FANDOM


This article is about the siege weapons in Age of Empires II. For the armor class, see Armor class: Siege weapon. For siege weapons in other games of the series, see Siege unit.
Siege prev

Siege weapons in Age of Empires II are one of the four combat forces on land, the other ones being archers, infantry, and cavalry. They are powerful units that excel at destroying enemy towns and buildings, or killing massed units.

Siege weapons become available for the first time in the Castle Age (excluding the Cumans), and most upgrades are only available in the Imperial Age. They are mainly built at the Siege Workshop, but some (Trebuchets, Petards, and unique siege weapons) are created at the Castle.

General information Edit

Mangonel anim aoe2
Villager siegefixanim aoe2de

A Villager repairing a Capped Ram.

Siege weapons are the most varied class of military units in the game. Some attack at close range, like rams, and others at mid-to-long range, like Trebuchets (which are the longest ranged units in the game); some are suicide units, like Petards; and one, the Siege Tower, has no attack and is used to ferry Infantry units over walls instead.

Siege weapons that are predominantly organic (namely the Petard, the Ballista Elephant, and the Flaming Camel) cost food and gold to create, can be garrisoned in Castles (but not in other Siege Weapons), and are healed by Monks. Those that are mechanical, on the other hand, cost wood and gold, and have to be repaired by Villagers in a similar manner to Buildings and Ships. Repairing these siege weapons costs gold. Bombard Cannons and Organ Guns belong to the second category despite having a visible human operator, unlike non-gunpowder siege weapons.

Generally speaking, siege units are the most expensive units and take longest to train. Bombard Cannons and Flaming Camels also require Chemistry and Timurid Siegecraft to be researched before becoming available, respectively.

Siege weapons and Monks are the only units that cannot be converted initially. Redemption must be researched in order to convert siege weapons.

All siege weapons are slow and vulnerable to melee units, even if they can attack at close range. As a result, they should be protected by other units or fortifications.

Tactics Edit

Rams attackanim aoe2de

Capped Rams destroying an enemy Castle.

Siegeonager trees aoe2de

Siege Onager knocking down trees.

Depending of their use, siege weapons can be broadly divided into those whose main purpose is to destroy buildings, and those that excel against enemy units.

Anti-building weapons Edit

  • Rams: Rams have high pierce armor, attack at close range, and deal great damage to buildings, but their attack against units is negligible (excluding other siege weapons). Since The Conquerors, they can improve their speed and anti-building attack by garrisoning foot units.
  • Petard: Petards are suicide units that deal great damage to buildings around them, but their effect on units is limited. Their attack is triggered even if they are killed before reaching their objective.
  • Trebuchet: Trebuchets shoot powerful projectiles at very long distances. Though they may kill individual units in one hit, they are unlikely to hit them because of their missing rate and slow rate of fire (excluding, to some extent, other Trebuchets). They also have to be packed to move and unpacked to shoot, and have a minimum range.

Anti-unit weapons Edit

  • Mangonels: Mangonels shoot projectiles at mid-range that cause area damage, which allows them to hit several massed units at once. They are less effective against buildings because they are outranged by all fortifications except garrisoned Town Centers, and can also damage units belonging to the same player or an ally (for example, rams and other melee units attacking the same enemy as the Mangonel).
  • Scorpions and Ballista Elephants: Scorpions and Ballista Elephants shoot projectiles with the ability to damage several units in a line, but cause little damage to buildings.
  • Organ Guns: Organ Guns behave similarly to Hand Cannoneers, except they fire volleys that can hit up to five units in close proximity at once.
  • Flaming Camel: The Flaming Camel is a suicide unit, but contrary to the Petard, its bonus damage is against Cavalry, and its effect on buildings is limited.

