|“||Stronger than Capped Ram. Slow, lumbering siege weapon used to reduce enemy towns to ruins.||”|
|—Age of Empires II description|
The Siege Ram is a non-ranged siege unit in Age of Empires II that can be trained at the Siege Workshop once the Imperial Age is reached. The wet hides of the Capped Ram have been replaced by metal roof armor for increased durability and strength. It is not only stronger than the Capped Ram, but also slightly faster, has an increased splash damage radius, and can garrison up to six foot units (infantry, archers, or Villagers), but only infantry units improve the speed and attack against buildings. Also, Siege Rams perform outstandingly against Trebuchets.
The * indicates that the civilization can fully upgrade their Siege Rams, i.e. gets Siege Engineers. Faith and Heresy are not taken into account because they only contribute to their combat strength in a very situational manner.
Tactics[edit | edit source]
Rams do not have any melee armor (in fact melee attackers get an attack bonus of +3), so any unit with a melee attack can destroy a Siege Ram rather quickly. The best ways to destroy them are with Mangonels, Mangudai, cavalry, or infantry. However, due to their high pierce armor and HP, they can withstand most ranged attacks easily. In fact, it's sometimes useful to add a few Siege Rams to an army for the sole purpose of soaking up enemy archer fire to protect the main force.
Siege Rams can cause enormous damage if left ignored. Although they can attack units, the damage they do is negligible. However, they can be used against Trebuchets and other siege units to good effect. The Siege Ram is good against arrow-shooting Towers, buildings, and Castles. In The Age of Kings, it is not recommended to use Siege Rams against Bombard Towers, because they deal melee damage. However, that was changed in patch 1.0b of The Conquerors, and Bombard Towers now deal pierce damage, meaning they do almost no damage to Rams.
Since The Conquerors, infantry and foot archers can load themselves into Siege Rams, increasing their speed and damage, and giving enemies a nasty surprise should they attempt to destroy it. The presence of units garrisoned inside a Ram is denoted by a flag on top of the Ram (similar to Transport Ships). A Siege Ram may load up to six units. The relationship shared between foot troops and Rams is mutually beneficial. When they are fully loaded, it is granted a speed greater than that of most foot units. Thus, the Ram may be used as a viable form of rapid transportation for the infantry and foot archers, in addition to providing cover from withering archer fire from Castles and Towers while the Ram closes the gap. Siege Rams can knock holes in Walls and then disgorge infantry directly into the enemy base.
Since The Forgotten, Villagers can also load themselves into Siege Rams enabling them to perform a distraction through deception by loading single Villagers in Rams making them effective dummies that can drive enemy forces away from the player's intended target, and enabling to perform offensive maneuvers. This new ability also enables to the Villagers to make them a better frontal support builders as they can travel inside Rams along with infantry and foot archers, and once they reach the intended place they can start to build frontal military structures.
Like with buildings, if a Ram is converted, units inside the Ram will not be converted. They will just be forced to leave the converted Ram.
Further statistics[edit | edit source]
|Unit strengths and weaknesses|
|Strong vs.||Buildings, Trebuchets|
|Weak vs.||Mangudais, Onagers, melee units especially Magyar Huszars|
|Hit points||Furor Celtica ( , Celts only)|
|Attack|| Siege Engineers (+20% attack against buildings)|
Torsion Engines (increases splash damage radius, Ethiopians only)
|Speed||Drill (+50%, Mongols only)|
|Conversion defense|| Faith|
Civilization bonuses[edit | edit source]
- Aztecs: Siege Rams are created 11% faster.
- Bulgarians: Upgrading to Siege Ram costs 50% less food.
- Celts: Siege Rams attack 25% faster. Siege Rams can convert herdables even if enemy units are next to them.
- Chinese: Technologies that benefit Siege Rams are 20% cheaper.
- Slavs: Siege Rams are 15% cheaper.
- Tatars: Siege Rams deal +25% bonus damage from elevations.
Team bonuses[edit | edit source]
- A team containing Celts: Siege Rams are created 20% faster.
- A team containing Malians: Researching Siege Engineers is 80% faster.
- A team containing Teutons: Siege Rams are more resistant to conversion.
- A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
Changelog[edit | edit source]
The Conquerors[edit | edit source]
- Infantry and foot archers can now be garrisoned inside Rams.
- Heresy introduced.
- Celts: Furor Celtica introduced. It gives Siege Rams +50% HP.
- Mongols: Drill introduced.
The Forgotten[edit | edit source]
- Villagers can now be garrisoned in Rams.
- Celts: Furor Celtica now gives +40% HP to Siege Rams.
- Teutons: Can research Ironclad.
Definitive Edition[edit | edit source]
Trivia[edit | edit source]
- With the Mongol unique technology Drill, Rams loaded with infantry may move faster than cavalry. Such speed and damage will allow Mongol players to quickly devastate a defensive fortification far more swiftly than conventional Trebuchet or Bombard Cannon tactics.
- With -3, the Rams have the lowest melee armor of all units.
History[edit | edit source]
|“||The ultimate battering ram was the siege ram. This was a large engine that was heavily protected and designed to hit with a powerful force. Siege rams were often prefabricated weapons that were hauled to the site of the siege and assembled on the spot.||”|