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Retro Game Walkthroughs For
"Age of Empires 2: The Conquerors"
(PC Games)

Retro Game Walkthroughs for Age of Empires 2: The Conquerors (PC Games)
Submitted By: Daleo
AGE OF EMPIRES 2: THE CONQUERORS – COMPLETE GUIDE TO CASTLE BLOOD FAIR

INTRODUCTION

Welcome to my complete guide revealing the logic and secrets behind the popular Castle Blood online game ‘Castle Blood Fair’. There are three types of game in the Castle Blood series:

Mini CB
CB Fair
Rambit CB

This guide will concentrate on Castle Blood Fair. I also have completed a guide for Mini CB also on this site, and I will eventually complete the trilogy with a guide to Rambit CB. However, today, I will reveal to you the secrets and tactics behind CBF and throw the very complex CB series wide open for you to understand.

OVERVIEW

The Castle Blood games are probably the most commonly played games online for AOE2: Conquerors. AOE2 used to be played on the MSN Zone, but sadly due to the release of AOE3 the Zone closed over a year ago. Thankfully, the likes of Gamespy Arcade are keeping this brilliant game online, and, if you log into any AOE2 server I can guarantee you will see CB games advertised at a very common rate.

Castle Blood Fair is the second of the 3 types of Castle Blood. Likewise to both it’s CB partners the idea is essentially to obtain kills to build a stronger army and eventually destroy your opponent’s army and base. However, of the 3, CBF is the simplest form of CB, as it is less influenced by upgrades and more by tactical play, and is the only of the 3 to not include kings to purchase upgrades.

CBF is my personal favourite of the 3 as it plays the concept of Castle Blood in it’s simplest form, requiring the opponent to demonstrate more skills in battle rather than obtaining kings to upgrade.

NOTE: Unlike Mini CB and Rambit CB, there are pretty much no variations to the CBF series. The most common map is the ‘7 Castle – 2Vill’ map which is played pretty much in 99% of CBF games.

MAP LAYOUT

Right, let’s start with your base. CBF is designed for 4v4 battles, therefore the host will pretty much always ask you to team up in a 11112222 formation. Your base consists of a large paved rectangle of land. At the top of your rectangle, 6 castles are lined up. Your castles are where you build your army of unique units, and also upgrade when you reach the imperial age. To the left of your base, you have a Blacksmith where you can upgrade your units, and to your right you have a tower, the so-called ‘Accused Tower’. This tower has 901 attack, which means it one-hit kills any unit on the map. Your tower is a strong form of defence and helps stop teams rushing you early on. Leading at the base of your rectangle is a long strip of land which meets with a giant rectangle of green land. At the entrance to your base you also have another castle, which can be used to make units.

There are 4 bases to the north of the green land area for team 1, and a mirrored 4 bases to the south for team 2. Behind everyone’s base is a set of houses, which allows you to always be able to make an army of up to 200 units. You also have a tower behind you base with a king at the base. This king is your kill counter, and you will need to click on him regularly to see how many kills you have to roughly estimate when you’ll reach the imperial age and so forth.

Back in your base, to the right there is a patch of marsh land. You get 2 respawning Paladins here which can be used to scout enemy bases, and your villagers (will explain later) also appear here. Around your base, your opponents bases and the battle ground there is deep water. You also get a transport ship which can be used to transport units around the shallow water between bases.

So, the basic concept of the game is simply to create an army of unique units e.g. if you are Saracens, your army would be up to 200 Marmalukes, and then destroy your enemies by killing their amy and destroying all the buildings in their base. However, it’s not as straight forward as that.

GAME LAYOUT

As I’ve mentioned, 99% of the time the host will team you up 4v4 or 3v3 depending on the number of players in the game, and you’ve simply got to take down your opponents and their bases. To help you obtain a stronger army, CBF incorporates the following upgrades:

Imperial Age

Once you reach a certain number of kills depending on your choice of civilization, you will reach the imperial age. At the imperial age you can upgrade your villagers and unique units at the castle, and upgrade your units at the Blacksmith. The kills required are stated below:

Aztecs – 150
Celts – 200
Goths – 250
Huns – 250
Japanese – 300
Teutons – 200
Vikings – 100
Franks – 350
Chinese – 350
All Other Civs – 500

Turks & Spanish – 600 (This is because they need to research Imperial Age at the town centre. You can only build a town centre once you’ve obtained a villager at 600 kills)

Villagers

Once you reach 600 kills you will get a villager. At 800 you obtain a second villager. Obtaining a villager means you can improve your army through building other units and upgrading.

