AoE II (2) The best Offense Strategy

Offense Strategy

On the attack, grouping like troops together can be a good tactic. AoK allows you to create up to nine different groups for easier crowd control. And if you make a group homogenous, it won't take a speed hit and you can use it quickly for specific counter-measures. If you assign each group a number (by holding down CTRL and a number key when the group is selected), you'll have faster access to them.




In a lot of combat situations, a player will select an entire army and send it into the attack. This results in several seconds of chaos as the melee units assume their various positions in the formation. By having preset groups, you can select targets for infantry, stable units, and ranged units separately.

But you can also group together different types of units for strategic reasons. Including infantry with siege weapons offers protection for the powerful but vulnerable catapult class. Similarly, using monks with any other types of units provides automatic healing. AoK's new auto-formation allows groups to move at the same speed, but that of the slowest unit, so be careful to not group fast strikers with plodders.





If you're planning a peon rush -- pouring out as many low-level troops as you can early in the game and then knocking your enemy back with them -- think it through carefully. It can be impossible to recover from a well-planned rush (i.e, 20 soldiers nail your neighbor before it can advance out of the to Castel Age), but a fought-off rush might leave you vulnerable to a swift counterattack or leave your economy so far behind you won't be able to catch up.


A safer, but still-effective offense, is harassment tactics. These can begin at the start of the game, and it won't cost you any extra resources. Use your single scout to harass enemy villagers, chase off deer, destroy new construction and so forth. Just be careful. If the villagers surround the scout, they can bring him down.
If you're planning on controlling the water, commit yourself totally to the effort. Produce lots of ships, upgrade them as soon as you can, create more than one dock and destroy any enemy docks as soon as construction begins. If you're a landlubber, make sure that your key buildings aren't within range of sea attacks. It's pretty frustrating to watch a cannon galleon pummel your buildings while you sit by idly wishing you hadn't given them that prime beachfront location. 

A few general tactical notes: 

-While you won't always need to manage melee battles in great detail, a hands-on command of your troops when defending against long-range weapons like trebuchet and cannon galleons can save units. For instance, in a sea battle, keep your ships highlighted. Wait until the enemy galleons fire and then move. Their shot will land harmlessly in the water, while your own (provided the enemy galleons' owner's attention is otherwise occupied) should strike home. 
-Don't treat a heavy-duty assault on your home base as if it's Custer's Last Stand. You may live to fight another day. Your attacker's hands are likely to be full with the detailed destruction of your community. Make us of this time to conduct a thorough evacuation-to an ally's camp or even just an unoccupied corner of the map. Make sure villagers are included in this pilgrimage, as you'll have to build a new town center, and that you also have enough resources to create basic structures.

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