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Age of Empires 2 Conqueror Troops - Introduction to Age of Empires 2 Conqueror Troops

Author: Changshan Paper Farmer Date: 2024-03-19

age of empires 2
Age of Empires 2-Official Edition

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Software introduction: "Age of Empires 2 Conquerors" (referred to as: AOE2) is a real-time strategy game created by Microsoft. Age of Empires 2 is highly rated...

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The game Age of Empires 2 Conqueror provides players with many types of troops. So do you all know about the types of troops in Age of Empires 2 Conqueror Siege? This section introduces the details of the conqueror arms in Age of Empires 2. For those who don’t know yet, please follow the editor to take a look. I hope it will be helpful to you.

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One of the national characteristics and basic tactics of the conquerors: the Aztecs

Aztec (infantry and monk nation)zhi

a. Villagers carry +5

b. Military production is 15% faster

c. Researching each monk technology can increase the monk’s health by 5

The Conqueror’s National Characteristics and Basic Tactics Part 3: Persia

Persia (cavalry nation)

a. Initial resources wood and food +50

b.Two health points in town centers and docks

c. Villager work efficiency +10% in the feudal era, +15% in the castle era, and +20% in the imperial era

Featured arms: War Elephant (cavalry, price 200F75G, upgraded to elite 1600F1200G, suitable for attacking buildings, lethal to all troops approaching)

War Elephant (HP: 450, Attack: 15, Armor: 1, Shield: 2, Range: 0)

Elite War Elephant (HP: 600, Attack Power: 20, Armor: 1, Shield: 3, Range: 0)

After reaching full level (HP: 620, Attack power: 24, Armor: 4, Shield: 7, Range: 0)

Featured technology: Elephant Watcher (300F300G, war elephants move 30% faster)

Team reward: Cavalry attack power +2 against archers

Other instructions:

a. There are no powerful crossbowmen in the shooting range, no two-handed swordsmen and champion swordsmen in the barracks, and no heavy catapults in the siege weapon field.

b. No fortresses, turrets, or reinforced walls

c. The dock has no shipbuilder technology, the monastery has no salvation, sanctity, atonement, pagan, and enlightenment technologies, and the castle has no spy/betrayal technology.

d. The blacksmith shop does not have wrist guard technology, and the university does not have reinforced city walls, siege technicians, turrets, fortresses, and pedal crane technologies.

Commonly used tactics:

a. Dark Ages: People have always believed that Persia is an excellent nation of black and fast people. The extra villagers (50 food) are very useful whether it is to build a barracks near the opponent's hometown or to kill deer and steal pigs to find sheep, but you must upgrade first. Looms to consider such action again.

b. Feudal Era: Since the initial resources are slightly more than other ethnic groups, Persia will also upgrade to the feudal era faster than other ethnic groups, so fast closure is also a popular play method in Persia. Villagers' +10% work efficiency will make your economic advantage more obvious. You can develop the economy while constantly harassing or even fatally attacking your opponents.

c. Castle Era: As a cavalry nation, of course, knights should be the main attacking unit. Since cavalry has +2 attack power against archers, war elephants can be considered to produce a few fewer, but they are used to siege cities rather than kill people. As for defense, you can consider swordsmen and spearmen for defense. Since the town center has twice the health, Persia is a difficult country to conquer.

d. Imperial Age: Due to its comprehensive economic and technological advancement, Persia in the Imperial Age could be called a first-rate nation. Halberdier + heavy crossbow, halberdier + artillery, sea of ​​rangers, sea of ​​powerful light cavalry, and the more terrifying sea of ​​war elephants (can be equipped with crossbows), can all make your opponents flee.

Overview: In order for Persia to keep up with its resources in the later period, it needs a population of more than 120 people, and trade carriages are also indispensable for team battles. The Persian team formation bonus can make the cavalry less dependent on the archery unit for protection, and at the same time, it can also send the enemy's archers to the west more quickly. In addition, I have to mention the monks. Everyone thinks they are the nemesis of the Persian war elephants. However, in actual combat, a few monks simply cannot compete with the elite war elephants and other Persian arms in the brigade. All in all, when it comes to conquerors from the dark to the imperial era, Persia can be ranked first.