Villagers cannot build more castles or bombard towers but they can build everything else. This means you can build Barracks, Stables, Siege Workshops and so on meaning you can make your army much stronger. You can build anywhere on the map

As you can see, unlike Mini CB and Rambit CB, upgrades are limited, meaning even if a player reaches the Imperial Age before you, so is the nature of the game you can still take him down with a bit of planning.

THE CIVILIZATIONS

Right, here is a list of each civ you can play as, their strengths and weaknesses and how you can effectively deploy them.

AZTECS

Unique unit: Jaguar Warrior – Aztecs are not a bad civ to play as, but they can be easily exposed. The weak Jaguar Warrior is vunrable to archery fire and stronger units, such as the Marmaluke. However, Aztecs spawn their uniques very quickly, and the Jaguar Warrior is very good at taking down castles and buildings.

If you do pick Jags, be very weary of your opponents, as many unique units can take them down with ease. Stay with a stronger ally, and be the unit that goes in for the castles rather than the kills.

BRITONS

Unique unit: Longbowmen – A very difficult civ to play as, Britons’ longbowmen maybe strong as a mass unit, but they spawn painfully slow from castles and are very poor at taking down buildings.

Briton’s are an excellent civ to hang back from the action as their range is the best in the game. Follow a stronger ally around, and attack behind as their arrow fire is devastating in large groups. Do not attempt to take down buildings and attack alone, as the longbowmen will be eaten alive.

BYZANTINES

Unique unit: Catraphact – Byzantines aren’t a bad civ to play as, as their cavalry-based catraphact is a pretty strong unit, and are good against infantry civs. However, the main problem about Byzantines are that they don’t really excel in anything, and don’t really have a major advantage. Therefore, it is difficult to know what to do as they’re generally an all-round civ.

If you are Byzantines, basically go for infantry civs like Woads or Aztecs as they have an attack bonus against infantry civs, and generally be the ‘patrol’ civ who helps out other people in trouble and looks for impending danger, as Cats travel quickly. Their speed can also play into advantage against slow civs, as you can get to their castles if you catch them off guard, as Cats are pretty good at taking down buildings.

CELTS

Unique unit: Woad Raider – Celts, if used correctly, are a devastating civ to play as. Woads shoot out of the castles, and a large army can be assembled quickly. If you go Celts you MUST go for castles. In battle, they are a poor unit, but taking down buildings they excel in. Their speed also helps catch opponents off guard.

Let your opponents attack and go for the castles if you play as Woads.

CHINESE

Unique unit: Chu Ko Nu – The Chinese have a very useful civ in the form of the Chu Ko Nu, as it is a archery unit and one unit fires 3 arrows at once, making it excellent against infantry civs and other arrow civs.

If you are Chu Ko Nus, you need to go for infantry civs and other arrow civs, in which there are plenty. Do not go for castles, as being an arrow civ they struggle. Attack in large amounts and try to lead the assaults as the Chu Ko Nu is a strong unit.

FRANKS

Unique unit: Throwing Axeman – Franks can be difficult to play as, as they have the weakest of the long range units and they come slow out of the castles. However, they are excellent against infantry civs.

If you are Axemen, never travel out alone, as most other civs can see them off easily. Go for infantry units, but hang back against the stronger cavalry units. You may even want to try for the castles, as a large army of Franks are not too bad in taking down castles.

GOTHS

Unique unit: Huskarl – Goths are a superb civ to go as, seeing as they shoot out of the castles and arrows only inflict -1 damage, meaning they are prime candidates to take out castles.

If you’re Goths, forgot about fighting. Anything to do with arrows, such as castles or Britons/Chu Ko Nus, get involved. If someone is Britons or Chinese, simply go alone. You won’t need help from your allies, and try to take down the castles as soon as possible.

A very strong civ to play as in CBF.

HUNS

Unique unit: Tarkan – Another monster civ to play as if used correctly. Shooting out of the castles at lightening pace and perfect for taking down castles with their building attack and speed, if you go Huns you MUST attack castles – nothing else.

Civs like Spanish will beat Tarkans to the ground, so simply forget about all forms of fighting and go for bases and castles. A devastating civ if used correctly.

