | 65 F, 25 G | ----------------------------------------------------------------------UNIQUE ATTRIBUTE: Slowly regenerates HP -WEAKNESSES: Cataphracts, Archers, Hand cannoneers -ATTACK BONUS: Buildings -PROS: High attack, regeneration of HP -CONS: Slow regeneration of HP, lack of pierce armor -STRONG AGAINST: Other infantry, skirmishers, buildings -UPGRADES: Tracking(+2 LOS) -- Barracks Squires(+10% Speed) -- Barracks Beserkergang(faster regeneration speed) -- Imperial Age(at Castle) Elite Beserker(1300 F, 550 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Mail Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Mail Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Plate Mail Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Beserkers are one of the strong types of infantry. They have high attack, cost little, thus are good to swarm with along with other units. The problem with Beserks is that their regeneration is much too slow, and acquiring damage from multiple units is too much for them to recover from, they cannot regenerate that quick. ------------------(((( HUSKARL )))) -------------------- GOTHS

Within the Germanic tribes that overran the Western Roman Empire and brought in the Dark Ages, including the Goths, tribal leaders kept a personal retinue of warriors known as huskarls. These men served their chiefs fanatically in return for a large share in any plunder the tribe could grab. Huskarls trained for battle continuously and had few other duties. A chief had to be successful in acquiring plunder, however, or risk being removed or abandoned. As the Dark Ages progressed, huskarls were absorbed into the feudal system as vassals of lords. They remained a lord's or king's personal fighting force but often became responsible for their own support on lands given to them by their chief. This system replaced much of the sharing of plunder. ------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |-------------------|------|-------|-------|--------|---------------------| | Huskarl | 60 | 10 | 0/6 | 0 | 80 F, 40 G | |-------------------|------|-------|-------|--------|---------------------|

| Elite Huskarl | 70 | 12 | 0/8 | 0 | 80 F, 40 G | -------------------------------------------------------------------------UNIQUE ATTRIBUTE: None -WEAKNESSES: Other Infantry, Cavalry, Hand Cannoneers -ATTACK BONUS: Buildings, Archers -PROS: High pierce armor -CONS: Poor armor -STRONG AGAINST: Archers, buildings -UPGRADES: Tracking(+2 LOS) -- Barracks Squires(+10% Speed) -- Barracks Elite Huskarl(1200 F, 550 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Mail Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Mail Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Huskarls are like thick armored infantry walking with a bunch of arrows stuck in them. They can withstand showers of arrows, and tear up archers easily. Their high attack and pierce armor makes it easy for them to destroy Watch towers, Castles, and a group of archers. But unfortunately they lose against all other infantry because of their lack of sufficient armor. Since the Goths have the Perfusion tech, you can produce masses of these guys in minutes. -------------------------(((( JAGUAR WARRIOR )))) --------------------------- AZTECS

Antoher rank of Aztec fighter was the Jaguar Warrior, who was more heavily armed and armored than the Eagle Warrior. Their role was probably to be the heavy infantry of the army and to engage the enemy main body. They likely had the advantage in combat against lighter troops that were caught off-guard or foolish enough to engage the heavier Jaguar Warrior. These warriors wore jaguar headpieces and clothing that represented jaguar fur. The jaguar was chosen as the totem for warriors because it was the fiercest predator in the Central American jungles. In combat, they used an obsidian-bladed sword known as a macana. Although it lacked the penetration power of steel weapons, the macana was able to keep a razorsharp edge. The best of the Jaguar Warriors were promoted to Elite status. These were veterans of demonstrated skill who carried the best weapons and were the best fighting soldiers available. -------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |------------------------|------|------|-------|--------|------------------| | Jaguar Warrior | 50 | 10 | 1/0 | 0 | 60 F, 30 G | |------------------------|------|------|-------|--------|------------------|

| Elite Jaguar Warrior | 75 | 12 | 2/0 | 0 | 60 F, 30 G | --------------------------------------------------------------------------UNIQUE ATTRIBUTE: None -WEAKNESSES: Cataphracts, Archers, Hand Cannoneers, Cavalry -ATTACK BONUS: Infantry -PROS: High Attack -CONS: Lack of pierce armor -STRONG AGAINST: Other Infantry -UPGRADES: Tracking(+2 LOS) -- Barracks Squires(+10% Speed) -- Barracks Garland Wars(+4 Attack) -- Imperial Age(at Castle) Elite Jaguar Warrior(1000 F, 500 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Mail Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Mail Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Plate Mail Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Jaguar Warriors are awesome against destroying enemy infantry, they can decimate groups of Champions or Pikes for you or your allies. Questionably, the only other infantry that seems to beat the Jaguar Warrior is the Teutonic Knight. Jaguar Warriors have high armor, but lack of pierce armor, they are very vulnerable to castle arrows. ------------------(((( SAMURAI )))) -------------------- JAPANESE

