Amir of Transoxiana is the first scenario of the Tamerlane campaign in Age of Empires II: Definitive Edition. It is based on the events surrounding Tamerlane's rise as the ruler of Transoxiana (present-day parts of Kazakhstan and Kyrgyztan, Tajikistan, and Uzbekistan).
The man's eyes surveyed the room as he began to speak. 'A life of flight is a cruel thing. I have seen numerous battles and escaped clutches of death too many times to count. Thousands of men once followed my call, but I am now without land, army, or title. All that I have left is my quest for vengeance.'
Precious time passes as I speak, so I will be blunt: Doom rapidly approaches your land, and you must be ready of it!'
The armies of the accursed Tamerlane draw ever nearer, watering the ground with blood. This warlord is the greatest scourge ever seen in all of Asia! If you will listen, I will tell you his conquests, of the terror that he has inspired.'
Born into the Barlas, nomads inhabiting the Central Asian steppe, Tamerlane was bred from birth to be a warrior. He spent his youth as a mercenary in the service of the local chieftains, but soon rose to power when his father, a powerful chieftain himself, died.'
At this time, Transoxiana was divided between four powers: In the west lay the White Horde and the Blue Horde, mere shadows of the former glory of the Golden Horde. In the east were the two wings of the declining Chagatai Khanate. Tamerlane set his sights on these divided rivals. He was outnumbered, but he had a plan.
Tokhtamysh, a chieftain challenging his uncle Urus for rule of the White Horde, had sent messengers to Tamerlane seeking his support. If Tamerlane could defeat Urus and install Tokhtamysh in his place, then Tamerlane could rely on the support of a powerful ally.
Scenario instructions Edit
Starting conditions Edit
- Starting Age: Castle Age
- Starting resources: 1,000 food, 1,000 wood, 800 gold, 650 stone
- Population limit: 200
Main objectives Edit
- Capture 3 of the 4 Relics held by the rival Transoxianan khanates.
Secondary objectives Edit
- Kill Urus Khan.
- Raid the Blue Horde.
- Destroy 2 of the Western Chagatai Markets.
- Destroy the Eastern Chagatai Mills and Town Centers.
- Tamerlane's forces cannot advance past the Castle Age, but can support a population of 200.
- You cannot build Docks or warships in this scenario. There may be a way to capture a Dock from the White Horde to fish in the Aral Sea, however.
- Do not hesitate to use Tamerlane in battle. If he falls, he will return to the Castle (provided that it remains standing) to recover from his wounds and return to the field again once he is ready.
- Resources are scattered thinly across the open steppe. As you expand to harvest them, you may also encounter local warriors willing to join your cause.
- Killing Urus Khan will allow Tokhtamysh to take control of the White Horde and assist you against your other enemies.
Your scouts report:
- The forces of Tamerlane (1, Purple) command the fortified city of Samarkand. Its walls will provide safety early on, but you will soon have to expand north to acquire additional resources.
- To the west is the White Horde (4, Cyan), whose leader, Urus Khan (7, Orange), resides in a fortress near the Aral Sea. Droves of Cavalry Archers, Light Cavalry, and Spearmen roam the steppes between the Sary Su and the Ulutau.
- The buildings of the Blue Horde (3, Blue) lies to the northwest. Though initially the most vulnerable of your opponents, they will field armies of Knights, Camel Riders, and Skirmishers if not properly checked.
- The Western Chagatai Khanate (5, Red) controls a citadel in the north on the shores of Lake Balkhash. Behind their walls lurk a plethora of Cavalry Archers, Camel Riders, and Spearmen.
- The Eastern Chagatai Khanate (6, Green) dominates the eastern portion of the map from a formidable mountain fortress. Dread hordes of Mangudai, Light Cavalry, and Pikemen issue forth on the first sign of approaching enemies.
- Tokhtamysh Khan (2, Yellow), a rival claimant to the leadership of the White Horde, holds a camp between the Oxus and Jaxartes Rivers in the center of the map. His forces are few, but given the proper support he could prove to be a powerful ally.
- Player (Tatars)
- Tokhtamysh (Mongols)
- The Blue Horde (Mongols)
- The White Horde (Tatars)
- Western Chagatai Khanate (Tatars)
- Eastern Chagatai Khanate (Mongols)
- Urus Khan (Mongols)
This map will be made easier with a blitzkrieg approach. Take note on the map the 6 gaia camps on the map. 5 in a star-shape ring around yellow (3 east, 1 north, 1 southwest) and one stuck between blue and cyan at the northwest of the map.
Press F3 (pause) when the game starts. Group all Cavalry units in group 1, everything that's on foot in group 2. Send group 1 to the blue player's base (11 o'clock position at the edge of the map). Create 1 Light Cavalry at the Stable and send it to gather all 3 camps east of the yellow player's base. Divert 1 camel from group 1 (one that is next to the player's farm is ideal) to get the group northwest of the player's base, and the main army should stumble upon the camp north of the yellow player's base by accident. Add all these unit to group 1 and keep the flock going to the blue player's base. At home (while army moves) build 1 Town Center northeast of the base, next to gold mines. Once some stone is mined, a Castle just north of the Town Center protected by group 2 (foot-soldiers). Boom on 2 Town Centers.
Gather everyone outside of the blue player's base, fight the enemy army just outside their wall, then walk the whole army underneath the enemy Town Center and snipe it. Use Cavalry Archers to snipe enemy units while the melee cavalry ignore everyone and destroy the Town Center. Once the Town Center is down, the blue player resigns. Move the army south.
With the whole army, grab the last gaia group a few steps west of where the army is. Now to deal with the cyan player. Spam-click-move just south of the enemy castle (like where the Relic is). The goal is to get a full surround on Urus (the Cavalry Archer that glows). Once he is in the middle of the player's army, attack him (ignore everything else, including the fact the army is right under the enemy Castle). He should die quickly. Retreat the whole army northeast. Once dialog is done, cyan transfers to yellow.
Once that is done, go back to the blue player's base to clear the 3 towers and rest of the base and send a Monk to collect the Relic safely. Send another Monk for the yellow player's Relic. Now either deal with red or green. Once the player's economy is ordered out, spam Steppe Lancers with a handful of Skirmishers and 4 rams (Steppe Lancers are very effective, Skirmishers are to help against enemy Cavalry Archers). The player can use the Town Center sniping technique to get rid of the green player's Town Center, but the rams are needed to attack the Castle.
There is a side quest for the red player that implies killing his 2 markets (one to the north, just left of the lake, the other one just north of the green player's base. Once gone, it makes the red player unable to produce many troops, and thus easier to defeat than the green player. Once either (or both) are destroyed, collect the extra Relic and win with 3 (or 4) Relics collected.
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As a child, Tamerlane had been dragged into Samarkand in chains by the Mongols. Now, all of Transoxiana was his to command. The leaders of the rival hordes all flocked to him to pledge their loyalty.'
The wind roared, whistling through the hall. Flames flickered in the great fires burning within, their distorted shapes resembling the forms of agile warriors. 'The unlucky few that did not submit were destroyed with fire and sword. Towers were built from their bones!'
'Tamerlane was now a great amir, or lord, but his thirst for conquest was far from over.'