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    Age of Empires II Civilization Match-up Discussion Round 12 Week 9: Slavs vs Tatars

    Age of Empires II Civilization Match-up Discussion Round 12 Week 9: Slavs vs Tatars


    Civilization Match-up Discussion Round 12 Week 9: Slavs vs Tatars

    Posted: 20 Jul 2021 09:47 PM PDT

    A historical classic! Speaking of which, you should all watch The Open Classic tournament this weekend! ;D

    Hello and welcome back for another Age of Empires 2 civilization match up discussion! This is a series where we discuss the various advantages, disadvantages, and quirks found within the numerous match ups of the game. The goal is to collectively gain a deeper understanding of how two civilizations interact with each other in a variety of different settings. Feel free to ask questions, pose strategies, or provide insight on how the two civilizations in question interact with each other on any map type and game mode. This is not limited to 1v1 either. Feel free to discuss how the civilizations compare in team games as well! So long as you are talking about how the two civilizations interact, anything is fair game! Last week we discussed the Burmese vs Khmer, and next up is the Slavs vs Tatars!

    Slavs: Infantry and Siege civilization

    • Farmers work +10% faster
    • Supplies free
    • Siege Workshop units cost -15%
    • TEAM BONUS: Military buildings provide 5 population space
    • Unique Unit: Boyar (Heavy cavalry)
    • Castle Age Unique Tech: Orthodoxy (Monks +3/+3 armor)
    • Imperial Age Unique Tech: Druzhina (Infantry deal 5 blast damage in 0.5 tile radius)

    Tatars: Cavalry Archer civilization

    • Sheep (and other herdables) last +50% longer
    • Additional Town Centers spawn 2 sheep when constructed, starting in Castle Age
    • Units deal +25% additional bonus damage when fighting from higher elevation
    • Thumb Ring, Parthian Tactics free
    • TEAM BONUS: Cavalry Archers +2 LoS
    • Unique Unit: Keshik (Medium cavalry that slowly generates gold in combat)
    • Unique Unit: Flaming Camel (Anti-cavalry, anti-elephant petard)
    • Castle Age Unique Tech: Silk Armor (Scouts, Steppe Lancers, and Cav Archers gain +1/+1 armor)
    • Imperial Age Unique Tech: Timurid Siegecraft (Trebuchets +2 range; enables Flaming Camels at Castle)

    Below are some match up-specific talking points to get you all started. These are just to give people ideas, you do not need to address them specifically if you do not want to!

    • Alrighty, pretty interesting one here! For 1v1 on open maps, both civs seem to fall into the "good, but not good enough to be picked constantly" category. Slavs possess an excellent economy that ramps up throughout the game, and possess a wide array of strong infantry, cavalry, and siege options. However, they critically lack good archers. Tatars, meanwhile, boast an excellent mobile army composition, but lack the consistent eco bonus of Slavs. Whom do you favor here?
    • On closed maps, you would think Slavs would have the edge (and maybe they do). Good eco, very strong halbs for Tatar cavalry, and siege rams to soak up arrow fire. Tatars do have a few tricks up their sleeve though. Their cav archers are an excellent long-term value unit, and unlike the other steppe civs, they possess hand cannoneers, bombard towers, and of course their 19 range trebs. How do you see this one playing out on your Arenas, Hideouts, and BFs?
    • In team games, once again we find both of these civs good - but not amazing. Slavs are a strong pocket with their great eco and good cavalry. Perhaps they are even better now that their Boyars were buffed recently! Still, without Paladin it's not a super smooth progression during Imperial Age. Tatars, meanwhile, face a similar problem. Their early power spikes with their sheep bonus and free thumb ring is great for early to mid game, but you are forced to switch into CA at some point due to your lack of arbalests. How do you see these civs fitting into a team game scenario?

    Thanks as always for participating! Next week we will continue our discussions with the Berbers vs Teutons. Hope to see you there! :)

    Previous discussions: Part 1 Part 2 Part 3

    submitted by /u/OrnLu528
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    I concur

    Posted: 20 Jul 2021 10:08 PM PDT

    People say Dave lost his moral high ground over T90 today

    Posted: 20 Jul 2021 04:49 PM PDT

    New Console For Dave To Play AoE2 oOn

    Posted: 21 Jul 2021 05:59 AM PDT

    Found these relics in a box

    Posted: 20 Jul 2021 12:09 PM PDT

    Is there any point in obsessing over efficiency at lower ELOs?

    Posted: 21 Jul 2021 06:53 AM PDT

    I ask because I've started to notice that most of my idle time is caused because my attention is elsewhere trying to stream sheep in one at a time, microing lumberjacks, carefully placing farms in the optimal position etc while trying to manage forward units as well. It all just eats into my (extremely slow, oops) APM and general brain capacity and I don't think it leaves me better off. I'm increasingly of the opinion that I'm better off accepting the odd extra sheep taken (and food wasted) or the odd inefficient lumber camp if it means I'm microing my drush better, keeping my TC constantly producing, scouting actively.

