The more obvious mutual conflicts are:
Swordsmen defeat pikemen, light cavalry, and camel soldiers
Pike soldiers defeat light cavalry, and camel soldiers
Infantry archers can defeat swordsmen, pikemen, and cavalry archers
Skirmishers can defeat infantry archers, pikemen, and cavalry archers
Cavalry archers can defeat swordsmen and pikemen
Musketeers can defeat swordsmen, pikemen, skirmishers, cavalry archers, and light cavalry
Light cavalry can defeat skirmishers, and siege equipment
Knights can defeat swords Soldiers, infantry and archers, skirmishers, musketeers, light cavalry, siege equipment
Camel soldiers defeat skirmishers, light cavalry, knights, siege equipment
Siege equipment defeats All light long-range attack units
Large sailing ships can defeat blasting ships and gunboats
Explosive ships can defeat fire-throwing ships and gunboats
Fire-throwing ships can defeat gunboats
Age of Empires II Arms Theory
Author: tylertao
From: This site
The reason why Age of Empires can become a successful RTS is because In addition to the exquisite graphics, the mutual restraint between the arms is also one of the reasons for its great success. In addition to inheriting the exquisite paintings of the first generation, Age of Empires 2 also strengthens the mutual restraint between the arms. For example, the cavalry is in a different position against the camel soldiers. A complete disadvantage, but if the camel soldiers are used to attack the infantry, it will be simply terrible. In short, only by mastering the advantages and disadvantages of each type of arms can we use them flexibly in actual combat and win every battle! Okay, no more nonsense, read on:
1. Villager type: Construction location (town center)
Viller: villager Price: Food 50, HP: 40 , attack power: 3, armor: 0, shield: 0, range: 0
Some people may wonder why villagers are also included in the arms. In fact, in actual combat (especially in the early stages) villagers are also a type of soldier. Combat troops cannot be ignored, especially when dealing with isolated units that cannot attack personally (such as battering rams). The scout cavalry harassment against early enemies must also be completed by the villagers themselves, and weaving can be studied in the center of the town. The machine (loom) can also increase its health by 15, and the armor/shield +1 each. Research the sappers (sappers) in the castle, which can increase the villagers' attack power against buildings by 15.
2. Infantry type: construction location (barracks)
Infantry is the most basic type of arms. Its advantages are: "cheap and plentiful!", and can be used on a large scale Manufacturing, since the buildings in Empire 2 are not very sensitive to bow and arrow attacks, before siege weapons are manufactured, the only way to push down the enemy's buildings is to rely on infantry. Most buildings have a minimum range for attacking, so it is a good idea to let the infantry attack closely. Disadvantages: slow speed and poor mobility.
Militia: Militia Price: Food 60, Gold 20, HP: 40, Attack: 4, Armor: 0, Shield: 0, Range: 0
This is darkness The only unit that can be produced in the era is not much stronger than the villagers. In the feudal era, you can upgrade to the swordsman (barracks, food 100, gold 40)
Swordsman: Man-at-Arms Price: Same as above , HP: 45, Attack power: 6, Armor: 0, Shield: 0, Range: 0
It is much stronger than the militia and can serve as the backbone of early defense. In the castle era, it can be upgraded to long-term Swordsman (Barracks, Food 200, Gold 65)
Long Swordsman Price: Same as above, HP: 55, Attack: 9, Armor: 0, Shield: 0, Range: 0
In actual combat, strategic decisive battles have usually begun in the castle era. Long swordsmen with upgraded defense and attack power in the blacksmith shop can form a formidable infantry legion. In the emperor era, they can be upgraded to two-handed swordsmen ( Barracks, food 300, gold 100)
Two-Handed Swordsman Price: Same as above, HP: 60, Attack power: 11, Armor: 0, Shield: 0, Range: 0< /p>
In the Imperial Age, you can upgrade to the Champion Swordsman (barracks, food 750, gold 350)
Holy Swordsman: Champion Price: Same as above, HP: 70, Attack power: 13, Protection Armor: 1, Shield: 0, Range: 0
Excellent infantry, with attack power between Paladins and Templars, but resource consumption is only 60% of cavalry.