Recommended combination: Elite War Elephant + Heavy Crossbow

The Conqueror’s National Characteristics and Basic Tactics Part 4: Britain

4.Britain (an arching nation)

a. Castle Age Town Center Cost - 50% Wood

b. Infantry archers (except spear throwers) have a +1 range in the castle era and +1 in the emperor era (cumulative +2)

c. Shepherding works 25% faster

Featured arms: Longbowmen (infantry archers, price 35W45G, upgraded to elite 850F850G, powerful long-distance shooter)

Longbowmen (HP: 35, Attack power: 6, Armor: 0, Shield: 0, Range: 5)

Elite Longbowmen (HP: 40, Attack Power: 7, Armor: 0, Shield: 1, Range: 6)

After reaching full level (HP: 40, Attack power: 11, Armor: 3, Shield: 5, Range: 12)

Unique Technology: Yeomanry (750W450G, Archer Range +1, Tower Range +2)

Team reward: Shooting range work is 20% faster

Other instructions:

a. There are no rings, Parthian tactical technology, or musketeers in the shooting range, there are no camel soldiers, rangers, or powerful light cavalry in the stables, and there are no gunboats or turrets in the dock.

b. The monastery has no salvation, atonement, or pagan technology, the university has no turret or pedal crane technology, the mine has no drilling and quarrying technology, and the mill has no rotation technology.

c. There are no heavy catapults, heavy ramming vehicles, heavy ballistae and artillery in the siege weapon field.

Commonly used tactics:

a. Dark Ages: The advantage in shepherding allows Britain to continue to produce people in the Dark Ages, so that it can gather 500F faster to jump into the next era faster. However, if only 4 sheep are found in the early stage instead of the usual 8, Britain may become very pitiful.

b. Feudal Era: You can consider blocking the speed. Fast range productivity can get you there. But Britain's obvious advantage is not in feudalism, so if you are not very sure, it is best to upgrade the city quickly!

c. Castle Age: In this period, you can consider the tactic of crossbowmen (throwing spears) + spears. Since the speed of ascending the city should be faster than that of other ethnic groups, you don’t have to worry too much about siege weapons attacking you, otherwise you should also equip some Light cavalry or knight. Due to the reduction in the cost of wood in the town center, you can consider dual or multiple town centers, which will make you produce villagers faster, making your economic advantage more obvious.

Longbowmen can be produced in small quantities. In fact, their use was not that big in the castle era.

d. Age of Kings: The main force in the Age of Kings is of course the elite longbowmen. Their cheap cost, powerful attack power, and long range that can attack castles make elite longbowmen a first-class castle force. What you need to pay attention to during this period is to dig more rocks. At the same time, since the longbowmen need wood and gold, there is no conflict with sending people out of the town center. You can steadily advance towards the enemy's position. The basic troop configuration is longbow + halberd + medium catapult. In terms of defense, champion swordsmen and halberds can easily complete the task.

Overview: Britain is the strongest kingdom of archers, but it is a pity that there is no ring technology, which makes the longbows have long range but low accuracy. In actual combat, it is a medium-sized country. When encountering a powerful cavalry nation, it is difficult to defend. It might be a bit difficult.

Recommended combination: elite longbow + halberd + mid-range shot; elite longbow + halberd + champion swordsman

The Conqueror’s National Characteristics and Basic Tactics Part 5: Franks

Franks (cavalry nation)

a. Castle fee-25%

b. Cavalry health +20%

c. Free upgrade of farmland in the feudal era (requires a mill)

Featured arms: Axe-throwing (infantry with long-range attack characteristics, price 55F25G, upgrade to elite 1000F800G, suitable for attacking buildings)

Ax Thrower (HP: 50, Attack Power: 7, Armor: 0, Shield: 0, Range: 3)

Elite axe-thrower (HP: 60, attack power: 8, armor: 1, shield: 0, range: 4)

After reaching full level (HP: 60, Attack power: 12, Armor: 4, Shield: 4, Range: 5)

Featured technology: Thorny Ax (400F400G, axe-throwing attack range +1)

Team reward: Cavalry vision +2

Other instructions:

a. The shooting range has no rings, Parthian tactical technology, no crossbowmen, and the barracks has no guard technology.

b. There are no bloodlines, camel soldiers, or powerful light cavalry in the stables, and there are no heavy catapults or heavy ramming vehicles in the siege weapon field.

c. The dock has no shipbuilder technology, no elite gunboats, no fortresses or turrets, the monastery has no salvation or atonement technology, and the castle has no engineer technology.

d. The blacksmith shop does not have shooter mail, wrist guards, and blast furnace technology, and the university does not have preheating shooting, turret, or fortress technology.

e. There is no drilling and quarrying in the mines, no double saws in the lumberyards, and no guilds in the market.

f. French Ranger’s health after reaching full level: 192, attack power: 18, armor: 5, shield: 7

Commonly used tactics:

a. Dark Age: There is basically no economic advantage, but if you kill all the pigs and deer, the advantages of farming in the feudal era can be very limited.

b. Feudal Era: Fasting is not suitable for Frank at all, so the best way is to quickly build wooden fences and quickly upgrade to the castle age!

c. Castle Age: The low cost of building castles can help you build more castles and town centers. The main arms during this period should be axe-throwers + knights, which can basically resist any combination of attacks.

d. Age of Emperors: The castle violence of this period resulted in an unprecedented scale of axe-throwers. It is best to build fewer rangers because their training period is too long and the cost is expensive. You can consider the combination of elite axe-throwers + heavy crossbows. If you have four or five stables at the same time, you can also consider the combination of rangers + elite axe-throwers, but all of this must pay attention to your gold storage. You'd better end the battle before the gold disappears, otherwise it will be late.