JAPANESE

Unique unit: Samurai – Japanese are an excellent civ to go, simply because the Samurai have an attack bonus against unique civs. Samurai, apart from Teutonic Knights, can easily wipe out all infantry civs, and seem to do well against arrow civs too despite being an infantry civ. Japanese also leave the castles very quickly.

If you do go Japanese, you should be leading the front line. Their attack bonus makes them prime candidates to take down most unique civs, and they attack castles quite well also.

KOREANS

Unique unit: War Wagon – Koreans are a useful civ to go, as their War Wagon has 150HP, so is difficult to take down. It can also fire from range, and is such a large unit you can block easily.

If you are Koreans, you need to lead from the front. War Wagons with 150HP are difficult for arrow and infantry civs to take down. With the wagon, you can also use an effective technique called ‘blocking’, where you can block off your base simply through overloading it with wagons because they are so big. You can take down hundreds of enemies using this technique.

MAYANS

Unique unit: Plumbed Archer – Not a bad civ to go, but Mayans are limited to what they can do. Plumed Archer are an arrow unit, therefore taking down castles is very difficult and other arrow civs such as Chu Ko Nus are much stronger. They also spawn from the castles at a fairly slow rate.

If you are Mayans, you must take your army around with allies. Apart from minor infantry civs, all other units can do well against Plumbed Archers, so you should aim to be the back-up civ, sitting behind the main battle and taking out enemies within the battle. Do not attempt to take on bases on your own, as you are asking for trouble.

MONGOLS

Unique unit: Mangundai – Not a very nice civ to come as, as being another arrow civ, Mangundai struggle to take down castles, and struggle against powerful opponents like the War Wagon. However, being a cavalry unit, they have more HP than infantry units, therefore can take out units such as Plumbed Archers slowly but steadily. They also spawn very slowly.

If you are Mongols, again play the back-up role. Make sure you are accompanied by an ally unless you feel confident to attack infantry civs alone. Do not attempt to take down castles alone.

PERSIANS

Unique unit: War Elephant – Persian’s war elephant is the strongest unit in the game. With 420HP and incredible attack, only Marmalukes can do well against the elephant.

However, elephants are subject to hit-and-run (will explain later), which can be employed by many people without the host noticing. If you are Persians, you should battle at the front of people’s bases. Go for castles, as they can be taken down with ease, but be weary of the hit-and-run technique.

SARACENS

Unique unit: Marmaluke – Argueably the best civ to be in CBF, due to the fact Marmalukes pretty much can take out any of the other units, and are brilliant against the power units of the War Wagon and the Elephant. Plus, being a range unit, can destroy infantry civs with ease.

If you are Saracens, get involved wherever possible. Go for castles, as Marmalukes in numbers are strong, and don’t be afraid of any enemy. You should be able to reach the Imperial age before most players armed with Saracens.

SPANISH

Unique unit: Conquistor – Another very easy civ to play as. Conquistors, despite spawning slowly, are a gunpowder unit, so can take out arrow and infantry units with ease, and are also good at taking down castles.

Again, if Spanish, you need to run the line and get involved in the main battles, as most of the time you’ll come out on top. Plus, being a cavalry unit, you have more HP than an infantry unit.

TEUTONS

Unique unit: Teutonic Knight – Not a very nice civ to go. Teutonic Knights will destroy any of the infantry civs, but walk very slow, making them subject to hit and run, and spawn slowly from the castles.

If you are Teutons, there isn’t much point going to the enemy, as you walk so slow and will probably get a hit and run tactic deployed on you. Take on infantry civs alone, but make sure you play back-up for the much stronger civs in the game. You may want to try on the castles aswell, as the knights can take them down at a steady rate.

TURKS

Unique unit: Janissary – Janissary are gunpowder infantry units, and spawn out of the castles at a faster rate than the Conquistors.

You should pretty much follow the Spanish tactics. Go for castles, and infantry/arrow units, as you need the most kills of anyone (barring Spanish) to reach the Imperial, due to the age needing to be researched.

VIKINGS

Unique unit: Beserk – The worst civ to play as after Britons. Vikings are a very difficult to play as due to their very weak unit of the Beserk. Basically all other units can defeat this unit easily, making getting kills as a player an almost impossible task.

However, your joker card is the fact that only 150 kills need to be accumulated for Imperial. When Vikings, come out of the blocks as fast as possible. Attack as quickly as you can to get to those 150 kills. Once you have Elite Beserks, most units will struggle, and you can get to that first villager before most people. Difficult to play as, but there is a way around it.

