|“||Anti-building siege weapon. Resistant to most ranged attacks. Garrisoned infantry increase speed and attack.||”|
|—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 The wet hides of the Capped Ram have been replaced by metal roof armor for increased durability and strength.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.
Rams have negative melee armor (that is melee attackers get +3 attack), 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 is 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. However, this tactic does not work when against Chu Ko Nu, Kipchaks, Longboats, and Mangudai.
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, with infantry also increasing their speed and damage against buildings, 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.
Rams also provide protection to allied units directly behind them from arrow-fire of enemy fortifications (but not from projectiles of enemy units or ships). As long as the projectiles from the enemy defenses hit the collision box of the ram, the ram absorbs all the damage and the units behind remain safe. If a ram and a protected unit are close to the enemy's Castle or tower, the arrows fire from a greater angle, and some of the arrows can still hit the unit behind. Exceptions to this case include Villagers behind the ram. Therefore, a ram attacking a Castle even with Murder Holes can be safely repaired by a Villager for longer service.
This cover from arrow-fire is also provided by Siege Towers, and due to their larger size, Siege Towers can provide better cover to several units behind them, but they have a tendency to move away when under attack as their stance can not be set.
|Unit strengths and weaknesses|
|Strong vs.||Buildings, Trebuchets|
|Weak vs.||Mangudai, 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|
First Crusade (Sicilians only)
- Aztecs: Siege Rams are created 11% faster.
- Bulgarians: Upgrading to Siege Ram costs -50%.
- 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.
- 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.
The Age of Kings
- No units can be garrisoned inside rams.
- Infantry and foot archers can be garrisoned inside Rams.
- Heresy introduced.
- Celts: Furor Celtica introduced. It gives Siege Rams +50% HP.
- Mongols: Drill introduced.
Dynasties of India'
- With update 61321, siege units and ships are now resistant to armor-ignoring attacks, similarly to buildings.
- With the Mongol unique technology Drill researched, a Mongol Siege Ram fully garrisoned with infantry units has a speed of 1.2, the same speed as a Dark Age Scout Cavalry, and thus can move faster than most foot soldiers. Such speed and high anti-building bonus will allow Mongol players to quickly devastate a defensive fortification far more swiftly than conventional Trebuchet or Bombard Cannon tactics.
- With the Celtic unique technology Furor Celtica researched, the Celtic Siege Ram has the third most hitpoints (378 HP) among all units in the game, only behind the Persian War Elephant and the Vietnamese Elite Battle Elephant with Chatras researched.
- With -3, the Rams have the lowest melee armor of all units.
- In addition to all infantry and foot archer units (and such-classed Hero units), Siege Rams can also be garrisoned with Villagers. Further, they can be garrisoned with unique Scenario Editor units Photon Man and Penguin. They can never be garrisoned with Petards, Saboteurs, Kings or Queens (or similar Hero units), Monks (and other Monk-like units), Merchants, or animal units like Hunting Wolves or Furious the Monkey Boy.
|“||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.||”|