Spearman: Spearman Price: Food: 35, Wood: 25, Health: 45, Attack: 3, Armor: 0, Shield: 0, Range: 0
Very effective against cavalry, especially Persian war elephants. Upgrade to pikemen in castle age (barracks, food: 215, gold: 90).
Pikeman: Pikeman Price: Same as above, HP: 55, Attack power: 4, Armor: 0, Shield: 0, Range: 0
The biggest advantage is that it does not Gold is needed, which becomes apparent in the late battles when gold is exhausted.
3. Shooter category: Construction location (Archery Range)
Shooters are long-distance attack weapons. When attacking, a certain number must be maintained to prevent enemies from getting close, because the shooter’s health They are all very small, and it would be very miserable to let the enemy fight hand-to-hand.
Infantry Archer: Archer Price: Wood: 25, Gold: 45, HP: 30, Attack: 4, Armor: 0, Shield: 0, Range: 4 (Feudal Era)
The most basic shooter, with fast movement speed, is very effective against slow-moving units such as infantry. In the castle era, you can upgrade to the crossbowman (shooting range, food: 125, gold: 75)
Crossbowman: Crossbowman Price: Same as above, health: 35, attack power: 5, armor: 0, shield: 0, Range: 5
It is more powerful and has a greater range than an archer. It can only be used to block enemies and provide fire support, but cannot attack fortresses. In the Imperial Age, you can upgrade to the Arbalest (shooting range, food: 350, gold: 300)
Arbalest: Arbalest Price: Same as above, HP: 40, Attack: 6, Armor: 0, Shield: 0, Range: 5
If you don't choose China, you can only use crossbowmen to provide strong fire support. It is best to use it in conjunction with cavalry, because if you encounter a catapult...
Spear Throwing Warrior: Skirmisher Price: Food: 25, Wood: 35, HP: 30, Attack: 2, Armor: 0, Shield: 3, Range: 4 (Feudal Era)
< p>The nemesis of the shooters, for other purposes, it is not as good as the villagers. In the Castle Age, you can upgrade to an Elite Skirmisher (Firing Range, Food: 250, Gold: 160)Elite Skirmisher: Elite Skirmisher Price: Same as above, HP: 35, Attack Power: 3, Armor :0, Shield: 4, Range: 5
If your opponent is China or Great Britain, be sure to maintain a certain number of elite spear-throwing warriors, otherwise...
Cavalry Archer: Cavalry Archer Price: Wood: 40 Gold: 70, HP: 50, Attack: 6, Armor: 0, Shield: 0, Range: 3 (Castle Age)
Very good A mobile unit that can retreat while fighting. In the Imperial Age, it can be upgraded to a heavy cavalry archer (shooting range, food 900, gold 500)
Heavy Cavalry Archer: Heavy Cavalry Archer Price: Same as above, HP: 60 , attack power: 7, armor: 1, shield: 0, range: 4
I am afraid it will be difficult for any unit to deal with a large group of heavily armored cavalry archers. The disadvantage is that it cannot be used to attack fortresses, and The price is not cheap either.
Musketeer: Hand Cannoneer Price: Food 45, Gold 50, HP: 35, Attack power: 17, Armor: 1, Shield: 0, Range: 7 (Emperor Age, requires studying chemistry)
The emergence of gunpowder troops makes the units in Empire 2 more complex and interesting. Obviously, this is a powerful offensive unit that keeps enemy troops at bay. A large group of musketeers is very scary. But if the enemy rushes up, the musketeers are also very weak. Therefore, it is often mixed with other troops (two-handed swordsmen). Note that although its shooting range is long, its real effect is at close range. The shooting accuracy is very low at long distances.
3. Cavalry type: Construction location (Stable)
Scout Cavalry: Scout Cavalry Price: Food 80, HP: 35, Attack power: 3, Armor: 0, Shield: 2, Range: 0 (Feudal Era)
It has a wide field of vision and fast speed. It is good at detecting the enemy's situation and searching for resource distribution. Its combat ability is not as good as that of the villagers. In the castle era, you can upgrade to light cavalry (stable, food: 150, gold: 50)
Light Cavalry: Light Cavalry Price: Same as above, HP: 60, attack power: 7, armor: 0, shield : 2, Range: 0
It is much more powerful than the scout cavalry. Because it is fast and difficult to transform, it can be used against monks, archers, and mounted archers. But it won't work against infantry and knights.