HINTS AND PLAYSTYLES

Here are a number of tactics you can adopt to your game to ensure you have the upper hand:

ATTACK, DON’T DEFEND

Trust me, in this game you need kills. Therefore, the more units you have in your base the less kills you will get. You may leave your base open to attack, but if you’re attacking an enemy your opponents will pretty much 99% of the time concentrate on defending their ally rather than attacking you. You sit at your play playing defensive and you can guarantee your enemies will attack in mass amount, and you’ll be the one who loses out.

GATHER UNITS OUTSIDE BASE

With your 6 castles, make sure you gather your units outside your base. That way you can defend your lone castle easier and you can deploy units into battle much faster and therefore get more kills.

TRANSPORT SHIP

If you’re player 1 or 4, a sweet little tactic is to use your ship to drop off a few units to your opponents base to take out their Blacksmith. Most opponents never realise and you’re out of the fire of their castles. A neat little trick that can slow their development.

NEVER ATTACK A BASE ALONE

Trust me, it rarely works. Even if you deploy 90 to 120 units, unless their base is completely unguarded they will hold you off, even if they do lose a castle or two. Make sure you attack with at least one other ally.

LURING

A sly tactic is to run at your opponents and then run back. All their units will follow as they are default set to ‘offensive’, giving you a chance to pick off easy kills.

HIT AND RUN

A dirty tactic which some hosts boot players for. However, if your opponent is Persians or Teutons you can use it to brilliant effect. Simply with a long range unit attack right until they’re by you and simply retreat and repeat. Elephants and the knights are so slow they can’t keep up, giving you the advantage to pick off entire groups without losing a single unit.

THE VILLAGER

Once you get your villager, follow this routine:

Build a town centre straight away, so you can make more villagers.

Outside your base, build as many siege workshops and stables as possible. Then make Onagers and Paladins. They are the most effective non-unique-unit to use in the game.

Tower whore by creating hundreds of guard towers around the map. They help protect you and opponents.

This last one is a beauty. If your opponent is behind, you can wall off their strip to the map, stopping them getting involved and getting kills. You can wall up as much as you can, and especially if they are an arrow civ they will have a hell of a job getting through the wall.

PLAYER 1 BOOTER

If you are the host, you can boot players for cheating/unfair play. In the top left of the map you will see a king and 8 coloured flags. Simply move the king to the corresponding flag e.g. Orange to boot player 8, and the player will be booted.

Thankyou for reading this guide. I hope it helped you understand CBF much better and will hopefully make you a better player. See you on GS!

Crumble
Submitted By: Roharme
AOE CONQUERORS RAMBIT COMPLETE WALK THROUGH.

1. INTRODUCTION
2. INDEPENDENT CIVILIZATIONS
3. DEPENDANT CIVILIZATIONS
4. SPECIAL CIVILIZATIONS
5. PATHETIC CIVILIZATIONS

INTRODUCTION:

RAMBIT IS A GAME OF FUN. THERE IS NO NEED OF RESOURCE COLLECTION.BRIEFLY THIS IS QUITE REVERSE OF NORMAL GAMES WHERE YOU START WITH A VILLAGER TO BUILD A CASTLE. HERE YOU ARE GIVEN CASTLES WITH WHICH YOU NEED TO EARN VALUABLE VILLAGERS.

RAMBIT IS A GAME WHICH DEPENDS ON TWO PARAMETERS. 50% SKILL + 50% LUCK.SKILL I MEAN THE WAY YOU HANDLE UNITS. AND LUCK OFCOURSE THE CIVILIZATION YOU GET. MOST OF THE TIME RANDOM CIVILIZATIONS ARE INSISTED BY THE SERVER ADMIN WHERE U MAY BE COMPELLED TO PLAY WITH A POOR CIVILIZATION OR A CIVILIZATION WHICH YOU FEEL SICK TO PLAY WITH.

BUT STILL NO CIVILIZATION IS BEST AND NO CIVILIZATION IS WORST.IT IS DECIDED BY THE WAY YOU PLAY.

GETTING MORE KILLS WILL YIELD YOU KINGS WITH WHICH YOU CAN BUY A CASTLE OR A VILLAGER OR A DANGEROUS HERO.


