- Estratégias de AoE/AoEROR: (retirado
do aoe2.com)
- Scythe Chariot Slice
There is one
distinct advantage to the Scythe Chariot, beyond it's obious military strengths as an Iron
Age Superunit. The additional bonus against priests, and the speed they can roll at will
make them perfect for a certain crucial job.
When attacking an
enemy camp, the villagers are primary targets for the raid. If enough enemy workers can be
destroyed, the enemy's economy will collapse. Scythe Chariots are like War Elephants and
their Armored cousins, they cause area damage to all nearby enemy units. Unleashed in the
middle of a group of villagers, it will be like an explosion went off in their midst.
Since the Scythe Chariot can fly when compared to Elephants, any breach in the enemy wall
should be exploited by some of these Chariots.
A small group of
Scythes running amok inside the enemy town will require your opponent's attention to deal
with. While they are diverted trying to contain the chariots, other opportunities will
surely present themselves. This tactic will work well in conjunction with many other
possible angles. Since these units are not overly expensive, a small army of this
expendable fighter on a suicide mission will always pay off in the end.
While raising hell
inside the enemy towns, another big opportunity can present itself. Players who love to
wo-lo-lo their Priest's lungs out will tremble at the sight of Scythe Chariots loose
behind the lines. A double attack bonus against Priests means that even a single chariot
near a group of Priests could cost the enemy a small fortune in wasted gold.
The flip side of the
Scythes vs Priests issue is the Egyptians, a notorious choice with players who use Priests
offensively, who are also a strong race with a HP bonus for all Chariots . Still, in the
end, Scythes clearly should attack every priest and villager they can find, to maximize
the effectiveness of the Scythe Chariot Slice into the enemy town. It could be a very fair
trade, and a tactical success, even if all the chariots are ultimately destroyed. Your
follow up waves of attacks will find an increasingly softer target if the enemy's economy
is properly hamstrung with this tactic.
- Estratégias de AoK: (retirado do aoe2.com)
- AoE2 Knights Rush
We can base part of the Knights Rush
on the historical figure believed to have been behind the King Arthur legend. There are
some very pertinent lessons which do not require the romantic stories at all. We can
understand the benefit of a large mobile force of mounted and armored knights from the
story, without getting involved in the myth itself.
Such a group of Knights could launch from a central base and quickly
attack in any direction, wherever the shores of England might be threatened. In AOE2, the
same group of horsemen could defend shores, or walls, or run the scouting patrols. Rushing
out to sweep the walls clear of any attackers, they could provide an extended range of
defensive perimeter around the heart of the kingdom.
Working in formations will allow a rush of armored cavalry to have the
same devastating impact they really had in historical battles. In a line side by side, a
rush of cavalry could run right through loosely grouped enemy units, inflicting great
damage while taking few casualties due to the difficulty of hitting moving targets. In
melees where the cavalry were not rushing around, being mounted on horseback provided the
advantage of height against foot soldiers.
Additional waves of mounted Knights will have greater effect after the
disruption caused by the previous charges. For more closely packed enemy groups, Knights
grouped together in squares rather than lines can hammer the tightest enemy formations,
stopping in the middle and working their outward. Even in close quarter engagements the
Knight would have to be dismounted to even the fighting ground when battling hand to hand.
The horse would have to be killed first, and the Knight might suffer injury when
dismounted, but they still had the advantage of the armor to buy some time to recover from
the fall.
A traditional defensive formation against the threat of a Knights Rush
was the use of lances. Foot soldiers could carry extremely long spears, and when standing
in tight formations, with defensive soldiers shielding the rest, there was a forest of
spears which could be lowered to face an oncoming charge of heavy cavalry. The mounted
Knights charge could be broken on hitting that wall of spears. The lances could kill the
horses some distance from the formation, and spear the knights right off their mounts,
using their own momentum against them.
- English Longbowman Rush
Though we have few details of the
Longbowman unit in the game, the historical English Longbowman was a valuable offensive
military unit for a very long time. Kingdoms were won and lost on the strength of their
fighting armies, and these skilled bowman were highly praised for many reasons.
Famous for their
accuracy, they were trained for years in the art of war, and they would hunt game and
stage contests to better themselves constantly. The deadly force provided by their
advanced bow making skills armed them with a bow that could hurl a bolt or arrow hard
enough to pierce all types of armor at close range, and deliver that arrow farther than
any other bow. Also they honed their rate of fire to a machine gun pace. As trained
proffesionals, they could hire themselves out for a healthy price to the highest bidder.
In Age of Empires 1,
the Assyrians and Minoans provided the best advantage in what is commonly known as the
Archer Rush. The Strategy is to put your Archers inside the enemy encampment and kill
villagers and enemy units by massing combined fire power from groups of Archers. If the
enemy is not prepared for this, your attacking Archers could get the chance to take apart
the enemy economy before they can get on their feet.
Building offensive
training facilites, Archery Ranges near the enemy town, can quickly supply reinforcements
for the Rush. This forward military base can be reinforced with Towers and some Priests
who can use this base as a military hospital, healing the wounded units from the front
lines. Even if the Archer Rush is destroyed, the damage done can be sufficient to slow the
enemy down and gain you the lead. With that advantage, a determined player can outpace the
enemy into the next ages. While the enemy is still recuperating you can launch a follow up
attack with the improved units available in the later ages, and hammer the enemy into
submission.
With Age of Empires
2, the English Longbowmen will have the best chance of applying the early Archer Rush
succesfully. The principle will be the same, a fairly experienced player who grows quickly
from the start can neglect other avenues of economic management and focus on putting
Archers in the enemy camp quickly. The larger map size in AOE2 will make the need for
early scouting of the terrain crucial, finding the enemy will still be the first goal.
