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The Mystic’s First Comprehensive Unique Unit Analysis Guide

Courtesy of Mystic Hegron

Introduction: The Unique Unit is something completely new to fans of the Age Of Empires series, and are of great value to the fun and historical value of the game. Picking which civilization you use should certainly not be based on the Unique Unit, but Unique Unit’s are designed to add stability and support to their rightful civilization. In this guide I will guide you through the positives and negatives of each Unique Units, who to use them against, and what to counter them with.

The Longbowman: The Longbowman is an archer with tremendous range and fire-rate. In small numbers the Longbowmen are terrible but massed, they are frightening.

Positives: The Longbowman has several advantages. In-groups the Longbowman is devastating, able to take out almost anything in relative distance. Massed Longbowmen can defeat almost any number of massed infantry. Another plus is their range. The Britons receive +1 range in Castle and +1 range in Imperial, quipped with all the Archery upgrades (Fletching, Bodkin Arrow, and Bracer) they have a massive range of 10, and the Elite Longbowman can shoot even farther with a range of 11! They also can have an attack of 7 (Regular Longbowman) or 8 (Elite Longbowman) with the Chemistry upgrade! Imagine all that firepower and attack strength!

Negatives: Cost is kind of a negative, if you compare the Longbowman to the Arbalest. Here are some comparing stats:

Range (After all upgrades) Attack Cost

Longbowman| 10 7 35W 40G

Arbalest | 10 7 25W 45G

 

So you see that the Arbalest stacks up pound for pound with the Longbowman, almost making it near obsolete in Imperial, because Arbalests can be massed produced (Availability of Archery Range) and cost only 5 more gold but 10 less wood.

This is the Longbowman’s main disadvantage. However, although they are still worth creating a few Longbowmen in Imperial for backup it might be a better idea to mass-produce Arbalests instead. Another decisive factor is the idea that Castles aren’t able to be built to a large degree anywhere you want, with Castles you have to be careful with your micro-managing, but with Archery Ranges you can build them anywhere.

What to use them against: All infantry, except for the Goth’s Unique Unit (the Huskarl). You should also counter most other archery units with Longbowmen, such as the Mangudai, the Crossbowman, etc. You should also counter gunpowder units and Mamelukes with Longbowmen as well.

What not to use: Do not use them against Skirmishers (although the amount of Skirmishers almost has to double the amount of Longbowmen). Another good counter are Onagers and Mangonels, these will most likely take out large numbers of Longbowmen. Lastly, you’d be most likely to counter them with horsemen (in large numbers) or other archers.

Cataphract: The Cataphract (The Byzantine’s Unique Unit, is an anti-infantry countering unit, on horseback.

Positives: The Cataphract has some distinct advantages but they never seem to be great. The Cataphract has an interesting anti-infantry bonus, but if infantry doubles them in number, you can kiss your cataphracts goodbye. Cataphracts can be of some extreme use if you are certain your opponent is going to infantry rush you. Pump out some Cataphracts and you should be able to hold the infantry off long enough to create more plus build up your own defenses. However, the main trouble with the Cataphract is that they have no trample damage, so their power and range of attack is limited because of that (however on AOK:TC the Byzantine’s UT allows the Cataphract to gain trample damage).

Negatives: As I stated above the Cataphracts can’t hold up to large numbers of Infantry nor do they have trample damage, which limits some of their capabilities. Although, they do have a distinct advantage over infantry I don’t think it’s great enough to mass-produce them, when there are better ways to stop an infantry attack. I think that Archers and Cavalry combine for a quick one-two punch to stop the rush. However, the Cataphract still is good at holding infantry off until you can create a significant counter force and/or pump out some more Cataphracts. Another disadvantage is how easy it is to counter them.

What to use them against: Cataphracts excel against Infantry, and actually hold up surprisingly well against Archers.

What not to use: Cataphracts can fall easy prey to other Cavalry units such as knights and camels.

Woad Raider: An extremely fast infantry unit, that is good at early Castle raiding, and is good at countering slow, weaker units, with small range.