Mixed weapons Edit

  • Bombard Cannon: The Bombard Cannon fires powerful projectiles at a range only surpassed by upgraded Castles and Trebuchets. Unlike the latter, it is also mobile enough to destroy slow or massed units, and can dodge enemy projectiles to some extent.
  • Siege Tower: Since The African Kingdoms, the Siege Tower has no attack of its own, but has high pierce armor and can garrison foot units, then unload them on the other side of a wall. As the transported units will be used to attack units or buildings behind the wall, the Siege Tower can be considered useful against both, albeit indirectly. In The Forgotten, Siege Towers also fired arrow volleys like the Longboat, but their main purpose was still to protect and transport troops.
  • Flamethrower: The Flamethrower shoots a stream of fire similar to the Fire Ship that is damaging to buildings and units alike. However, because it is a Scenario Editor-only unit, it cannot be upgraded and will eventually become ineffective against both.

Special commands Edit

Trebuchets, Mangonels, and Bombard Cannons can be ordered to attack ground, even when there are no enemy units in place at the time. This makes possible to hit units arriving later at a spot (for example, after being lured there or while in patrol), and (excluding Trebuchets) to kill units belonging to the same player or to an ally without having to change Diplomacy first (for example, if they get stuck in a bottleneck).

Trebuchets, Onagers (since The Forgotten), Siege Onagers, and Ballista Elephants can also be ordered to destroy trees, making them the only units able to do so, besides Villagers. This can be of high strategic importance, especially in maps with dense forests, e. g. Black Forest.

Statistics Edit

Marked with yellow background are unique units.

Siege unit Building A HP At Ar PA Ra ROF LOS Sp F W G TT Ci
BatteringRamIcon Battering Ram Siege W.
CastleageDE
175 2 -3 180 0 5 3 0.5 0 160 75 36 35
CappedRamIcon Capped Ram Siege W.
ImperialageDE
200 3 -3 190 0 5 3 0.5 0 160 75 36 35
SiegeRamIcon Siege Ram Siege W.
ImperialageDE
270 4 -3 195 0 5 3 0.6 0 160 75 36 19
MangonelIcon Mangonel Siege W.
CastleageDE
50 40 0 6 7 6 9 0.6 0 160 135 46 35
OnagerIcon Onager Siege W.
ImperialageDE
60 50 0 7 8 6 10 0.6 0 160 135 46 33
SiegeOnagerIcon Siege Onager Siege W.
ImperialageDE
70 75 0 8 8 6 10 0.6 0 160 135 46 11
ScorpionIcon Scorpion Siege W.
CastleageDE
40 12 0 7 7 3.6 9 0.65 0 75 75 30 35
HeavyScorpionIcon Heavy Scorpion Siege W.
ImperialageDE
50 16 0 7 7 3.6 9 0.65 0 75 75 30 22
Siegetowericon Siege Tower Siege W.
CastleageDE
220 0 -2 100 N/A N/A 8 0.8 0 200 160 36 35
BombardCannonIcon Bombard Cannon Siege W.
ImperialageDE
80 40 2 5 12 6.5 14 0.7 0 225 225 56 19
PetardIcon Petard Castle
CastleageDE
50 25 0 2 0 N/A 4 0.8 65 0 25 25 35
TrebuchetPackedIcon Trebuchet (packed) Castle
ImperialageDE
150 0 2 8 N/A N/A 19 0.8 0 200 200 50 35
TrebuchetUnpackedIcon Trebuchet (unpacked) Castle
ImperialageDE
150 200 1 150 16 10 19 0 0 200 200 50 35
Flamethrower aoe2de Flamethrower N/A N/A 160 4 2 2 5 0.25 7 0.6 N/A N/A N/A N/A 0
OrganGunIcon Organ Gun Castle
CastleageDE
60 16 2 4 7 3.45 9 0.85 0 80 70 21 1
OrganGunIcon Elite Organ Gun Castle
ImperialageDE
70 20 2 6 7 3.45 9 0.85 0 80 70 21 1
Ballistaelephanticon-DE Ballista Elephant Castle
CastleageDE
250 8 0 3 5 0.25 7 0.8 100 0 80 25 1
Ballistaelephanticon-DE Elite Ballista Elephant Castle
ImperialageDE
290 9 0 3 5 0.25 7 0.8 100 0 80 25 1
Flaming camel icon Flaming Camel Castle
ImperialageDE
55 20 0 0 0 N/A 4 1.3 75 0 30 20 1
Average N/A N/A 113 33.5 -0.1 58.3 6.1 5.3 9.2 0.63 4.3 139.7 115.3 37.7 26.2

Technologies Edit

Listed below are all technologies that benefit siege weapons. Marked with yellow background are unique technologies. This list does not contain unit upgrades.