    Another example of this would be trying to use massed monks or other micro-intensive units without a meatshield. They are technically the optimal move in a lot of situations but only if your micro is good enough to keep them alive. I think it's easy to fall into the trap of trying to do what's best according to the meta/the pros/streamers rather than what's best for your own micro abilities. The amount of mangonels I've lost because I was busy elsewhere just doesn't bear thinking about. Rest in peace.

    I think we all love Spirit of the Law videos and watch the pros talk a lot about the optimal strategies but honestly how high level do you have to be before these things make a marked difference to your play? And if you think they really are important, what would you prioritise?

    Signed, a briefly 1.2k player who has dribbled back down to mid 1.1k and is tired of being behind in vils without even taking damage, because my brain is elsewhere.

    submitted by /u/Snikhop
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    Arena 20 + 2 FC into 3 TC boom as Saracens

    Posted: 20 Jul 2021 10:50 PM PDT

    This was a feasibility test of the Saracen market: is it possible to go into 3 tc boom immediately from a very low pop? Turns out the answer is yes. This build takes advantage of: the -100 market wood cost, the 5% fee, and the raw power of using gold to buy food.

    Yes you have to use hotkeys with the market. IDK if this works reliably but I did it once relatively soon after I started trying so that's enough proof of concept for me. This build maybe isn't useful due to the unreliable nature of discrete 100 resource intervals but maybe it is, or maybe this will lead to some other individuals augmenting it into something useful. Also I guess theoretically this works on any map where you can push deer.

    Anyway the build order is a doozy:

    • 3 houses to start
    • 6 on sheep
    • build lumber camp, 3 villagers on wood
    • literally 10th-19th on food, lure boars early, push deer.
    • build a mill with one villager at some point, keep on berries
      • You will have 15 villagers under the TC at 20 pop
    • Garrison food villagers in TC, pray you have enough food.
      • If not, idle TC + force drops.
        • Maybe loom can fit in here for some early castle shenanigans
      • Send back to work
    • Click up to feudal
      • Keep 7 on food
      • Split other 8:
        • 4 to gold/build mining camp
        • 4 to stragglers
    • Build a house with straggler villager
    • Send the +2 villagers to lumber camp
    • When you have 225 wood (enough for blacksmith + Saracen market), send 4 from stragglers to gold.
    • When feudal hits, split 3 lumberjacks
      • 2 to market, 1 to blacksmith then back to wood
    • For castle age micro the market
      • Sell 200 stone
      • Buy as much food as needed
        • Sell wood if you have to, buy food.
      • This should take less than 5 seconds, force drop food and gold if needed.
    • When 7 on food under TC is exhausted send to stragglers
      • Split them 2/2/3 per tree
    • Buy back the stone you sold. Between the sale and the buy-back you will lose only 20g.
    • When castle age hits 4 straggler villagers to TC, 3 straggler vills to other TC.
      • 1 TC on lumber, 1 TC on gold
        • This is relatively well balanced with default assignment which is great because you need to focus on the market. However optimizations could be done here.
      • Buy gold mining and double bit axe while these TCs finish (probably mandatory but idk)
      • Put all 7 of the TC builder villagers on gold.
    • Produce from main TC, rally on berries
    • At this point you should have 5 on wood, 6 on food, and 15 on gold.
    • Buy food as needed for 2nd/3rd TC (you should have very little idle time)
    • Horse collar + heavy plow at around 38 villagers
      • Build farms as wood becomes available with gold villagers
      • Your berries will be saturated, use those villagers as well
      • Bow saw probably is better than heavy plow but I didn't test this.
    • If all goes well you will stop buying food (because your villager queue is fine) at a buy price of around 165. Mine showed 168 when I stopped needing it.
    • Play standard. Enjoy 62+ villagers at 20min.
    • Pick up your Saracen flair in the sidebar.

    That should be everything. At the very least the detail in here should get the build-order-theorists on the right track regarding what's possible with the Saracen market.

    submitted by /u/Remarkable-Corgi
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    Poor knights get trapped by Villese

    Posted: 21 Jul 2021 08:24 AM PDT

    First time playing as a flank online

    Posted: 21 Jul 2021 08:32 AM PDT

    Roundtable discussion on Thursday. Please leave questions in the comments. More details in the comments section.

    Posted: 20 Jul 2021 11:59 PM PDT

    T90 featured on LeMonde.fr (one of the biggest French news websites)

    Posted: 20 Jul 2021 03:29 PM PDT

    u/T90Official is featured in this new article (in French) by Clémence Duneau. Le Monde is the highest selling daily newspaper in France, and its online edition, LeMonde.fr is among the 5~10 biggest French news websites, depending on the metrics.

    Congrats, T90 :)

    Note: the author has already written about AoE in the past (discussion on r/aoe2).

    submitted by /u/Arkanosis
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    What to do when a Scout is inside your walls and M@A are outside your walls?