Positives: The Woad Raider can be an extremely useful unit during the early stages of the Castle Age, and if used effectively can severely cripple your opponent’s early economy and line of defense. The Woad Raider is not very strong in the hit points department but manages that out with its speed, and attack prose. They are also a surprisingly good replacement for Knights if a Castle can be built within the first five minutes of the Castle Age. Here’s how the Knights and Woad Raider stack up pound-for-pound.

Hit Points Attack Points Cost

Woad Raider | 65 8 65F 25G

Knight | 100 10 60F 75G

Although it may be lacking it the Hit Points category by about 35 HP, it’s only down two AP to the knight, and it costs 5 more food but 50 less gold! That’s a pretty big saving, and the Woad Raider almost more then makes up for it with the fact it’s not mounted with its speed.

Negatives: The Woad Raider becomes almost completely obsolete in the Imperial with the cost effective two-handed Swordsmen and Champions coming onto the scene, along with Cavaliers and other cost effective/strong military units. Woad Raiders also can fall prey to archers and scorpions quite easily, which can become even stronger in the Imperial Age, however the Woad Raider still has its upsides.

What to use them against: Woad Raiders do exceptionally well against slower units, and most siege weaponry because of their speed which enables them to pull out and attack again, and they also are good against camels, light cavalry, and skirmishers.

What not to use: You won’t want to use Woad Raiders against archers, Scorpion, stronger infantry, although they can take out a champion (not upgraded and just barely), mangonels, or Cataphracts (that’s a given.)

Chu Ko Nu: The Chu Ko Nu is an archer with a unique ability to fire multiple arrows in rapid fire without cessation. This can be put to great use when the Chu Ko Nu is garrisoned.

Positives: The Chu Ko Nu, is an all around excellent archer, with it’s interesting feature despite having a range of 4. Here’s how the Chu Ko Nu stacks up with the Crossbowman then the Arbalest.

Range Attack Cost

Chu Ko Nu | 4 8 40W 35G

Crossbowman | 5 5 25W 45G

Range (Fully Upgraded) Attack HP

Elite Chu Ko Nu | 7 9 50

Arbalest | 8 7 40

In comparison the Chu Ko Nu and Crossbowman stack up quite well, whereas they also do with the Arbalest, and despite having a terrible range, you must remember that it can be upgraded to 6 in Castle and 7 in the Imperial Age. Their attack is also greater by three Attack Points in the Castle and two in the Imperial Age as well. Although the Elite Chu Ko Nu really isn’t worth it, so instead just keep them in their Castle Age form, and instead of getting the Elite upgrade just use all upgrades from the Blacksmith.

Negatives: The Chu Ko Nu is probably one of the most well rounded units in the game. The only problem is they aren’t very good back-up support. Which means that their use in the Imperial Age is also (like the Longbowman) quite small. Arbalests may not be as tough or strong but are cheaper and can be easily mass-produced. The Chu Ko Nu is best used when it is garrisoned.

What to use them against: Chu Ko Nu’s excel against other Barracks units, and especially slow lumbering units, like Teutonic Knights, Elephants and Monks, and they work well against other archers as well.

What not to use: Chu Ko Nu’s also fall prey to skirmishers, onagers, other Cavalry units, and fast infantry or anti-archer infantry such as the Huskarl and the Woad Raider.

Throwing Axeman: An extremely unique (no pun intended) unit with a ranged attack and bonus vs. buildings.

Positives: The Throwing Axeman is a kind of bizarre unit. It is an infantry unit, but it has a ranged attack. This attribute makes the Throwing Axeman an ideal choice to use against Infantry units. The Throwing axeman is also unique in the sense that it is a better choice to be used in the Imperial Age then it is in the Castle Age. The Throwing Axeman is a superb choice in the Imperial Age if backed up by a sufficient amount of a combination of Paladins and Archers (Crossbows, and Arbalests included). The Throwing is excellent when paired although not as good by itself.

Negatives: As stated above the Throwing Axeman needs heavy-duty power behind it, which makes it only slightly useable in the Castle Age. However, come Imperial these guys are extremely handy. The problem is they really need to be backed up, because they are subject to falling prey to Archery units.

