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=== Team bonuses === |
=== Team bonuses === |
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The following civilizations have [[team bonus]]es that benefit siege weapons: |
The following civilizations have [[team bonus]]es that benefit siege weapons: |
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− | * A team containing [[Berbers]]: With [[Kasbah]] researched, Castle siege weapons are created 25% faster, and Conscription is researched 25% faster. |
+ | * A team containing [[Berbers]]: With [[Kasbah]] researched, Castle siege weapons are created 25% faster, and Conscription is researched 25% faster. |
* A team containing [[Celts]]: Siege Workshops work 20% faster. |
* A team containing [[Celts]]: Siege Workshops work 20% faster. |
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* A team containing [[Khmer]]: Scorpions have +1 range. |
* A team containing [[Khmer]]: Scorpions have +1 range. |
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* A team containing [[Koreans]]: Mangonel minimum range reduced from 3 to 1. |
* A team containing [[Koreans]]: Mangonel minimum range reduced from 3 to 1. |
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− | * A team containing [[Lithuanians]]: Researching [[Heresy]] and [[Faith]] is 20% faster. |
+ | * A team containing [[Lithuanians]]: Researching [[Heresy]] and [[Faith]] is 20% faster. |
* A team containing [[Malians]]: Researching [[Siege Engineers]] and Chemistry is 80% faster. |
* A team containing [[Malians]]: Researching [[Siege Engineers]] and Chemistry is 80% faster. |
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* A team containing [[Teutons]]: Siege Weapons are more resistant to conversion. |
* A team containing [[Teutons]]: Siege Weapons are more resistant to conversion. |
Revision as of 10:20, 12 April 2020
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 weapons in Age of Empires II are powerful land units that excel at destroying enemy towns and buildings, or killing massed units. They first become available in the Castle Age. Unit upgrades for siege weapons are only available in the Imperial Age.
Siege weapons are built at either the Siege Workshop or the Castle.
General information
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 at all and is used to ferry infantry units over walls instead.
Siege weapons that are mostly 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 torsion-based machines.
Generally speaking, siege units are the most expensive units and take longest to train. Bombard Cannons also require Chemistry to be researched before becoming available.
Siege weapons and Monks are the only units than cannot be converted initially. Redemption must be researched in order to convert siege weapons.
Trebuchets, Onagers (since The Forgotten), Siege Onagers, and Ballista Elephants can 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. In order to do so, these siege weapons have an option to attack ground, that can also be used to damage buildings and units belonging to the player or an ally without having to change the diplomatic stance first.
Categorization
Siege weapons are best divided into two categories: units whose main purpose is to destroy buildings and units that excel against enemy units.
Anti-building
Anti-unit
Since The African Kingdoms, the Siege Tower cannot attack enemy structures or units and cannot be put in any of the categories above. In The Forgotten, it was able to attack, but its main purpose was still the transport of troops.
The Bombard Cannon can be put in both categories since it can outrange almost all buildings, but also can be effectively used against enemy units.
Although the two categories can still fulfill each other’s role, they are generally ineffective at doing so. For example, while Mangonels are devastating against groups of infantry and can outrange Town Centers, they deal little damage to Castles. Trebuchets, on the other hand, are excellent against fortifications but almost never hit units they target - excluding, to some extent, other Trebuchets.
List of siege weapons
Marked with yellow background are unique units.
Siege unit | Building | A | HP | At | Ar | PA | Ra | ROF | LOS | Sp | F | W | G | TT | Ci |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
File:BatteringRamIcon.jpg Battering Ram | Siege W. | 175 | 2 | -3 | 180 | 0 | 5 | 3 | 0.5 | 0 | 160 | 75 | 36 | 31 | |
File:CappedRamIcon.jpg Capped Ram | Siege W. | 200 | 3 | -3 | 190 | 0 | 5 | 3 | 0.5 | 0 | 160 | 75 | 36 | 31 | |
File:SiegeRamIcon.jpg Siege Ram | Siege W. | 270 | 4 | -3 | 195 | 0 | 5 | 3 | 0.6 | 0 | 160 | 75 | 36 | 16 | |
Mangonel | Siege W. | 50 | 40 | 0 | 6 | 7 | 6 | 9 | 0.6 | 0 | 160 | 135 | 46 | 31 | |