Frank, who relied on gold for everything during the imperial period, would become very vulnerable.

Overview: Frank's strength is from the castle to the early imperial era. In the later period, Frank will be vulnerable due to lack of gold. If you have an alliance, build more trade carts! Axe-throwers and halberds can effectively protect your rangers and giant throwers to destroy enemy buildings.

Recommended combination: elite axe-thrower + halberd + heavy crossbow; ranger + elite axe-thrower + heavy crossbow

The Conqueror’s National Characteristics and Basic Tactics Part 6: Goryeo

Goryeo (Tower and Naval Nation)

a.Village vision +2

b. Stone collection is 20% faster

c. Free tower upgrade (the turret only needs to study chemistry)

d.Tower range +1 in Castle Age, +2 in Imperial Age

Featured arms: a. Chariot (mounted archer, price 80W60G, upgrade to elite 1000F800G);

b. Turtle ship (200W200G, upgraded to elite 100F800G, close range sea killer)

a. Chariot (HP: 150, Attack power: 9, Armor: 0, Shield: 3, Range: 4)

Elite Chariot (HP: 200, Attack Power: 9, Armor: 0, Shield: 4, Range: 5)

After reaching full level (HP: 200, Attack power: 13, Armor: 3, Shield: 8, Range: 9)

b. Turtle Ship (HP: 200, Attack Power: 50, Armor: 6, Shield: 5, Range: 6)

Elite Turtle Ship (HP: 300, Attack Power: 50, Armor: 8, Shield: 6, Range: 6)

After reaching full level (HP: 300, Attack power: 50, Armor: 8, Shield: 7, Range: 6)

Featured technology: Holy power (800W500G, catapult range +1, additional attack on buildings 30)

Team reward: Catapult range +1

Other instructions:

a. There is no Parthian tactical technology in the shooting range, no bloodline technology in the stable, no camel soldiers or rangers, no demolition ships in the dock, and no elite gunboats.

b. The monastery has no salvation, atonement, pagan, or enlightenment technologies, and the castle has no walls, engineers, spy/betrayal technologies

c. There are no heavy ballistas and heavy ramming vehicles in the siege weapon field.

d. The blacksmith shop has no blast furnace and cavalry armor technology, and the mill has no rotation.

Commonly used tactics:

a. Dark Age: Since Goryeo is 20% faster in quarrying and has the strongest arrow tower, you can start digging stones in the Dark Age and then use the feudal tower to attack others.

b. Feudal Age: Although villagers have +2 vision and have the advantage of quarrying, they have no economic advantage in food and wood, the two most useful resources in the early stage. Therefore, instead of attacking others with towers, it is better to attack others on your own. It is better to build a few towers in the resource area to defend. After all, Goryeo is not yet a fast-sealing power.

c. Castle Era: The most common strategy is to build a castle immediately after ascending to the city, because the attack power of Goryeo chariots cannot be ignored. If it is a naval battle, Goryeo also has the Goryeo Turtle Ship, the overlord of the sea. In addition, Goryeo's catapults can also be used as the main combat unit due to their extremely long range, but they must be equipped with long guns to prevent cavalry assaults. Another tactic is to use the cover of champions or halberds or chariots to let farmers continue to build arrow towers at the front line. Because Goryeo's towers can be upgraded for free and have stronger attack power than arrow towers of other ethnic groups, this will save a lot of resources. .

d. Age of Kings: The emergence of turrets will greatly enhance Goryeo's offense and defense. With the fully upgraded Goryeo chariots, you can attack it beyond the range of the town center. The attack power of heavy catapults and musketeers cannot be ignored. In actual combat, when combined with Halberdiers and Champions, it can basically be said that there is no opponent.

Summary: Goryeo is a typical nation that gets stronger the more it fights. Because of the lack of early resource advantages, defense should be the main focus in the dark and feudal era. The castle era began to rank among the military powers, and there were almost no opponents in the imperial era. Goryeo's weakness is that it focuses on the bow and arrow system. Due to the lack of blast furnace technology and the lack of top-level cavalry, it is a bit fragile when facing the Ranger Sea, the Gothic Guards and the Eagle Warriors with strong arrow defense. At this time, it is equipped with a certain number of long-range cavalry. Halberds or champion swordsmen and musketeers can make up for its shortcomings.

