After the advent of 1.0e version of Age of Empires, Huns civilization has become a hot-favorite of every player.In fact, the flush strategy is based primarily on huns. The primary army of this civ is cavalry and only cavalry.It’s perhaps the best civ for 1v1 combat.Lets see how huns fare against the rest.
Civilization Bonuses
• Do not need houses but start with -100 wood.
• Cavalry Archers cost -25% in castle age,-30% in imperial age.
• Trebuchets are 30% more accurate.
Do not need houses but start with -100 wood
This is perhaps one of the best bonuses of Huns. This enables them to save wood and makes them superior in feudal age. One of the disadvantages is that huns cannot detect the enemy’s forwards with house bugs(though they can do the farm bug which costs 30 more wood).This bonus can be best exploited in the feudal age by attacking fast(Flush).
Cavalry Archers cost -25% in castle age,-30% in imperial age
This bonus can be used in combination with the flush strategy, in which at least two archery ranges are mandatory. As soon as castle age research is complete,cavalry archers can be created to raid the enemy from time to time.They are best used in combination with knights.The range research is important in this regard in absence of which they become vulnerable to pikeman.
Trebuchets are 30% more accurate
This is an advantage which can be exploited only in the imperial age.The more accuracy allows the trebs to attack even infantry and units which occupy more surface area(very effective against group of War Wagons,onagers and BBCs from a large distance).Of course they need to be guarded by army.Even more effective after ballistics and chemistry.
Team Bonus:Stables work 20% faster
This bonus makes their cavalry even better. Knights can be very effective in castle age due to their higher speed of production.
Special Unit: Tarkan
The Castle unit of Huns is a Cavalry unit named Tarkan.It has an attack bonus vs. buildings which is not much of an advantage because you never destroy buildings with the army often.I haven’t seen many people playing with tarkans.So the castle unit is not much of a bonus for Huns.
Playing with Huns
As I have said before, Huns are a hot favourite in 1v1 combat. While playing with Huns the only strategy that comes in mind is flush of which the 22 pop flush is most popular. For micro you may refer to the Flush strategy. They don’t have much of an advantage in the imperial age,so try to finish the game at the earliest preferably in feudal itself.Attacking variations in feudal age include two archery range +1 barrack flush, 1 archery range+ 1 stable +1 barrack flush. Of these I wish to point out one strategy in particular.Start with a scout rush so that the opponent makes spearman. Meanwhile make archers to take his spearman by surprise.
Protecting your base is also important.One of the disadvantages of Huns is that they cannot make a house wall.So you need to either protect them with pallaside or with army buildings.
Knights are the most effective unit in castle age.For Huns they can be used in conjunction with the cavalry archers.So while advancing to castle age make 3 stables.If you have your feudal age army intact then I would advise upgrading them.In castle age try to raid as much as possible with cavalry archers and knights(keep them protected from pikemen).
Thursday, 13 March 2008
Monday, 10 March 2008
Age of Empires Strategy:Army Control
Controlling the army is a very important aspect in Age of Empires.If you are not alert while attacking and looking elsewhere, your opponent may exploit this opportunity and they will die away cheaply. You should try out different stances and formations that suit the army. I prefer keeping each army numbered and making them attack on their counters only. Moving back is also effective when the opponent is not alert at the moment. His army will follow yours to the base where you can take on them with your greater number.
In feudal age while flushing you have 4 units; spearman, skirmisher, scout and maybe archer later on. These units are comparatively weak and are vulnerable to even vils when alone. So don’t attack unless you have a group (at least 7-8).The counters for this age are
1. Spearman for scouts,
2. Scouts for skirmisher and
3. Skirmisher for archers
4. Skirmishers are effective against spearman from a distance. For example keep scouts on
skirmishers and spearman on scouts.
If you don’t have a counter for a particular unit at that time, then moving back your army would be a wise choice.
If you are not so confident, you can defend your base first by making army at the base and then taking them for attack. The advantage is that in case of an attack on your base, you can still defend but the disadvantage is that it will take you more time to attack in which case the opponent may protect himself with pallaside.
If you want to play aggressive then make your military buildings in the opponent's base(make sure he doesn’t see you).You may improvise by pallasiding his buildings and even gold mines.
What happens if you have your army in his base and he has his in yours?You might want to bring yours back to your base. I would prefer to keep mine in his base,at the same time keep defend myself with vils. While defending attack one unit with one vil(because they stop attacking after they have killed their target) and keep making army at your base. Take care that the vils don’t follow up to a very large distance.
In castle age, the most powerful unit is knight. The meso civs(Aztecs and mayans) are at loss here though they have the option of the eagle warrior. You may use archers or cavalry archers in combination with knights. Again, guard your knights and cavalry archers from pikeman and raid continuously.You may also go for rams to raze his town center.
If the game stretches up to imperial age then you must look for special units. Assuming that you have boomed well, play at pop limit, make many military buildings etc. The good units in imperial age are the castle units, BBCs, Paladins, Elite EWs. The use of trebs is restricted in open maps and rams are advised in such a case.Dont stop raiding even at this stage .
The Smithy researches required depend on the type of units you are making. For cavalry most important ones are cavalry armor and attack. For archers armor and range researches are important and same thing holds for infantry also.
This is just a basic guide for army control.You want to improvise on the strategies enumerated above.Please pour in your suggestions.
By
[DZ]Blitzkreig
In feudal age while flushing you have 4 units; spearman, skirmisher, scout and maybe archer later on. These units are comparatively weak and are vulnerable to even vils when alone. So don’t attack unless you have a group (at least 7-8).The counters for this age are
1. Spearman for scouts,
2. Scouts for skirmisher and
3. Skirmisher for archers
4. Skirmishers are effective against spearman from a distance. For example keep scouts on
skirmishers and spearman on scouts.
If you don’t have a counter for a particular unit at that time, then moving back your army would be a wise choice.
If you are not so confident, you can defend your base first by making army at the base and then taking them for attack. The advantage is that in case of an attack on your base, you can still defend but the disadvantage is that it will take you more time to attack in which case the opponent may protect himself with pallaside.
If you want to play aggressive then make your military buildings in the opponent's base(make sure he doesn’t see you).You may improvise by pallasiding his buildings and even gold mines.
What happens if you have your army in his base and he has his in yours?You might want to bring yours back to your base. I would prefer to keep mine in his base,at the same time keep defend myself with vils. While defending attack one unit with one vil(because they stop attacking after they have killed their target) and keep making army at your base. Take care that the vils don’t follow up to a very large distance.
In castle age, the most powerful unit is knight. The meso civs(Aztecs and mayans) are at loss here though they have the option of the eagle warrior. You may use archers or cavalry archers in combination with knights. Again, guard your knights and cavalry archers from pikeman and raid continuously.You may also go for rams to raze his town center.
If the game stretches up to imperial age then you must look for special units. Assuming that you have boomed well, play at pop limit, make many military buildings etc. The good units in imperial age are the castle units, BBCs, Paladins, Elite EWs. The use of trebs is restricted in open maps and rams are advised in such a case.Dont stop raiding even at this stage .
The Smithy researches required depend on the type of units you are making. For cavalry most important ones are cavalry armor and attack. For archers armor and range researches are important and same thing holds for infantry also.
This is just a basic guide for army control.You want to improvise on the strategies enumerated above.Please pour in your suggestions.
By
[DZ]Blitzkreig
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