What to use them against: The Throwing Axeman is excellent when paired against an infantry unit or skirmisher.

What not to use: The Throwing Axeman easily fall prey to any archers, because of limited range, and speed.

Huskarl: Interesting infantry unique unit of the Goths, with a bonus vs. Archers.

Positives: This is another great unit to use in Imperial especially against Archer oriented civilizations like the Britons, Chinese, and Japanese, etc. If you back the Huskarl up successfully with the likes of Champions and Crossbows, you’re opponents set for a reconstruction period. The Huskarl, is also good for Imperial because of it’s cost, 80 Food and 40 Gold, those aren’t resources you’ll want to be spending in the Castle Age, so if you want to use the Huskarl, you’ll have to save up some resources. They have their disadvantages but they are awesome when it comes to defeating archers. Their elite bonus, makes the Huskarl much stronger (unlike some other unique, elite upgrades), and more convenient to use against archers.

Negatives: The Huskarl has its disadvantages. It is extremely weak against Infantry units, although it does put up a bit of a fight before going down. They also don’t do well against Knights and other Cavalry Units. Their cost is also a large disadvantage, making them almost completely useless in the Castle Age.

What to use them against: The Huskarl like I said above is just awesome when it comes to fighting archers…

What not to use: However, like I also mentioned it is a totally futile effort to use the Huskarl against the likes of Infantry and Cavalry units.

Samurai: The Japanese Unique Unit and probably most well known soldier order throughout the world, this Unique Unit has a bonus vs. other unique units.

Positives: The Samurai are, in my opinion, one of the most useless Unique Units in the game. However, they are very good against other Unique Units and Infantry Units if the need arises. The Samurai has a quick attack and are extremely (and surprisingly) mobile, speedy, and agile, which adds up to make them useful against the likes of other Unique Units such as the Throwing Axeman and the Persian War Elephant. Their speed and quick attack also makes them quite useful against other infantry units, in both the Castle and Imperial Age.

Negatives: The Samurai may be good against other Unique Units, but in reality players rarely use their Unique Units in large droves, making the Samurai near obsolete. Place that downside next to their astonishing cost (60 food, 30 gold, quite high compared to the much cheaper and nearly as good Champion) and you have a huge negative effect mounted against the Samurai.

What to use them against: The Samurai excel against other Unique Units and Infantry Units.

What not to use: The Samurai (like most infantry units) fall prey to Archers of any sort, especially Imperial Age archers.

Mangudai: The Mongolian Unique Unit, the Mangudai is a mounted archer that exceeds against heavy mounted units (Knights), infantry, and siege.

Positives: The Mangudai is an extremely well rounded mounted archer despite it’s cost, that more then exceeds the pitiful cavalry archer. Let’s compare the two:

Range Attack Cost

Mangudai | 4 6 55W 65 G

Heavy Cavalry Archer | 4 7 40W 70G

Well, you might say, the Cavalry Archer seems to come out on top. But does it really? Let’s compare. First of all, the Mangudai is available in the Castle Age, whereas the Heavy Cavalry archer is not available until the necessary resources are available to make the expensive upgrade in the Imperial Age. Plus the Mangudai may cost 15 more Wood but it cost 5 less gold, which does add up. Also, the Heavy Cavalry archer has no bonus, whereas the Mangudai has a bonus vs. Siege Units. Taking this into account it appears that the Mangudai is by far a better choice if you are thinking of getting Cavalry archers at all!

The Mangudai is also good for early Castle Age raiding, and is excellent against almost every kind of unit except for Light Cavalry and Skirmishers, because of their outstanding speed and quick attack. Although they can’t be massed produced unless given time to boom; they are extremely useful as backup archery units in Imperial and as light raiders in the early (and even late!) Castle Age.

Negatives: Like most other archers, the Mangudai can fall prey to Skirmishers and Light Cavalry, but this is no problem, seeing as most people wouldn’t think of getting Skirmishers and Light Cavalry that quickly in the Castle Age. Even so, the Mangudai can still flee by using Guerrilla (hit and run/Sandinista) tactics, making them superb raiders and a fine addition to any Mongolian army.