DEPENDANT CIVILIZATION:
----------------------

HERE YOU ARE GOING TO SEE A LIST OF CIVILIZATIONS WHICH ARE DEPEND ON THE CIVILIZATION WHICH IS ADJACENT TO IT.IF YOU TAKE OR GET ANY OF THESE CIVILIZATIONS YOUR ADJACENT CIVILIZATION IS GOING TO DECIDE HOW YOU ARE GOING TO PLAY.

1.TEUTONS(TEUTONIC KNIGHT):
-------------------------

TEUTONIC KNIGHTS ARE THE STRONGEST INFANTRY IN AOE. THEY CAN CRASH OTHER INFANTRY. BUT THEY ARE LAME AGAINST ARCHERS AND OTHER LONG RANGED UNITS.TEUTONIC KNIGHTS SPAWN FROM THE CASTLE AT A FASTER RATE BUT THEY SLOW IN MOVEMENT. SO THERE ARE TWO CASES

1.IF YOU TAKE/GET TEUTONS AND YOUR ADJACENT CIVILIZATION CONTAINS ANY LONG RANGE UNITS (EVEN MAYANS), ITS BETTER TO STAY BACK IN YOUR BASE. YOUR ENEMY WILL DEFINITELY COME TO YOUR BASE AND ATTACK YOU. THERE YOU CAN CRUSH HIM.

2. IF YOU TAKE/GET TEUTONS AND YOUR ADJACENT CIVILIZATION IS AN INFANTRY BASED CIVILIZATION, THEN ITS YOUR TIME TO ATTACK. YOU CAN VANDALIZE YOUR ENEMY AT A BIGGER RATE.

2.CELTS(WOOD RAIDER):
--------------------

CELTS’ UNIQUE UNITS IS WOOD RAIDER. THEY ARE SIMILAR TO TEUTONIC KNIGHTS BUT THEY ARE NOT AS STRONG AS TEUTONIC KNIGHTS. THEY ARE REALLY FAST MOVING. SO YOUR WOOD RAIDERS CAN WITH STAND ATTACK FROM ARCHERS AND OTHER LONG RANGED UNITS FOR A WHILE. BUT STILL YOU NEED A BIG GROUP OF WOOD RAIDERS TO ATTACK YOUR ENEMY BASE.

3.AZTEC(JAQUAR WARRIOR):
-----------------------

THE SAME STRATEGY MUST BE FOLLOWED FOR AZTEC ALSO, AS THIS IS A DEPENDANT CIVILIZATIONS.AZTEC ARE ALSO FAST IN MOVEMENT BUT DIRECT ATTACK IS QUITE TOUGH. THEY ARE ALSO LAME AGAINST ARCHERS AND LONG RANGE UNITS.


INDEPENDENT CIVILIZATIONS :
------------------------

WITH CIVILIZATIONS,YOU ARE GOING TO DECIDE HOW TO PLAY NOT THE OTHER CIVILIZATIONS ADJACENT TO YOU.

1. MONGOLS(MANGUDAI):
--------------------

MONGOLS' SPECIAL UNIT IS MANGUDAI WHICH CAN BE CALLED AS "KING OF ARCHERS". YOU ARE FREE TO FIGHT WITH ANY ARCHER, ANY INFANTRY EVEN WITH OTHER MOUNTED UNIT. MANGUDAI CAN CEASE INFANTRIES ON THEIR WAY AND EVEN WAR ELEPHANTS( IF HIT AND RUN PERFORMED). MONGOLS NEED NOT WORRY TILL YOUR ENEMY GAINS A VILLAGERS TO CREATE SKIRMISHERS.

2. HUNS (TARKANS):
-----------------

NOTHING TO TALK ABOUT THIS CIVILIZATION. WITH HUNS YOU CAN ATTACK ANY CLOSE RANGED UNIT(BUT BEWARE OF TEUTONIC KNIGHTS). TARKANS ARE AS EQUAL AS OTHER MOUNTED UNITS. IN ADDITION TO THIS, TARKANS HAVE ATTACK BONUS ON BUILDINGS. SO WHAT ELSE IS NEED TO RAZE A CASTLE WITH A SET OF 150+ TARKANS.


3. MAYANS(PLUMBED ARCHER):
-------------------------

ANOTHER ARCHER CIVILIZATION. WITH PLUMBED ARCHER YOU CAN PLAY WITH OTHER INFANTRY UNITS EXCEPTS GOTHS(HUSKARLS).PLUMBED ARCHER APPEAR TO BE A SMALL GROUP OF ARCHERS EVEN IF YOU HAVE 100+ UNITS BUT THEY ARE REALLY STRONG AGAINST OTHER ARCHERS AND LONG RANGED UNITS.