When knights were coming into dominance as lords and warriors in Europe, a similar social and military change was taking place simultaneously in Japan. A weak central government and a scramble for control of land gave rise in Japan to a local military ruling class called the samurai. These men of noble birth trained continuously in the military arts, as well as various cultural arts. They put great emphasis on honor and tradition, as did European knights with the code of chivalry. Samurai fought with a variety of weapons, including the bow and their unique curved swords made of the strongest steel. They sought out high-ranking enemies on the battlefield for personal duels and were trained to seek death in battle to increase their aggression and avoid hesitancy. ---------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |-------------------|------|------|-------|--------|-------------------| | Samurai | 60 | 8 | 1/1 | 0 | 60 F, 30 G | |-------------------|------|------|-------|--------|-------------------| | Elite Samurai | 80 | 12 | 1/1 | 0 | 60 F, 30 G | ----------------------------------------------------------------------UNIQUE ATTRIBUTE: None -WEAKNESSES: Archers, Cavalry, Hand Cannoneers -ATTACK BONUS: other Unique Units -PROS: Attack bonus vs. Unique units -CONS: Weak overall -STRONG AGAINST: Other infantry, unique units, buildings

-UPGRADES: Tracking(+2 LOS) -- Barracks Squires(+10% Speed) -- Barracks Elite Samurai (950 F, 875 G) -- Imperial Age(at -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Mail Armor(+1 Armor/+1 Pierce Armor) -Chain Mail Armor(+1 Armor/+1 Pierce Armor) -Plate Mail Armor(+1 Armor/+2 Pierce Armor) --

Castle)

Feudal Age Castle Age Imperial Age

Although Samurai are exceptionally strong against other civ unique units, they have many weaknesses and downfalls. First, they cannot stand through a shower of arrows. Samurai must be supported by Trebuchets if they go attacking towns. Masses of Samurai are easily disposed of by ranged units. Their attack bonus against unique units is helpful, but it isn't probable that your enemy will ONLY use their unique unit. It's likely they will have support units, or something to counter Samurai. --------------------------(((( TEUTONIC KNIGHT )))) ---------------------------- TEUTONS

At the height of the Christian Crusades into the Holy Land, German crusaders formed an order of warrior monks called the Teutonic Knights. This order gave up crusading in the Eastern Mediterranean and turned its attention to Eastern Europe. Through conquest they brought Christianity to the Baltic region and forests of what became Prussia. They built castles from which they could control the surrounding countryside. The Teutonic Knights were committed warriors who carved out an empire that lasted into the twentieth century. ----------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |-----------------------|-----|------|-------|--------|-----------------| | Teutonic Knight | 70 | 12 | 5/2 | 0 | 85 F, 40 G | |-----------------------|-----|------|-------|--------|-----------------| | Elite Teutonic Knight | 100 | 17 | 10/2 | 0 | 85 F, 40 G | -----------------------------------------------------------------------UNIQUE ATTRIBUTE: None -WEAKNESSES: Hand Cannoneers, Cataphracts, Onagers, Scorpions -ATTACK BONUS: Buildings -PROS: High Attack and Normal Armor -CONS: Speed -STRONG AGAINST: Paladins, Infantry, Buildings -UPGRADES: Tracking(+2 LOS) -- Barracks Squires(+10% Speed) -- Barracks Elite Teutonic Knight (1200 F, 600 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Mail Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Mail Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Plate Mail Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Teutonic Knights are basically tanks to take out any melee unit. With their high armor, they can take on any melee unit without taking too much harm. The upgrade from normal to elite is a big jump, and very well worth it. Yes, they are one of the few units that kill Paladins. Teutonic Knights have the highest attack of any Infantry unit in the game, but they are one of the slowest units at the same time, which makes controlling them a big, big, hassle. This makes them vulnerable targets

to the blasts of Hand Cannoneers, or a spray of rocks from Mangonels and Onagers. Teutonic Knights also make easy conversions for enemy monks. So thus like any other unit, you must have support with all types of units. Teutonic Knights are one of the best units in raiding buildings. --------------------------(((( THROWING AXEMAN )))) ---------------------------- FRANKS