Recommended combinations: Goryeo chariot + halberdier + champion swordsman; heavy catapult + halberdier; peasant tower storm protected by the army is an alternative way of playing.

The Conqueror’s National Characteristics and Basic Tactics Part 7: Goths

Goths (infantry nation)

a. Infantry cost -15% in Castle Age, -25% in Imperial Age

b. Infantry damage to buildings +1

c. Villagers have +5 attack power against wild boars, and hunters can carry +15% food

d. Population limit in the Imperial Era +5%

Featured arms: Guards (infantry, price 80F40G, upgraded to elite 1200F550G, suitable for attacking archers and buildings)

Guards (HP: 60, Attack power: 10, Armor: 0, Shield: 6, Range: 0)

Elite Guards (HP: 70, Attack Power: 12, Armor: 0, Shield: 8, Range: 0)

After reaching full level (HP: 70, Attack power: 16, Armor: 2, Shield: 10, Range: 0)

Featured technology: Anarchy (450F250G, produces Guards in the barracks); Infusion (400W600G, trains 50% faster in the barracks)

Team reward: Barrack training speed is 20% faster

Other instructions:

a. The shooting range has no powerful crossbowmen, no rings, Parthian tactical technology, no camel soldiers and rangers in the stables, no thousand shipyard technology in the dock, and no elite gunboats

b. There are no guard towers, fortresses, turrets, city gates, or city walls. There are no heavy catapults or heavy ramming vehicles in the siege weapon field.

c. The monastery has no salvation, atonement, paganism, or engraving technology, and the castle has no wall, spy/betrayal technology.

d. The blacksmith shop does not have cavalry steel armor and infantry steel armor technology, and the university does not have reinforced city walls, siege technicians, guard towers, fortresses, and turret technologies.

e. Gold mining without drilling in mines

Commonly used tactics:

a. Dark Age: The advantages of the Gothic Dark Age cannot be ignored. Needless to say, the speed of killing deer. The villagers' ability to attack wild boars +5 and their clever and fast pathfinding techniques can quickly kill the pigs in the opponent's hometown and completely destroy them. His attempt to seal the deal.

b. Feudal Era: The advantage of quickly dispatching troops from the barracks may be the first feudal shot. However, if the situation is not as favorable as imagined, it is best to move up to the city as soon as possible. Since there are no city walls, Gothic is not suitable for defensive counterattack tactics.

c. Castle Age: The advantages of Gothic infantry in the Castle Age began to appear. The cheap cost allows you to mass-produce swordsmen, pikemen and Gothic guards. If combined with a certain number of light cavalry and siege equipment, it will be really invincible.

d. Age of Kings: The fully upgraded Gothic Guard has four major advantages - low cost, fast production, fast movement, and strong ability to destroy buildings. It can be completely destroyed by champion swordsmen, halberdiers, musketeers, and powerful light cavalry. All immediate obstacles.

Summary: There were no city walls and the initial economic advantage was not obvious, making the Goths a weak second-rate nation before the feudal era. However, as soon as we enter the castle era, Gothic can be regarded as a nightmare for the archery people. The powerful arrow defense makes longbowmen and crossbowmen at a loss when facing it. The unique technology makes Goth's "Human Sea Tactics" one of the most terrifying tactics among Conquerors. The only drawback is that this nation has some difficulty when facing a powerful cavalry nation, but the halberdiers that appear at the right time can easily solve this problem for it.

Recommended combination: Gothic Guard + Powerful Light Cavalry + Halberd

The Conqueror’s National Characteristics and Basic Tactics Part 8: Celtic

Celtic (Infantry Nation)

a.Infantry moves 15% faster

b. Logging is 15% faster

c. Siege weapons fire 20% faster

d. Sheep within sight cannot be transformed

Featured unit: Indigo Raider (fast infantry, price 65F25G, upgraded to elite 1000F800G, suitable for attacking buildings)

Indigo Raider (HP: 65, Attack: 8, Armor: 0, Shield: 1, Range: 0)

Elite Indigo Raider (HP: 80, Attack: 13, Armor: 0, Shield: 1, Range: 0)

After reaching full level (HP: 80, Attack power: 17, Armor: 3, Shield: 5, Range: 0)

Featured technology: Celtic Fever (750F450G, +50% HP for units in the siege weapons field)

Team Reward: Siege Weapon Field Production Speed ​​+20%

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The above is all the content about the Conqueror arms in Age of Empires 2. I hope it can help all players.

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