4. FRANKS (THROWING AXEMAN):
--------------------------

FRANKS' AXEMAN IS A LONG RANGED NON MOUNTED UNIT. THEY ARE AS STRONG AS ARCHERS AND AS WEAK AS INFANTRY. BEST THING YOU NEED TO DO WITH FRANKS IS NEVER MAKE YOUR ENEMY TO COME NEAR YOU. YOU HAVE TO MANAGE ENEMY UNITS FROM A DISTANCE. WHEN YOU FEEL THE ENEMIES NEARING YOU JUST GET BACK TO CASTLE AS UNITS WHICH ARE STRONGER THAN AXEMAN ARE WEAK AGAINST ARROWS AND UNITS WEAK AGAINST AXEMAN ARE STRONG AGAINST ARROWS.THINK WISELY.

5. TURKS (JANISSARY):
--------------------

TURKS ARE GUN POWDER UNITS. JANISSARY IS A HAND CANNONEER. THEY HAVE EXTREME STRONG ATTACK POINTS BUT THEY HAVE SLOW FIRING RATE AND POOR ACCURACY AT LONGER AND MOVING TARGETS. BUT STILL ARCHERS ARE STRONG AGAINST THEM AND INFANTRIES ARE WEAK COMPARATIVE.


6. SARACENS (MAMELUKES):
-----------------------

MAMELUKES ARE ONE OF THE STRONGEST UNITS WHICH ARE MOUNTED CAMEL UNITS. MAMELUKES ARE EXTREMELY STRONG AGAINST ARCHERS AND WITH MAMELUKES YOU CAN CRASH WAR ELEPHANTS DIRECTLY AS THEY HAVE ATTACK BONUS VERSUS ELEPHANTS (CAVALRY). BUT AGAIN BEWARE OF TEUTONIC KNIGHTS. EVEN HIT AND RUN WITH TEUTONIC KNIGHTS WONT DO BETTER. IMPORTANT THING IS THAT MAMELUKE ATTACK DOES NOT COUNT AGAINST PIERCE ARMOUR. SO HUSKARL ARE NO MORE A TROUBLE FOR MAMELUKE BEING A RANGED UNIT.


7. GOTHS (HUSKARLS):
--------------------

HUSKARLS ARE THE SPECIAL UNITS FOR GOTHS. THEY HAVE DRASTIC ATTACK POINTS AND PIERCE ARMOUR. EVEN THOUGH HUSKARL IS AN INFANTRY , YOU CAN DIRECTLY TAKE DOWN CASTLES WITH HUSKARLS AS ARROWS DO NOTHING TO THEM. AGAIN BEWARE OF TEUTONIC KNIGHTS. BEING A INFANTRY U CAN NO LONGER ESCAPE FROM TEUTONIC KNIGHTS.

8. JAPANESE (SAMURAI):
----------------------

THIS CAN BE A REAL EXAMPLE FOR INDEPENDENT CIVILIZATIONS. UNLIKE OTHER UNITS WHICH HAVE ATTACK BONUS WITH ONLY SPECIFIC UNITS, SAMURAI HAS ATTACK BONUS VERSUS CASTLE UNITS WHICH COLLECTIVELY REPRESENT INFANTRY, ARCHER, MAMELUKES. EVEN THOUGH THEY HAVE ATTACK BONUS VERSUS CASTLE UNITS, THEY HAVE A PRETTY NORMAL HIT POINTS. HERE YOU NEED NOT AFRAID OF TEUTONIC KNGHTS. SAMURAIS CAN THEY THEM OUT EASILY.

9. SPANISH (CONQUISTADOR):
-------------------------

SPANISH CONQUISTADOR ARE MOUNTED HAND CANNONEER WITH EXTREME ATTACK POINTS.THEY VERY STRONG IN CLOSE COMBAT BUT REALLY INACCURATE AT LONGER AND MOVING TARGETS. THEY SPAWN VERY FAST AND YOUR CAN START YOUR ATTACK VERY EARLY.