The Franks took their name from the axe that was their preferred weapon in ancient times. They continued to use the axe into the Dark Ages and their warriors were especially noted for their ability to throw this axe in battle. The axe was well balanced and could be hurled a good distance by a strong man. Franks carried several axes into battle, holding on to one for hand-to-hand combat. As they advanced they could pick up axes thrown previously to replenish their supply of missiles. Throwing axemen were especially good against light troops wearing little armor. Carrying axes was also useful for dismantling fortifications. ----------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |-----------------------|-----|------|-------|--------|-----------------| | Throwing Axeman | 50 | 7 | 0/0 | 3 | 55 F, 25 G | |-----------------------|-----|------|-------|--------|-----------------| | Elite Throwing Axeman | 60 | 8 | 1/0 | 4 | 55 F, 25 G | -----------------------------------------------------------------------UNIQUE ATTRIBUTE: Ranged infantry -WEAKNESSES: Archers, Cavalry, Hand Cannoneers, Onagers, Scorpions -ATTACK BONUS: Buildings -PROS: Range -CONS: Slow, lack of armor and high attack. -STRONG AGAINST: Buildings, Skirmishers -UPGRADES: Tracking(+2 LOS) -- Barracks Bearded Axe(+1 Range) -- Imperial Age(at Castle) Elite Throwing Axeman (1000 F, 850 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Mail Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Mail Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Plate Mail Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Throwing axemen stand no chance against most units alone whatsoever, but with the support of Frankish Paladins, they make a formidable team. The advantage Throwing Axemen have over infantry is their range, and thus in groups they can take out multiple units before they can reach. Unfortunate for the Axemen, archers will dominate them due to their lack of pierce armor and slow speed. Since the Franks lack the Squires tech, it degrades Axemen, making them vulnerable targets to anything with range. Although cheap, they have many overall weaknesses. ----------------------(((( WOAD RAIDER )))) ------------------------ CELTS

Woad is a plant found in the British Isles from which a blue pigment can be extracted. Celtic warriors painted themselves with this pigment prior to battle to look more fearsome and unnerve their enemies. Celtic warriors had been raiding more developed areas of Britain and Europe since ancient times. The Scots, for example, were originally Irish raiders who took lands from the Picts in north Britain that became Scotland. When the English sought to conquer the Celts inhabiting Ireland, Wales, and Scotland

during the Middle Ages, the Celts were at a great disadvantage against the English mounted knights. The Celts often turned to guerrilla tactics, raiding English settlements and withdrawing before English armies. Raiders painted with woad devastated the borderlands. A renowned woad raider was William Wallace of Scotland who rampaged through Northern England for a decade. ------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |---------------------|-----|------|-------|--------|---------------------| | Woad Raider | 65 | 8 | 0/1 | 0 | 65 F, 25 G | |---------------------|-----|------|-------|--------|---------------------| | Elite Woad Raider | 80 | 13 | 0/1 | 0 | 65 F, 25 G | -------------------------------------------------------------------------UNIQUE ATTRIBUTE: None -WEAKNESSES: Cavalry, Cataphracts, Hand Cannoneers -ATTACK BONUS: Archers, buildings, siege -PROS: Fast speed -CONS: Lack of normal armor -STRONG AGAINST: building, archers, siege -UPGRADES: Tracking(+2 LOS) -- Barracks Squires(+10% Speed) -- Barracks Elite Woad Raider (1000 F, 800 G) -- Imperial Age(at Castle) -BLACKSMITH: Forging(+1 Attack) -- Feudal Age Iron Casting(+1 Attack) -- Castle Age Blast Furnace(+2 Attack) -- Imperial Age Scale Mail Armor(+1 Armor/+1 Pierce Armor) -- Feudal Age Chain Mail Armor(+1 Armor/+1 Pierce Armor) -- Castle Age Plate Mail Armor(+1 Armor/+2 Pierce Armor) -- Imperial Age Got problems with ranged units, or siege units taking out your town? A mass of Woad Raiders combined with Halberdier and siege can easily handle your problem. Woad Raiders have many advantages over archers and sneaking up on siege units. Unguarded Trebuchets and Onagers become dead meat against Woad Raiders. Since they also cost cheap, you can produce many without destroying your economy. They are essential to your success in winning with the Celts, along with Celtic infantry and siege. -----------------------------=========+ MONKS +============ --------------------------------------------------(((( MISSIONARY )))) -- Spanish(2) ---------------------As Europeans gradually came to understand that Columbus had opened the door to two complete continents, they awoke to the desirability of converting the potentially immense native population to Christianity. The Spanish, Portuguese, and other European nations sent monks called missionaries into the New World to bring about conversion and salvation. To be a missionary required great faith, a strong constitution, and great zeal. They often were required to plunge into the wilderness amongst peoples of radically different cultures and beliefs. Many missionaries suffered despair, torture, and death at the hands of natives who resisted the message being brought to them or identified the monks with the disease and conquest that accompanied them. ----------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |---------------------|------|------|-------|---------|-----------------| | Missionary | 30 | 0 | 0/0 | 7 | 100 G | -----------------------------------------------------------------------