Knight: Knight Price: Food: 65, Gold: 70, Health: 100, Attack: 10, Armor: 2, Shield: 2, Range: 0 (Castle Age)
A very powerful unit with strong mobility, health, and armor/shield. It can destroy siege weapons before they are launched. It has only one shortcoming: it is afraid of camels.
In the Imperial Age, you can upgrade to a Cavalier (Stable, Food: 300, Gold: 300)
Heavy Knight: Cavalier Price: Same as above, HP: 120, Attack: 12, Armor: 2, Shield: 2, range: 0
The characteristics are the same as those of knights, more powerful, and can be upgraded to Templars (stable, food: 1300, gold: 750)
Templars : Paladin The price is the same as above, health: 160, attack power: 14, armor: 2, shield: 3, range: 0
The best knight, both offensive and defensive, is first-class, but it is expensive , and when you see the enemy's camel soldiers, run away quickly!
Camel Soldier: Camel Price: Food: 55, Gold: 60, HP: 100, Attack: 5, Armor: 0, Shield: 0, Range: 0 (Castle Age)
The only use is to deal with mounted troops, and of course it can also bully villagers. In the Imperial Age, you can upgrade to the Heavy Camel Soldier. (Stable, Food: 325, Gold: 360)
Heavy Camel Soldier: Heavy Camel, Price: Same as above, HP: 120, Attack Power: 7, Armor: 0, Shield: 0, Range :0
The nemesis of the cavalry, even facing the Templars, it has no fear.
4. Siege weapons category: Construction location (Siege Workshop)
Light siege ram: Battering Ram, price: wood: 160, gold: 75, HP: 175, attack power: 2, armor: 0, shield: 180, range: 0 (Castle Age)
The first choice for siege, slow speed, extremely thick shield, the least afraid of bows and arrows attack, but even villagers can easily defeat it, so troops must be sent to protect it. In the Imperial Age, you can upgrade to a medium-sized siege vehicle. (Siege weapons factory, food: 300, gold: 250)
Medium siege ram: Capped Ram, price: same as above, health: 200, attack power: 3, armor: 0, shield : 190, range: 0
Can be upgraded to a heavy siege vehicle. (Siege Weapons Factory, Food: 1000, Gold: 800)
Heavy Siege Ram: Siege Ram, Price: Same as above, HP: 270, Attack: 4, Armor: 0, Shield :195, Range: 0
In addition to siege, it can also effectively destroy trebuchets.
Ballista: Scorpion, Price: Wood: 75, Gold: 75, HP: 40, Attack: 12, Armor: 0, Shield: 6, Range: 5 (Castle Age)
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The biggest advantage of the area-wide anti-personnel weapon is that it will not accidentally injure one's own people. It is very effective against large enemy group charges. The disadvantage is that it cannot withstand close attacks and needs to be used in groups with other troops. In the Imperial Age, you can upgrade to the Heavy Ballista. (Siege weapons factory, food: 1000, gold: 1100)
Heavy ballista: Heavy Scorpion, price: same as above, health: 50, attack power: 16, armor: 0, shield: 7 , Range: 5
It is more powerful than the ballista, but has the same other characteristics.
Light Catapult: Mangonel, Price: Wood: 160, Gold: 135, HP: 50, Attack: 40, Armor: 0, Shield: 6, Range: 7 (Castle Age) < /p>
A very powerful area-killing weapon, especially for dealing with slow troops. The attack is affected by the terrain. The disadvantage is that it can easily hurt your own people and cannot withstand close attacks. It needs to be used in groups with other troops. In the Imperial Age, it can be upgraded to a medium catapult. (Siege weapons factory, food: 800, gold: 500)
Medium catapult: Onager, price: same as above, health: 60, attack power: 50, armor: 0, shield: 7, Range: 8
More powerful, longer range, can be upgraded to a heavy catapult. (Siege weapons factory, food: 1400, gold: 1000)
Heavy catapult: Siege Onager, price: same as above, health: 70, attack power: 75, armor: 0, shield: 8 , Range: 8
It is very powerful, second only to the trebuchet. The remaining features are the same as the catapult.