Building only Archers for the military and Villagers for the economy, the emphasis is on
food to pay for these units and to advance steadily though the early Ages.
The workforce for a
healthy economy is still needed, and the use of formations of Archers to attack enemy
targets should mean the Rush can be more effective than in AoE1. Rookie players should
work on the essentials of fast growth and micro management in battle before trying this
strategy. Making the attempt to rush could leave a player lacking in crucial areas when
the enemy attacks first, or if they repel your attack and retaliate before defenses are in
place.
- Monks Rush
Effectively using Monks can ensure the
lead in the race through the Ages, turn around a battle that started with you being
outnumbered, and add to your military strength while reducing that of the enemy.
Improper usage of these Monks however can not only cost needed resources, if the benefits
gained from Monks are neglected entirely, it can ultimately cost you the game. All
players, regardless of Race, should use some Monks in their games, applying them to the
defensive tasks at the very least. Technologies will likely be available in the Church to
upgrade the Monks' speed of healing, Hit Points, range, odds of converting etc. As
always you should get only the technologies that will help your cause. They can be
expensive and you should intend to take advantage of them while executing your game plan.
HEALING
By this function,
some of the force expended in warfare can be recovered at no cost whatsoever.
Ordering wounded and nearly dead military units to the rear vanguard, where they can be
healed by Monks and sent back to the front lines, is the kind of common sense that all
game plans must include. In AOE1 The only military units that cannot be healed back
to full strength are ships, it takes Villagers to repair them, and it may be the same way
in AOE2.
The only cost in healing a wounded unit is time, the Monks will
gradually replenish the Hit Points of the unit. Two Monks healing the same unit will
finish faster, and if the Monks are also hurt they can heal each other. Try to keep
a rear guard position where wounded units can be loosely grouped in one area.
Hopefully, as in AOE1, when the Monk is done healing one unit, it will move on to any
others nearby that also need healing. Two Monks working hard at healing in the
rear-most ranks can replenish an entire attack force one by one, so long as that group is
kept close enough together for the Monks to always find another candidate.
CONVERTING
Monks are going to
be expensive, rest assured. They may still cost nothing but Gold, therefore losing them in
battle can cost you greatly. If using them in the forward ranks of an offensive
group, they must be heavily defended and strategically used. Monks can not actually attack
an enemy unit, they can only convert the unit to your side, adding it to your ranks while
removing it from enemy control. The Monk begins to chant at the enemy unit being
targeted, trying to lull them into a trance and convert the unit to back your cause.
Usually the unit will automatically attack the Monk that is threatening it.
The effectiveness of the conversion attempt is like a series of dice
rolls, it can happen quickly or take longer depending on how the dice fall. After
converting an enemy unit, the Monk must recharge before being able to do so again, but
they can be put to work Healing in the meantime. Opposing players can hear that
chanting, and will know there is a weak little Monk somewhere which if left alone to do
his song of conversion will take out their whole army one by one. Retaliation is
usually fairly swift.
The offensive Monk
can be used to take advantage of several misnomers. Having to recharge after each
conversion reduces the effectiveness of any attack geared only on turning the enemy to
your side. Most players will react very strongly when they hear that Woh-lo-lo
chanting begin, and this can be used to lead them by the nose. One small group of
military harboring a few Monks with eager vocal cords can get the entire enemy army to
chase after them. Though it will surely cost you some units to stage a convincing
diversion, it is an opportunity to lead them into ambush or to attack from the other side
and catch the enemy town poorly defended.
Monks can obviously
wreak havoc when converting enemy units in the middle of the enemy forces, but naturally
those units are surrounded and can be quickly taken down. Do not convert units that
will only die soon after, instead pick your conversions carefully, and use multiple
Monks to convert strategic targets. These would include enemy artillery, strong but
slow units like elephants or foot soldiers and other Monks. Still there should be
some thought to how you go about it. Instead of taking out the siege weapon, convert
the stronger unit nearby, and attack the seige weapon with the converted unit. It
will be more likely to survive and continue the fight. With enemy seige weapons that
are close together with other units, converting just one unit in the middle of the group
can draw the fire of the enemy's heavy weapons into their own ranks and cause substantial
collateral damage. This kind of strategic offensive conversion can cost the enemy greatly,
and you not at all.
With the Monotheism
Upgrade available in the Iron Age of AOE1, Priests could convert enemy buildings and
towers. The Priest could walk right up to the enemy building to convert it over to your
side, followed by a necessary recharge delay.
In Age Of Empires 2
Monks will not be able to convert the enemy buildings. Those places will have to be
attacked and occupied by your forces, who can garrison themselves inside. Monks also will
be able to join them inside, where perhaps they could hold the place as a triage center,
treating the wounded sent from the front line to wait around this front lines hosptial
while the medieval doctors move among them.
The only buildings worth converting in AOE1 were military in
nature. The strategy will not be affected by the change in the Monks role regarding
structures. Owning training facilities in or near the enemy town is always a strategic
advantage, and taking it away from the enemy is an added bonus. These buildings,
once occupied, should crank out the reinforcements continuously, for they will emerge
right in the middle of your offensive forces.
Monks will not be
able to convert those pesky enemy towers anymore. Occupying them will be more difficult
now, adding to the effectiveness of these defensive positions. Strategically they are just
as valuable as they were in AOE1. If the current attack does not look like it will wipe
out the enemy, leaving Offensive Towers behind to occupy the enemy and lessen their speed
of reinforcements is always a good Idea. Having some Villagers with your offensive
forces will also give you the opportunity to build some Offensive Towers of your own,
reinforcing your attack and helping to hold any buildings you have occupied. |