What to use them against: With a bonus vs. Siege Weaponry the Mangudai can fend off any siege attack, but they also are excellent against Infantry, Persian War Elephants, Teutonic Knights, and Monks, because of their quickness and speed of attack.

What not to use: Like most archers the Mangudai are not good in the least against Skirmishers, Light Cavalry, and even other archers, but unlike most archers, the Mangudai can fend off attacks by Siege Weapons including battering rams!

War Elephant: The Persian Unique Unit, the War Elephant, is a mounted unit, with extremely high hit points and attack points, but are weak against most any units.

Positives: The War Elephant is another extremely useless Unique Unit, but like the Samurai they still have their advantages. The Elephant is a fine addition to the Persian Army in the late Imperial Age. They are superb at taking down buildings fast and efficiently and are extremely strong when upgraded to the Elite War Elephant, but like most of the Unique Units, the War Elephant has more disadvantages then advantages.

Negatives: The War Elephant, is a slow, lumbering unit, and although extremely strong and powerful, can fall prey to almost every other type of unit. It only takes 4 or 5 infantry units to take down an elephant and even less if that infantry unit is a Pikeman. Archers can just literally mow down row after row of elephants, and monks can convert Elephants quickly and usually without much harm being done. Although the booklet says that Infantry and archers aren’t good against the War Elephant that is almost entirely not true, and the Elephant can also fall prey to the Saracens unique unit the Mameluke and Camels as well.

What to use them against: The War Elephant is weak against most units, and although they can take down infantry and archers, if those units are upgraded and in decent numbers, they can easily take down an Elephant. The only other things the War Elephant exceed against are buildings, which is why the War Elephant is an idea unit to take down leftover buildings in the late Imperial Age.

What not to use: The War Elephant falls prey to most other units, especially Camels, Pikemen, Monks, and Mamelukes, and they can also fall prey to Infantry swordsmen and archers, when in decent numbers.

Mameluke: Another extremely unique unit, to say the least, which belongs to the Saracens and is a mounted anti-cavalry unit with a ranged attack, similar to the Throwing Axeman in this sense.

Positives: The Mameluke has a great bonus against other cavalry units, and because of it’s ranged attack allows it for great hit and run attacks on the enemy, which means it’s a great compliment to any Saracen army whether in the Castle Age or the Imperial Age. Another cool attribute of the Mameluke is that it has incredible speed, and even rather strong hit points, although the Mameluke is much more effective in the Elite form, and is like other Unique Units, most useful in the Imperial Age.

Negatives: The Mameluke can be compared to another anti-cavalry unit, the Camel, which is also something that the Saracens exceed at. Let’s compare the two.

Hit Points Attack Points Cost

Elite Mameluke | 80 8 55F 85G

Heavy Camel | 120 7 55F 60G

It appears from the information above, that the Camel is clearly a much better choice against Cavalry than the Mameluke. There are other disadvantages to the Mameluke as well; Hit Points, cost of upgrade, and cost. However, the Mameluke has a ranged attack, which not only makes it a perfect compliment to the Saracen military, but it also makes them superb as set up men and hit and run soldiers. Again though, the Mameluke is not a unit that one would want to mass-produce because of cost and limited availability.

What to use them against: The Mameluke excels against other mounted units, especially knights and cavalry archers.

What not to use: Mamelukes are completely useless against archers (all types: hand cannoneers, and skirmishers included), and Pikemen.

 

Teutonic Knights: The Teutons’ (duh!) Unique Unit which is both the strongest and the slowest Unique Unit in the game with a bonus vs. buildings.

Positives: The Teutonic Knight is an extremely, extremely powerful unique unit, but is terribly slow. However, it has its advantages. It’s surprisingly not all that fitting with the Teutons’ army, but it becomes a great advantage (like the War Elephant) in the Imperial Age because of it’s bonus vs. buildings. Although, against cavalry and archery based civilizations it is not worth its cost and effectiveness to build at all. However, against Infantry based civilizations, the Teutonic Knight excels.