Cannon: Bombard Cannon, Price: Wood: 225, Gold: 225, HP: 50, Attack: 40, Armor: 2, Shield: 5, Range: 12 (Imperial Age, requires research Chemistry)
It has excellent power and range, and is especially good at siegeing cities and attacking ships on the sea, but it also needs the protection of other troops.
5. Ship type: Construction location (Dock)
Arrow ship: Galley, price: wood: 90, gold: 30, health: 120, attack power: 6 , Armor: 0, Shield: 6, Range: 5 (Feudal Era)
The earliest warships were less powerful but fast. They were used to scout waters and harass enemy fisheries. When fighting the enemy on land, sending one or two arrow boats to enemy waters to kill fishing boats is a tactic with a very high success rate.
The Castle Age can be upgraded to a battleship (shipyard, food: 230, gold: 100)
Battleship: War Galley, price: same as above, health: 135, attack power: 7, armor: 0, shield: 6. Range: 6
It is more powerful than an arrow ship and can be upgraded to a large battleship in the Imperial Age (dockyard, food: 400, wood: 315)
Large battleship: Galleon, price: Same as above, health: 165, attack power: 8, armor: 0, shield: 8, range: 7
It is very powerful and has a large attack range, which can cover the landing of the army.
Fire Ship: Price: Wood: 75, Gold: 45, HP: 100, Attack: 2, Armor: 0, Shield: 6, Range: 2 (Castle Age)
It is the nemesis of battleships. The Imperial Age can be upgraded to a fast fire-breathing ship (Dockyard, wood: 280, gold: 250)
Fast fire-breathing ship: Fast Fire Ship, price: same as above, health: 120, attack power: 3, Armor: 0, Shield: 8, Range: 2 (requires warship research)
Demolition Ship, Price: Wood: 70, Gold: 50, HP: 50, Attack: 110, Armor: 0, Shield: 3, Range: 0 (Castle Age)
Suicide attacks are very powerful and can be used to reverse the unfavorable situation in naval battles. It is very effective against buildings (shipyards). Blowing up the enemy's dock is the beginning of victory in a naval battle. The Imperial Age can be upgraded to a Heavy Demolition Ship (Dockyard, Wood: 200, Gold: 300)
Heavy Demolition Ship: Heavy Demolition Ship, Price: Same as above, HP: 60, Attack Power: 140, Armor : 0, Shield: 5, Range: 0 (Requires Battleship Research)
Gunboat: Cannon Galleon, Price: Wood: 200, Gold: 150, HP: 120, Attack: 35, Armor: 0, Shield: 6, Range: 13 (Era of Kings, required to study chemistry)
A warship with excellent power and range, which can attack enemy offshore structures and establish a beachhead. Can be upgraded to Elite Cannon Galleon (Dockyard, Food: 400, Wood: 500)
Elite Gunship: Elite Cannon Galleon, Price: Same as above, HP: 150, Attack Power: 45, Armor: 0, Shield : 8, Range: 15
Dragon Battleship: Longboat, Price: Wood: 100, Gold: 50, HP: 130, Attack Power: 7, Armor: 0, Shield: 6, Range: 6 (Castle Age, Viking, requires a castle)
Viking’s characteristic troops, firing dense bows and arrows, are the best among warships of the same era. In the Imperial Age, they can be upgraded to elite dragon-headed warships (dockyard, food : 750, gold: 475)
Elite Longboat, price: same as above, HP: 160, attack power: 8, armor: 0, shield: 8, range: 7
It has the upper hand in fighting large battleships, and is good at restraining gunboats and blasters, but it is still better when encountering artillery and fire-breathing ships.
6. Monk type: Construction location (Monastery)
Monk: Monk, price: gold: 100, health: 30, attack power: 0, armor: 0, Shield: 0, Range: 9 (Castle Age)
Transforming the enemy's slow-moving troops or buildings, such as war elephants, etc., is slow, and Faith needs to be restored after each successful transformation. When encountering the enemy's cavalry, cavalry archers or catapults will be unlucky. It is good to use to heal troops, a bit like the medic soldiers in StarCraft, but there is no problem of magic value. Transformation is very effective when fighting enemies.
