Overview
This guide is an Extensive Guide meant to cover several things about the Teutons, one of the strongest civilizations and arguably best Defensive Civilization as well. This guide will cover Several topics:Dark Age PlayFeudal Age PlayFrush PlayCastle Age PlayImperial Age PlayAvailable UnitsGeneral Style of PlayTactics Against Different CivilizationsClosing Notes.This guide is still a work in progress. I do hope you all enjoy it!
General Style of Play + Units
The Teutons have a very armor heavy style of play. Their civilization has a rather weak in the early ages.
The Teutons have bonus sight to the Town Center . This will help you find your first resources.
Farms also only cost 40 wood instead of 60. Since farms will likely be the #1 lumber cost of any non Wood Unit Dependent races (Like Koreans or Britains)
Once in the Castle Age, you get Murder Holes for free ((Often Underestimated))
Monks Healing range x2
Team Bonus: Units are harder to convert ((Like the 1000g imperial age tech Faith. But team wide.))
Teutons have powerful infantry and cavalry. Having Bloodlines for bonus paladin health and the full armor and damage techs for all melee units, their paladins are outshined only by the Huns’s paladins who have Husbandary and Bloodlines for health and speed boost, and by Franks who have Zealotry with bloodlines to give them the highest hp paladins in the game.
Teutonic Infantry is among the strongest in the game. This is because they have all the base techs for infantry. Halbadiers for dealing with Cavalry. (pointless as TK’s will decimate nearly all cavalry besides for Cataphracts) And they have champions (again, muted by above.)
Their star and glory is the Teutonic Knight (TK.) This unit boasts 70 base health, moderate dmg attack, and Insane armor. At base he runs a 5/2 armor. This makes him a nightmare for more melee units to complete against in the castle age. This boast only gets scarier as in the Imperial Age, the Elite Teutonic Knight, has 10/2 armor, and 17 base attack with 100 hp. Fully upgraded they have 21 attack, 13/6 defense with 100 hp. This infantry can solo any infantry in the game with the exception of the Jaguar warrior. They also can solo nearly all the Cavalry, except the Cataphract. This makes the Teutonic knight a walking tank. However, this talk boasts among the slowest speed in the entire game. This leaves them prone to kiting.
In the Cavalry department the Teutons lack any real light cavalry presence, only having the Scout. They also have no Camels. However, they do have access to Paladins. Quite effective at fighting Jaguar Warriors against Aztecs, and amazing against most units that the Teutonic Knight is unable to fight. They do lack the husbandry upgrade for speed boost. However, they are a great secondary unit.
For ranged the Teutons are among the worst. They only get up to Crossbowman. They also lack the Bracer upgrade for range. Teutons also don’t get heavy cavalry. They only get Hand Cannoneers and Elite Skirmishers for final tech ranged units. Both of their places, but neither are very good as final tier units by comparison. Due to this, your ranged army is a bit lacking.
Siege Units
The Teutons have a vast arsenal of seige units. For Rams, they go up to the Capped Ram which only takes 300 food to upgrade. These rams aren’t too bad to soaking tower hits or for soaking archer hits. In addition, you can slap 4 TK’s in them to make them faster than a TK normally would be. This can be very usefull, especially in the castle age.
They also have access to the Siege Onegar. The tech’s are very expensive, but this thing will wreck a pack of archers almost instantly. It also can be used to through woods in maps like Black Forest.
They also have access to Heavy Scorpions. This is a very underestimated unit. It shoots like a galley but with splash. It has decent range, and can soak arrow hits very easily. It works well against most of those archer civ’s and many infantry civs. These things will melt through most ranks. Most enemies will try to sneak around to take them out. If you can block and protect them, they will lose most of their troops in the process.
Bombard Cannon is an expensive long range unit. It can be good in a fight, and excels at taking out other siege workshop creations and trebuchets. It also is great at taking out buildings and ships.
Petards are suicidal men who devastate buildings. At 80 food and 20 gold, they tend to usually not be worth it. However, 10 of these guys will instantly rip a castle a new one. Yet, the castle can take out 1-2 of them before they reach. Having a battering ram with these guys makes any castle doomed.
Trebuchets are the long range legacy of AoE. They automatically attack other Trebuchets and buiilding. They excel at breaking chose point defenses. They can manually target units, but have poor accuracy. They will 1 hit kill all but three units. Battering Rams, Persian War Elephants, and Elite War Wagons.
The Castle
A massive key structure. Your key technology increases its range by three giving it 13 range. The only unit that can out range this are Turkish Bombard Cannons, Turkish Cannon Galleons, and Trebuchets. This is the only castle that will out range British Longbowman fully upgraded.
This is where you train your Teutonic Knights, the life and blood of your civilization.
Monks
An often underestimated unit. You can gather a few relics for extra gold income with just one monk. A pack of 5 with a good pack of TK’s, will turn into an Iron Wall most people can’t break. Their bonus heal range can keep them safe from a lot of long range fire. In addition, due to the armor TK’s have, the monk can actually out heal damage from many units. These units are Glass. They will die in 1-3 hits from most Imperial Age units.
I will not be discussing Naval units sadly. Their Navy is like most Europeon Navies, having Galleons, Fast Fire ships, and rank 1 cannon Galleons. They are a medium tier naval race.
MORE TO COME!
Sadly my friends, I have other things I require to do. So, I plan on updating a new section every few weeks as I get time. Please be patient with me.