-UNIQUE ATTRIBUTE: Fast monk -WEAKNESSES: Cavalry, archers, Siege -ATTACK BONUS: None -PROS: Faster than monk -CONS: Gold consuming cost -STRONG AGAINST: Slow moving units -UPGRADES AT MONASTERY: Redemption (convert some buildings and siege) Fervor (+15% speed) Sanctity (+50% HP) Atonement(convert other monks) Block Printing(+3 conversion range) Illumination(recharges faith faster) Theocracy(Only 1 monk must rest after group conversion) Faith(Enemies find it harder to convert your units) Heresy(Your converted units die) Missionaries are almost useless in most game types, except for random map when you are conserving your units. They have less range than monks, but greater speed to dodge Onager fire. Other than that, missionaries are a waste of your gold supply. It's unlikely that your enemy will allow you to convert their hordes. --------------------------------------------------------------------------Here, "Pete ([email protected])" states an effective strategy in irrating and converting enemy's villagers and trade carts, driving him paranoid with conversions. "I found that they are really good at converting stragglers from a group, or villagers gathering far away from the enemy town. In a game where you have an ally and you can use the trade carts to rack up unlimited gold, getting a horde of around 40 missionaries and searching the map for any stray units works fairly well. Also, they are very good at harassing an enemy's economy. It really screws someone up when all of their carts are being converted and then when he sends his army to kill the missionaries they are already halfway across the map convering the villagers at his base because of their fast speed. Also, as long as you have high hitpoint units in front of them, you can get a huge horde of upgraded missionaries and convert all the melee units in someone's army, leaving them with only ranged units, forcing them to retreat. This next one is just common sense, but it proves the missionary's usefulness. Even with fervor researched, monks are still really slow. Because of this, an enemy can bring out an army from his base and intercept your forces halfway across the map. By the time you kill those units and you[are] almost at his base, he will have a whole new army waiting for you at the gates. Once you get there, you need to wait for the monks, because attacking without them is suicide. You don't have this problem with missionaries, because they can keep up with the rest of the army. It is fun to get a ton of missionaries and a ton of conquistadors and watch the conquistadors mow down everything in their path while the missionaries heal the conquistadors and convert anything that gets close enough to attack." ------------------------------------------------------------------------------

-------------------------------==========+ SHIPS +============= ================================ -------------------(((( LONGBOAT )))) -- Vikings(2) -------------------The Viking raiders of the ninth century through eleventh centuries were especially terrifying because they could strike anwhere along the seacoast and even upriver. They had this capability thanks to their longboats. These ships were long, narrow, and of shallow draft, but were surprisingly seaworthy. They used oars and a single sail for propulsion. Longboats could be taken into very shallow water and beached. Only a coast with high bluffs or rocky shoreline was safe from them. -------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |----------------------|------|------|-------|--------|--------------------| | Longboat | 130 | 7 | 0/6 | 6 | 100 W, 50 G | |----------------------|------|------|-------|--------|--------------------| | Elite Longboat | 160 | 8 | 0/8 | 7 | 100 W, 50 G | --------------------------------------------------------------------------UNIQUE ATTRIBUTE: Fires multiple arrows -WEAKNESSES: Bombard Cannons, fire ships -ATTACK BONUS: None -PROS: Fires multiple shots -CONS: Weak shots -STRONG AGAINST: Galleons, Demolition ships, Cannon Galleons -UPGRADES: Dry Dock (+15% speed) -- at Dock Careening (+1 Pierce Armor) -- at Dock Chemistry(+1 attack) -- University Ballistics(fires faster, better accuracy) -- University Elite Longboat (750 F, 475 G) -- Imperial Age(at Castle) -BLACKSMITH: Fletching(+1 attack, +1 range) Bodkin Arrow(+1 Attack, +1 Range) Bracer(+1 attack, +1 range) Rarely, will most people battle in water maps and wage war on the sea. So its unlikely you'll ever use ships unless you need them for defense in a lake or for war in the ocean. Longboats prove helpful in the Castle Age against all ships, but once you hit Imperial, Cannon Galleons do the damage and have all the range you need. By the Imperial Age, Longboats become obsolete. In fighting sea wars, they fire quick, but aren't strong enough to take out a group of Cannon Galleons firing from unreachable range. ----------------------(((( TURTLE SHIP )))) -- KOREANS(2)