7. Castle soldier type: Construction location (Castle)
Trebuchet: Trebuchet, price: wood: 200, gold: 200, health: 150, attack power: 0 , Armor: 2, Shield: 8, Range: 16 (Era of Kings)
The most powerful and longest-range siege weapon, it must be deployed before it can be used (it is also relatively vulnerable after deployment) Attack), the ability to attack moving targets is extremely poor, it cannot deal with personal attacks, and requires troop protection. The disadvantages are: the price is very high (you get what you pay for), and it takes a long time to unfold/fold at the same time. It is best to attack several vehicles in turn.
The following are the special units of each nation (in the previous ship category, a special unit has actually been mentioned-Dragon Head Battleship (Viking)). In addition, all special units are provided by the castle. produced.
)
China
Zhuge Nu (Archer): Chu Ko Nu, Price: Wood: 40, Gold: 35, HP: 45, Attack: 8, Armor: 0 , Shield: 0, Range: 4
Emperor era can be upgraded to Elite Zhuge Crossbow (castle, food: 760, gold: 760)
Elite Zhuge Crossbow: Elite Chu Ko Nu, Price: Same as above, HP: 50, Attack power: 8, Armor: 0, Shield: 0, Range: 4
On the surface, it seems that the Zhuge Crossbow is similar to the Crossbowman. In fact, due to its The rate of fire is very high. In fact, a team of more than a dozen Zhuge Crossbows is already very powerful.
Saracens
Mameluke (Camel Soldier): Mameluke, Price: Food: 55, Gold: 85, Health: 65, Attack: 7, Armor: 0, Shield: 0, Range: 3
In the Imperial Age, it can be upgraded to Elite Mameluke (castle, food: 600, gold: 500)
Elite Mameluke: Elite Mameluke, price: same as above , HP: 80, Attack power: 10, Armor: 1, Shield: 0, Range: 3
Although they are camel soldiers, they are more like mounted archers, like flying warriors riding on camels. Although it is a swordsman, it is better than the cavalry archer in dealing with buildings. Of course, it is still first-rate against cavalry.
Byzantium
Armored Cavalry (Cavalry): Cataphract, Price: Food: 70, Gold: 75, HP: 110, Attack Power: 9, Armor: 2, Pyrene Fatigue ?, Range: 0
In the Imperial Age, it can be upgraded to elite armored cavalry (castle, food: 1600, gold: 800)
Elite armored cavalry: Elite Cataphract, price: same as above, life Value: 150, attack power: 12, armor: 2, shield: 1, range: 0
The power is between that of heavy knights and templars, but it is an expert at killing infantry.
Persia
War Elephant (Cavalry): War Elephant, Price: Food: 200, Gold: 75, HP: 450, Attack Power: 15, Armor: 1, Shield : 2, range: 0
In the Imperial Age, it can be upgraded to Elite War Elephant (castle, food: 1600, gold: 1200)
Elite War Elephant: Elite War Elephant, price: same as above , HP: 600, attack power: 20, armor: 1, shield: 3, range: 0
A traditional and powerful unit, especially suitable for attacking buildings, or rushing into enemy groups to harvest. Tread, it is a surface-to-surface anti-personnel weapon. But it moves slowly, is easy to be converted, and is not cheap.
Great Britain
Longbowman (Archer): Longbowman, price: wood: 35, gold: 40, health: 35, attack power: 6, armor: 0, shield : 0, range: 5
In the Imperial Age, it can be upgraded to elite longbowman (castle, food: 850, gold: 850)
Elite longbowman: Elite Longbowman, price: Same as above, health: 40, attack power: 7, armor: 0, shield: 1, range: 6
It has obvious advantages in power and range compared to ordinary shooters.