10. CHINESE (CHU KU NO):
-----------------------

CHU KU NO ARE THE SPECIAL UNITS OF CHINESE WHICH ARE FOOT ARCHER. THERE IS NOTHING SPECIAL OR NO ATTACK BONUS AGAINST ANY SPECIFIC UNITS BUT STILL YOU CAN TAKE ADVANTAGE OF OTHER STRONG INFANTRY UNIT WITH ITS FAST FIRING RATES.

11. PERSIANS (WAR ELEPHANTS):
---------------------------

KILLING AN ELEPHANT IS EQUAL TO RAZING A BUILDDING.A HARDEST UNIT WITH TRAMPLE DAMAGE. BUT THEY ARE TERRIBLE SLOW EVEN HIT AND RUN WILL MAKE YOU IRRITATNG.A BIG CURSE FOR THEM IS MAMELUKES. 100 MAMELUKES OUTSIDE YOUR ENTRANCE WAITING FOR YOU. IT IS QUITE POSSIBLE FOR YOU TO COME OUT WITH SLOW MOVING ELEPHANTS TO GET TO BATTLE. YOU CAN VERY WELL BE ARRESTED INSIDE YOUR BASE.


SPECIAL CIVILIZATIONS:
----------------------

THESE CIVILIZATIONS HAVE SOME SPECIAL ABILITY WHICH IS A BIG ADVANTAGE AGAINST OTHER CIVILIZATIONS.

1. BYZANTINES (CATAPHRACT) :
----------------------------

CATAPHRACT, THE MONSTER UNIT. CATAPHRACTS ARE FREE FLOW UNITS. NO INFANTRY CAN STAND BEFORE CATAPHRACT (EVEN TEUTONIC KNIGHTS) BECAUSE OF ITS TRAMPLE DAMAGE. ATTACKING ONE UNIT IS LIKE ATTACKING THE WHOLE GROUP. CATAPHRACTS ARE EVEN STRONG AGAINST MAMELUKES AND WAR ELEPHANTS. ONLY ARCHERS CAN HIT AND RUN CATAPHRACTS BETTER AVOID THEM. APART FROM THIS NOTHING CAN STOP THEM.

2. KOREANS( WAR WAGON):
-----------------------

WAR WAGONS ARE STRONGER AGAINST ARCHERS BUT THATS NOT A TALK HERE. THE BEST NOTICEABLE THING HERE IS THEIR SIZE. WITH A GROUP OF AROUND 30 - 40 WAR WAGON YOU CAN BLOCK THE ENEMY FROM ENTERING YOUR BASE. ITS REALLY HARD FOR ANY INFANTRY TO CROSS THE BIG CROWD AND ALSO FOR OTHER ARCHERS. EVEN IF YOU ARER LOSING UNITS , THE EMPTY SPACES ARE FILLED BY NEW UNITS FROM CASTLE. SO YOUR CASTLES ARE MORE SECURED UNLESS 3 OR 4 CIVILIZATIONS TEAM UP AND ATTACK YOU.


PATHETIC CIVILIZATIONS:
-----------------------

THESE CIVILIZATIONS ARE REALLY PATHETIC TO PLAY AS MOST SKILLED PERSON FEEL BAD TO HANDLE IT.

1. BRITONS (LONG BOWMAN):
------------------------

BRITONS'S LONG BOWMAN ARE VERY GOOD TYPE OF ARCHERS ESPECIALLY WAR WAGONS. BUT THE BAD THING IS YOU CAN NOT IMAGINE OF EVEN COMING OUT OF YOUR BASE IF YOUR ADJACENT TEAM HAS MONGOLS OR GOTHS CIVILIZATIONS. APART FROM THEY ARE QUITE WELL IN COMBAT.

2. VIKINGS (BERSERK):
---------------------

VIKINGS ARE REALLY PATHETIC TO PLAY. BERSERK ARE THE UNIQUE UNITS OF VIKINGS. THE SAD THING IS VIKINGS ARE LAME AGAINST OTHER INFANTRY ALSO.BUT STILL YOU CAN MANAGE TO PLAY FROM YOUR BASE BUT GETTING IN TO A RUNNING COMBAT IS QUITE TOUGH AS YOU MAY BE BLOWN AWAY IN FRACTION OF TIME.


CONCLUSION:
----------

THESE ARE SOME NOTICEABLE CHARACTERISTICS OF AOE CIVILIZATIONS. NO DEMAND OF SPECIAL SKILLS IS MADE. BUT A BETTER KNOWLEDGE ABOUT CIVILIZATIONS IS DULY NEEDED.

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