Technology Researched at Age Civilization Effect
Bloodlines Bloodlines Stable II 2 Increases HP of Flaming Camels and Ballista Elephants by +20
Husbandry Husbandry Stable III 2 Increases speed of Flaming Camels and Ballista Elephants by +10%
Siegeengineers Siege Engineers University IV 23 Increases range (except for rams and suicide units) by +1 and attack against buildings by +20%
Chemistry Chemistry University IV All Increases attack by +1
Heresy Heresy Monastery III 22 Converted machines die instead of changing color
Faith Faith Monastery IV 32 Increases conversion resistance
Conscription Conscription Castle IV All Increases creation speed for Castle units by +33%
CastleAgeUnique Kasbah Castle III Berbers Castle production and research speed increased by +25%
Unique-tech-imperial Warwolf Castle IV Britons Trebuchets do blast damage and have 100% accuracy against units
Unique-tech-imperial Furor Celtica Castle IV Celts Increases HP of Siege Workshop units by +40%
Unique-tech-imperial Rocketry Castle IV Chinese Increases Scorpion attack by +4
Unique-tech-imperial Torsion Engines Castle IV Ethiopians Increases blast radius of Siege Workshop units
Unique-tech-imperial Kataparuto Castle IV Japanese Trebuchets pack, unpack, and fire faster
Unique-tech-imperial Double Crossbow Castle IV Khmer Scorpions and Ballista Elephants fire an additional projectile
Unique-tech-imperial Shinkichon Castle IV Koreans Mangonel range increased by +1
Unique-tech-imperial Drill Castle IV Mongols Siege Workshop units move +50% faster
Unique-tech-imperial Arquebus Castle IV Portuguese Increases Organ Gun and Bombard Cannon accuracy at moving targets
Unique-tech-imperial Timurid Siegecraft Castle IV Tatars Increases the range of Trebuchets by +2 and enables creation of Flaming Camels
CastleAgeUnique Ironclad Castle III Teutons Increases melee armor by +4
Unique-tech-imperial Artillery Castle IV Turks Increases the range of Bombard Cannons by +2

Note: Ballista Elephants also benefit from cavalry armor upgrades.

Civilizations Edit

The Slavs, Celts, Mongols, and Ethiopians have the best siege weapons due to their civilizations bonuses and unique technologies. The KhmerKoreans, Tatars, and Teutons have also strong siege weapons, through less prominent than the before-mentioned civilizations.

The Ethiopians are the only civilization to have access to all units from the Siege Workshop.

Civilization bonuses Edit

The following civilizations have bonuses that benefit siege weapons:

Team bonuses Edit

The following civilizations have team bonuses that benefit siege weapons:

  • Celts: Siege Workshops work 20% faster.
  • Khmer: Scorpions have +1 range.
  • Huns: Stable technologies that affect Flaming Camels and Ballista Elephants are researched 20% faster.
  • Indians: Flaming Camels have +6 attack against buildings.
  • Koreans: Mangonel minimum range reduced from 3 to 1.
  • Lithuanians: Monastery technologies that affect cavalry are researched 20% faster.
  • Malians: Technologies that affect siege weapons are researched 80% faster.
  • Teutons: Siege Weapons are more resistant to conversion.
  • Turks: Bombard Cannons are created 25% faster.

Trivia Edit

  • Early in development, the Mongols were planned to have a fast unique siege weapon that would be pulled by a horse or donkey. Although discarded for the Mangudai (a unique Cavalry Archer with bonus attack against siege weapons), it influenced the Mongol unique technology Drill (which increases the speed of siege weapons), as well as the Tarkan, a unique cavalry of the Huns with bonus attack against buildings.
  • Mangonels and Scorpions were planned to have visible human operators, like Bombard Cannons, and Mangonels would have to be packed to move and unpacked to shoot, like Trebuchets.

Gallery Edit

Community content is available under CC-BY-SA unless otherwise noted.