Onager | Siege W. | 60 | 50 | 0 | 7 | 8 | 6 | 10 | 0.6 | 0 | 160 | 135 | 46 | 29 | |
Siege Onager | Siege W. | 70 | 75 | 0 | 8 | 8 | 6 | 10 | 0.6 | 0 | 160 | 135 | 46 | 9 | |
Scorpion | Siege W. | 40 | 12 | 0 | 7 | 7 | 3.6 | 9 | 0.65 | 0 | 75 | 75 | 30 | 31 | |
Heavy Scorpion | Siege W. | 50 | 16 | 0 | 7 | 7 | 3.6 | 9 | 0.65 | 0 | 75 | 75 | 30 | 20 | |
Siege Tower | Siege W. | 220 | 0 | -2 | 100 | N/A | N/A | 8 | 0.8 | 0 | 200 | 160 | 36 | 31 | |
File:BombardCannonIcon.jpg Bombard Cannon | Siege W. | 80 | 40 | 2 | 5 | 12 | 6.5 | 14 | 0.7 | 0 | 225 | 225 | 56 | 19 | |
Petard | Castle | 50 | 25 | 0 | 2 | 0 | N/A | 4 | 0.8 | 65 | 0 | 25 | 25 | 31 | |
Trebuchet (packed) | Castle | 150 | 0 | 2 | 8 | N/A | N/A | 19 | 0.8 | 0 | 200 | 200 | 50 | 31 | |
Trebuchet (unpacked) | Castle | 150 | 200 | 1 | 150 | 16 | 10 | 19 | 0 | 0 | 200 | 200 | 50 | 31 | |
Flamethrower | N/A | N/A | 160 | 4 | 2 | 2 | 5 | 0.25 | 7 | 0.6 | N/A | N/A | N/A | N/A | 0 |
File:OrganGunIcon.jpg Organ Gun | Castle | 60 | 16 | 2 | 4 | 7 | 3.45 | 9 | 0.85 | 0 | 80 | 70 | 21 | 1 | |
File:OrganGunIcon.jpg Elite Organ Gun | Castle | 70 | 20 | 2 | 6 | 7 | 3.45 | 9 | 0.85 | 0 | 80 | 70 | 21 | 1 | |
Ballista Elephant | Castle | 1 | |||||||||||||
Elite Ballista Elephant | Castle | 1 | |||||||||||||
Flaming Camel | Castle | 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
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 |
Siege Engineers | University | IV | 21 | Increases range (except for rams and Petards) by +1 and attack against buildings by +20% |
Chemistry | University | IV | All | Increases attack by +1 |
Heresy | Monastery | III | 19 | Converted machines die instead of changing color |
Faith | Monastery | IV | 28 | Increases conversion resistance |
Conscription | Castle | IV | All | Increases creation speed for Castle units by +33% |
File:CastleAgeUnique.png Kasbah | Castle | III | Berbers | Increases creation speed for Castle units by +25% |
File:Unique-tech.jpg Warwolf | Castle | IV | Britons | Trebuchets do blast damage and have 100% accuracy against units |
File:Unique-tech.jpg Furor Celtica | Castle | IV | Celts | Increases HP of Siege Workshop units by +40% |
File:Unique-tech.jpg Rocketry | Castle | IV | Chinese | Increases Scorpion attack by +4 |
File:Unique-tech.jpg Torsion Engines | Castle | IV | Ethiopians | Increases blast radius of Siege Workshop units |
File:Unique-tech.jpg Kataparuto | Castle | IV | Japanese | Trebuchets pack, unpack, and fire faster |
File:Unique-tech.jpg Double Crossbow | Castle | IV | Khmer | Scorpions and Ballista Elephants fire an additional projectile |
File:Unique-tech.jpg Shinkichon | Castle | IV | Koreans | Mangonel range increased by +1 |
File:Unique-tech.jpg Drill | Castle | IV | Mongols | Siege Workshop units move +50% faster |
File:Unique-tech.jpg Arquebus | Castle | IV | Portuguese | Increases Bombard Cannon accuracy at moving targets |
File:Unique-tech.jpg Timurid Siegecraft | Castle | IV | Tatars | Increases the range of Trebuchets by +2 and enables creation of Flaming Camels |
File:CastleAgeUnique.png Ironclad | Castle | III | Teutons | Increases melee armor by +4 |
File:Unique-tech.jpg Artillery | Castle | IV | Turks | Increases the range of Bombard Cannons by +2 |
Civilizations
The Slavs, Celts, Mongols, and Ethiopians have the best siege weapons due to their civilizations bonuses and unique technologies. The Khmer, Koreans, 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
The following civilizations have bonuses that benefit siege weapons:
- Aztecs: Siege weapons are created 18% faster.
- Burmese: Researching Faith is 50% cheaper.
- Celts: Siege weapons fire 25% faster.
- Chinese: Technologies that benefit siege weapons are 20% cheaper.
- Cumans: Battering Ram available in the Feudal Age, and Capped Ram in the Castle Age.
- Huns: Trebuchets are 30% more accurate.
- Portuguese: Siege units cost 15% less gold.
- Slavs: Siege Workshop units are 15% cheaper.
- Tatars: Siege weapons deal 50% bonus damage from elevations.
- Turks: Chemistry is free.
- Vietnamese: Conscription is free.
Team bonuses
The following civilizations have team bonuses that benefit siege weapons:
- A team containing Berbers: With Kasbah researched, Castle siege weapons are created 25% faster, and Conscription is researched 25% faster.
- A team containing Celts: Siege Workshops work 20% faster.
- A team containing Khmer: Scorpions have +1 range.
- A team containing Koreans: Mangonel minimum range reduced from 3 to 1.
- A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
- A team containing Malians: Researching Siege Engineers and Chemistry is 80% faster.
- A team containing Teutons: Siege Weapons are more resistant to conversion.