    Posted: 20 Jul 2021 05:29 PM PDT

    Defending on a single bridge has always been my dream when playing aoe2 1111

    Posted: 21 Jul 2021 03:59 AM PDT

    TIL vils are (probably) the fastest stone wall breakers in feudal

    Posted: 20 Jul 2021 05:30 PM PDT

    I'm posting this in case it helps someone else - I just learned this today: villagers have a +6 attack bonus against stone walls, making them (probably) the fastest stone wall breakers in feudal age. I didn't believe it so I ran some test scenarios - see below. I'm not spirit of the law so I'm not going to test every feudal age unit against stone walls, these were just some units that i would commonly have in feudal age.

    Vils are ~80% faster at taking down stone walls than Eagle Scouts or Eagle Warriors: https://imgur.com/gallery/IMFLrfy

    Vils are also ~60% to 70% faster than militia and man-at-arms vs. stone walls: https://imgur.com/gallery/SPtjA3Z

    Edit: forgot to mention that in these scenarios, i made them all start fighting the wall at (roughly) the same time.

    submitted by /u/gaitlx22
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    When is it a good idea to split villagers on sheep/boar/deer?

    Posted: 21 Jul 2021 12:39 AM PDT

    I've always been under the impression that it is better to put 6/7 vils on one sheep or boar. I know it tends to be better to put 3/4 vils per deer (I think from a SotL video), but lately I've been watching some AOE2DE videos again and I realized that many players tend to split vils on deer and sheep. Am I missing something? I am still relatively noob... Thanks!

    submitted by /u/Tuindwergie96
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    Age of Empires III: DE - The African Royals Official Trailer

    Posted: 20 Jul 2021 04:39 PM PDT

    I forgot just how much fun ranked truly is, even when you aren't good

    Posted: 20 Jul 2021 10:13 AM PDT

    Only 960 elo here, and my game play was obvious. Lost two Vills to the same boar, hotkey malfunction. My garrison key doesn't seem to work... but I was Malay and still managed to get up to every age faster, got 4 relics, and managed to double castle drop. Didn't even realize that I forgot loom until I was looking at the map afterwards. Fun game, unfortunately my opponent was Asian, so I did not get the opportunity to befriend him. He played better than me for the most part, just couldn't deal with the trebs that I had before he was able to click up. Sloppy sloppy eco on my part, floated all resources like a dang ship. But I don't care, and now that my win loss is officially 6-9 I think my ranked days are over. Hahah

    submitted by /u/DefinitionComplex
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    Is there any GOOD reason to have a Smurf account? Do you have an example?

    Posted: 20 Jul 2021 07:50 PM PDT

    There's been debates about smurfing in a specific way of beating up on lower elo players for fun when you are a higher elo player. I don't agree with that kind of smurfing, but I know people have Smurf accounts. What are some of the reasons people make them and use them?

    submitted by /u/masonwindu77
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    Hello, aoe2 subreddit! I and my friends are new to the game and we are trying to learn to play and I have one particular question.

    Posted: 21 Jul 2021 07:20 AM PDT

    (If this doesn't go here, I will remove this.)

    So we have been playing this game for over 1 and a half week and all of the games goes like this:

    Start game > gather resources for 1 hour and go into the Imperial age (nobody fights) > Fight with large armies.

    Normally we are 4-6 players at any given time so it's hard to be aggressive in the early game cause if one is attacked another of my friends attacks the aggressor.

    I guess my question is: is this the correct way to play the game? We normally end the game with thousands and thousands of resources and I feel like we are missing a huge chunk of this game.

    Thank you everyone in advance!

    submitted by /u/Zholotoi
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    Dear Swiss people vote for AoE2 for the Digitec Playground 5!

    Posted: 20 Jul 2021 01:41 PM PDT

    Hello everyone!

    Once again we need to unite to get AoE2 to the Digitec Playgrounds tournament!

    Last time we missed it by a couple of votes and ended up with the second place!

    This time its already looking good! Please vote for AoE2! https://www.digitec.ch/de/page/waehl-das-spiel-fuer-den-digitec-playground-vol-5-20484

    Only Swiss people are allowed to vote tho.

    Beste regards

    Bulletchen

    submitted by /u/Bulletchen
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    Aggression in team games?

    Posted: 21 Jul 2021 01:52 AM PDT

    Hiya all, I'm pretty crap at AoE2 and looking for some advice on how to be more aggressive in team games. I've found that 1v1, I can rush or even just put pressure with some units. I like to play Cumens because they can get rams to take out a TC before castle age. But in team games, because of reinforcements or another player counterattacking, when my friends and I try to play an aggressive strategy in 3v3 we just hit a brick wall and die.

    Maybe we just suck at aggro? Or maybe aggro isn't as good in team games? Can anyone give pointers or a link to a good guide someplace? Cheers!

    submitted by /u/megachad3000
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    Finally beat my ELO high after dropping all the way down to 1100 from 1260

    Posted: 20 Jul 2021 04:30 PM PDT

    People that spectate their own games, why do you even play?

    Posted: 21 Jul 2021 02:42 AM PDT

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