----------------------Under attack by samurai Japan in 1592, the fate of Korea and perhaps China depended on breaking the invader's supply lines at sea across the Straits of Korea. Korean admiral Yi Sun-Shin won two great naval victories off southern Korea with the aid of Turtle Ships, the first armored warships in history. These oar-powered ships had a low profile and mounted a battery of cannons on their broadside. Their sides and top were rounded and shaped like a flat turtle shell. They were not well suited for use on the high sea but quite useful in coastal waters where waters were relatively calm. The Japanese ships were at a great disadvantage in combat against them. Most missile fire glanced off their rounded armor. They offered no openings for enemy boarding parties. Unarmored enemy ships were quickly disabled by their cannon. -------------------------------------------------------------------------| NAME | HP | ATK | A/PA | RANGE | COST | |-----------------------|-----|------|-------|--------|-------------------| | Turtle Ship | 200 | 50 | 6/5 | 6 | 200 W, 200 G | |-----------------------|-----|------|-------|--------|-------------------| | Elite Turtle Ship | 300 | 50 | 8/6 | 6 | 200 W, 200 G | --------------------------------------------------------------------------UNIQUE ATTRIBUTE: None -WEAKNESSES: Monks, Bombard Cannons, Trebuchets -ATTACK BONUS: None -PROS: High Armor, High HP, High Attack -CONS: Limited range, speed -STRONG AGAINST: Fire Ships, Demolition Ships, Galleons -UPGRADES: Dry Dock (+15% speed) -- at Dock Careening (+1 Pierce Armor) -- at Dock Chemistry(+1 attack) -- University Ballistics(fires faster, better accuracy) -- University Elite Turtle Boat (1000 F, 800 G) -- Imperial Age(at Castle) --------------------------------===========+ SIEGE +============= --------------------------------There are no unique siege units, but hopefully Ensemble Studios makes one!

=========================================================================== ==== II. M I S C A L L E N E O U S I N F O

=========================================================================== ==== 1. Corrections________________________________________________________________ If there are any corrections in this guide to be made, e-mail the error at [email protected]. I would appreciate any corrections and suggestions made. If you would also like to email me questions, feel free to

do so.

Give me time to answer if possible.

2. Credits____________________________________________________________________ I have played Age Of Empires II first came out. The world of AOK and experimenting you can do in the still enjoyed playing the game. When and The Conquerors expansion since they TC has a lot to explore, and lots of game. Thus, I have enjoyed the game and I stop playing, I'll never know...

Thanks to the following sources and people for help on my guide... -- "Age of Empires II :: Age of Kings" and "The Conquerors" manuals From the official game manuals, I received historical background info on the units in the game. -- GameFAQs :: Thanks to Jeff "CJayC" Veasey for posting my guide. -- Ensemble Studios :: Thanks for making Age of Empires II such a great game. I have been playing since it came out, and still play. -- AGE OF EMPIRES II GAMERS :: Thanks for playing the game. -- Me :: I wrote the FAQ! ************************* FAN CONTRIBUTIONS ************************* -- "Pete" - [email protected] Developed useful strategies for "Missionary" unit. ---------------------------------------------------------------------------| Want your unique unit strategy/tactic posted? E-mail me the strategy with | | your name and e-mail. The strategy must be effective and useful. | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------COPYRIGHT(c) 2002 Andy Banh All Rights Reserved. Hasta luego! -----------------------------------------------------------------------------------------------------------------------------------------------------------

Age of Empires II: The Conquerors Expansion: Unique Units FAQ by Andy007 Version 1.2, Last Updated 2002-05-19 View/Download Original File

Hosted by GameFAQs Return to Age of Empires II: The Conquerors Expansion (PC) FAQs & Guides

Sponsor Documents

Or use your account on DocShare.tips

Hide

Forgot your password?

Or register your new account on DocShare.tips

Hide

Lost your password? Please enter your email address. You will receive a link to create a new password.

Back to log-in

Close