Frank
Throwing Axeman (Infantry), Price: Food: 55, Gold: 25, Health: 50, Attack: 7, Armor: 0, Shield: 0, Range: 3
In the Imperial Age, you can upgrade to an elite axe-throwing warrior (castle, food: 850, gold: 850)
Elite axe-throwing warrior: Elite Throwing Axeman, Price: Same as above, HP: 60, Attack power: 8, Armor: 1, Shield: 0, Range: 4
Although it is an infantryman, it is more like a shooter. The attack power is also quite strong, but it is better than a shooter. More capable of destroying enemy buildings.
Gothic
Guards (Infantry): Huskarl, Price: Food: 80, Gold: 40, HP: 60, Attack: 10, Armor: 0, Shields: 4, Range: 0
In the Imperial Age, you can upgrade to Elite Guards (castle, food: 1200, gold: 550)
Elite Guards: Elite Huskarl, price : Same as above, health: 70, attack power: 12, armor: 0, shield: 6, range: 0
Obviously it is the natural enemy of shooters, and it is also good for siege!
Mongolia
Mongolian cavalry archer (horse archer): Mangudai, price: food: 55, gold: 65, health: 60, attack power: 6, armor: 0, Shield: 0, Range: 4
In the Imperial Age, you can upgrade to an elite Mongolian mounted archer (castle, food: 1100, gold: 675)
Elite Mongolian mounted archer: Elite Mangudai, price : Same as above, health: 60, attack power: 8, armor: 1, shield: 0, range: 4
In addition to being used as cavalry archers, they are also good at dealing with siege weapons!
Japan
Japanese Samurai (Infantry): Samurai, Price: Food: 60, Gold: 30, HP: 60, Attack Power: 8, Armor: 1, Shield: 0, Range: 0
In the Imperial Age, you can upgrade to an elite samurai (castle, food: 950, gold: 875)
Elite samurai: Elite Samurai, price: same as above, life Value: 80, attack power: 12, armor: 1, shield: 0, range: 0
Infantry with fast attack speed can easily defeat the special troops of all other nations. In addition, His attacks on buildings are also very effective.
Celtic
Indigo Raider (Infantry): Woad Raider, Price: Food: 65, Gold: 25, HP: 65, Attack Power: 8, Armor: 0, Shield: 0, Range: 0
Emperor Age can be upgraded to Elite Indigo Raider (Castle, Food: 1000, Gold: 800)
Elite Indigo Raider: Elite Woad Raider, price: same as above, health: 80, attack power: 13, armor: 0, shield: 0, range: 0
Very fast and effective at attacking buildings.
Teutonic Knight
Teutonic Knight (Infantry): Teutonic Knight, Price: Food: 85, Gold: 40, HP: 70, Attack Power: 12, Armor: 5 , Shield: 2, Range: 0
In the Imperial Age, you can upgrade to an Elite Teutonic Knight (castle, food: 200, gold: 600)
Elite Teutonic Knight: Elite Teutonic Knight , Price: Same as above, HP: 100, Attack power: 17, Armor: 10, Shield: 2, Range: 0
Slow, but attack power and armor are very good, among infantry The leader, and its attack effect on buildings is also very good.
Turkey
Turkish Sultan's Guards (Musketeers): Janissary, Price: Food: 60, Gold: 55, HP: 35, Attack Power: 15, Armor: 1 , Shield: 0, Range: 8
In the Imperial Age, you can upgrade to the elite Turkish Sudanese Guards (castle, food: 850, gold: 750)
Elite Turkish Sudanese Guards: Elite Janissary, price: same as above, health: 40, attack power: 18, armor: 2, shield: 0, range: 8
Compared to ordinary musketeers, the Turkish Sudanese Janissaries have a longer range , but there is no minimum range, that is to say, you can still fire when the enemy is approaching, but it still has the shortcoming of ordinary musketeers' long-range shots being inaccurate.
Viking
Berserk (Infantry): Berserk, Price: Food: 65, Gold: 25, HP: 48, Attack: 9, Armor: 0, Shield : 0, range: 0
In the Imperial Age, you can upgrade to an elite berserk (castle, food: 1300, gold: 550)
Elite berserk: Elite Berserk, price: same as above, HP: 60, attack power: 14, armor: 2, shield: 0, range: 0
This is a strange infantry that can heal itself slowly and is very effective against buildings. good.