Negatives: The Teutonic Knight’s most powerful weakness is its speed. It is extremely slow both with how fast it moves and how fast it attacks, this is why I mentioned that it is partially weak against cavalry units which can use hit and run tactics to take down an army of Teutonic Knights. Its speed also accounts for why it falls prey to ranged units. It can also be taken down with only a few two-handed swordsmen or champions in the Imperial Age.

What to use them against: The Teutonic Knight is only good in my opinion against other infantry units because of their speed.

What not to use: The Teutonic Knight’s are pathetic against everything else, especially knights and archers, although they are not, surprisingly, weak against skirmishers.

Janissary: The Turkish Unique Unit is a gunpowder unit with a longer but no minimum range attack.

Positives: The Janissary has a very large advantage, almost unduplicated by any other unique unit. When a Turkish player reaches the Castle Age, the Janissary can become quite a powerful asset to the Turkish army. Although the Janissary has a relatively high cost (60 Food and 55 Gold), it more then makes up for it with its attack and power, which becomes available to other players only in the Imperial Age (Hand Cannoneers). The Janissary is also increasingly hard to counter in the Castle Age as well, with only crossbowmen and weak Mangonels, making them great early raiders. However, their cost still comes into focus, also take into account that like all unique units they can not be mass-produced. Still, however, the Janissary compliments the Turkish army nicely, even in the Imperial Age.

Negatives: The Janissary still becomes less of a factor when the Imperial Age rolls around. Archers become stronger, Hand Cannoneers become available, and onagers become available as well, replacing the rather weak mangonel. Again, like all Unique Units, the Janissary cannot be mass-produced, especially with the cheaper and stronger (for the Turks only) Hand Cannoneers available. Let’s compare the two.

Range HP AP Cost

Elite Janissary | 8 40 18 60F 55G

Turkish Hand Cannoneer| 7 70 17 45F 50G

So when you compare the two, you can see that with their 50% more hit points bonus for gunpowder units, and their 50%off gunpowder unit technologies, along with free chemistry upgrade, the Turks’ Hand Cannoneers work out to be a great value, compared to the much more expensive Elite Janissary. However, the Janissary with long but no minimum range, works out to be great backup/clearing units in the Imperial Age.

What to use them against: The Janissary is great at taking down Barracks units and infantry units in general, along with the slow Monks.

What not to use: The Janissary is poor against well-equipped (upgraded) archery units, as well as Onagers and Mangonels.

The Berserk and the Longboat: The Vikings are the only civilization in Age of Empires 2 with two Unique Units, one being the Berserk soldier, and the other being the Longboat (Although I am not covering the Viking Longboat in this Unique Unit guide). A unique factor with the Berserk is its unique ability to heal itself slowly over time without being healed by a monk or garrisoned in a castle.

Positives of the Berserk: The Berserk is a great fighting soldier for use particularly in the Castle Age, their cost effectiveness (65 Food and 55 Gold) makes them an excellent choice for raiding, especially for hitting your opponents gold and stone miners early on. Their unique ability to heal themselves over time makes them good for hit and run attacks on villagers, allowing for wave after wave of relentless attack. The Berserk may not be a great choice when compared to Long Swordsmen, they do have the ability to regenerate and an attack bonus vs. buildings, so when combined with a force of Long Swordsmen, they become very useful.

Negatives of Berserk: The Berserk on the other hand, if not fully upgraded (Elite and all Blacksmith upgrades) in the Imperial Age, becomes obsolete. Another downside is their speed, making them susceptible to archer fire, and hindering them from making quick, speedy raids during the Castle Age. Their healing rate too, is also slow and seems a useless trait in the Imperial Age.

What to use them against: Berserks are good against Light Cavalry units, other Infantry, Camels, and Skirmishers.

What not to use: You wouldn’t want to pit a Berserk against a group of archers, scorpions, Mangonels and Onagers, and Cataphracts (Byzantine Unique Unit).

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