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HUNS
A nomadic race of herders and warriors, the Huns were descended of the
same people of the northern steppes that became the Mongols. Their tactics
or warfare were simple, to prey on outlying and less-defended villages.
By moving through an area quickly, the inhabitants were unlikely to
call for or produce resistance, in this way the Huns avoided open conflict.
The civilisation attributed with the sacking of Rome, the Huns were
an exclusively mounted force and able to move from one location to another
with incredible speed.
The Huns of Age of Kings are also a cavalry-strong civilisation and
capable of their own unique Blitzkrieg with a unique array of tactics
at their disposal.
--Hunnic Bonuses--
Stables 20% faster
Dont need houses, start with -100 wood
Cavalry Archers cost 25% less Castle, 30%
less Imperial
Trebuchets +30% accuracy
Stables 20% faster
Obviously the Huns being a heavily cavalry reliant civilisation reap
the benefits from this bonus quite largely, giving them a unique a Scout
Cavalry rush in the Feudal Age, and a more effective ability to mass
Knights in the Castle Age. And naturally, being the Hunnic team bonus,
this benefits all the Huns allies as well.
Dont need houses, start with -100 wood
The bonus that has gotten the Huns banned in Deathmatch, this is considered
absolutely precious. Basically from moment the game starts, your maximum
population support is the equal of the population cap. Huns dont
need to build houses. In fact, they cant; and the Hunnic start
has confounded many an unfamiliar player with the instinct to instantly
place two houses. However, in the long run, you will never get housed
(at the population limit when producing units) and you dont need
to keep track of your population. However, this is a two-edged sword,
for becoming too used to the bonus can make you less effective when
playing another civilisation because you have to consciously adjust
your tactics.
Cavalry Archers cost 25% less Castle, 30%
less Imperial
This bonus is the one that makes the Huns the only civilisation in Age
of Kings to really use Cavalry Archers. For 70 gold, they dont
offer a whole lot to most people. However, the Hun pays only 53 gold
in Castle, 48 in Imperial. Thats good.
Trebuchets +30% accuracy
Self explanatory. Hunnic Trebuchets are basically more likely to hit
their targets, thus making them more effective at demolishing buildings,
despite their lack of Siege Engineers.
--Hunnic Strengths--
Cavalry
The most obvious feature of the Hunnic tech tree is their Cavalry; fully
upgraded Paladins and Hussars, along with their own unique unit, the
Tarkan. Of debatable value, the Tarkan may be 15 gold cheaper than the
Knight line, but lacks three attack and ten HP in both regular state
and Elite to its comparable counterpart Knights and Paladins.
Its only advantage on the Knight is a double attack bonus against
buildings; which lends one of the elements to the Hunnic Blitzkrieg,
being able to annihilate Town Centers and then villagers with ease,
making it an effective raiding unit.
Cavalry Archers
The Hun pays a mere 48 gold for a Heavy Cavalry Archer. Thats
only 3 gold more than an Arbalest, but with double the hit points, more
speed, more attack and some armour. Its only disadvantage is one
range lacked on the regular foot archer. However, 20 or so of these
can make a mobile Castle spouting arrows in every direction; with very
little to counter it. Its speed allows it to outrun Skirmishers
and Halberdiers, and even so Cavalry Archers have an additional +6 attack
vs the Spearman line with Parthian Tactics researched.
--Hunnic Weaknesses--
Champions
One of only three civilisations in Age of Kings to lack the Champion
upgrade, this leaves the Huns with a serious tactical disadvantage against
a player using Halberdiers. Or even Pikes. Basically the Huns are deprived
of the practicality of Champions as the unit of AoK.
Siege
Lacking the Heavy Scorpion and Onager upgrades, the Huns are bereft
of these units as practical anti-infantry and anti-archer capacities
respectively. On top of this, the Huns lack Siege Engineers. Hunnic
Siege is nothing phenomenal, even with greater Trebuchet accuracy.
--Unique Attributes--
The Hunnic unique technology, Atheism; is
acclaimed as the most useless in Age of Kings. Perhaps the
critics are right, however it still indeniably has its uses. It increases
wonder victory times, and while few are inclined to attempt wonder victories,
I have seen a fair share in the AoKcc gaming group. That aside, the
real value of the technology is the half cost of Spies. In a long game,
this is invaluable, reducing the maximum cost from 20 000 gold to only
10 000. In an 8 player game, the members of a team could easily accumulate
that much gold so the Hun could provide in-depth knowledge of enemy
movements to his allies, pointing out critical weaknesses and places
to take control of, as well as places to avoid. Where Spies is always
the unreachable, and only used to prevent roaching (hiding
your last units and trying to rebuild or make the enemy resign out of
frustration) for the Hun it is likely a practical option.
--Through the Ages--
The Hunnic Dark Age is faster than usual due
to the eliminated need to build houses, so often you can choose whether
your initial villagers scout, cut wood, or find a compromise.
In the Feudal Age, if the Hun has had good
hunting and fishing, he can do a Scout rush with 4 or 5 Scout Cavalry
(Including his original) and kill some villagers. Plus these carry over
to Castle and continue raiding as Light Cavalry. The Scout Cav rush
is tenuous but probably more volatile than an Archer or Skirmisher flush
because it is harder to counter; Spearman have no hope of killing anything
if they spend the entire time running.
Moving to the Castle Age, the Hun has the
fastest moving Knight rush as it gets out 20% faster than everyone elses.
The Hun is also able to use Cav Archers right away which while less
powerful are cheaper and more viable, due to having no food cost and
only 30 wood. Gold is much more practical in the Castle Age because
it is 50% faster gathered than food and doesnt require wood as
farms do, so likely following his initial Knights are Cav Archers and
more Cav Archers. So the Hun would benefit from getting the two archer
attack and range upgrades early on. Tarkans can also be useful for raiding
and destroying the occasional building, but the Hun is wise not to invest
too heavily in them as they are, of course, still an inferior option
to Knights in real combat. If encountering an opponent using Pikes,
the Huns most practical option is to just micromanage
his Cavalry Archers to kill them. Alternately he can just build more
Pikemen to combat them.
Moving to the Imperial Age, the Hun becomes
very powerful. 20 or 30 Heavy Cavalry Archers can become a mobile Castle,
spewing thousands of arrows a minute at anything straying within range.
Researching Parthian Tactics will give them a total of +6 attack against
enemy Halberds, and they can mow them down by the hundreds with a little
management. Hunnic Paladins, while expensive, are still fundamentally
one of the most powerful units in the game, and able to kill basically
anything save a few unique units and Halberds and Camels. Hussars are
cheap and expendable but less expansive in their combat abilities. Hunnic
Halberds are effective weapons too, in a gold-less situation. Other
than the obvious cavalry, there is little worth remarking on in the
Hunnic Imperial Age.
--Combined Arms--
Every civilisation in the game has some weakness
in some form. Striking at these weaknesses should be a high priority
of enemy tactics, as is the games nature. To prevent this you
must cover these weaknesses at all costs. The best way to do this is
by even more extensively accentuating the strengths of the civilisation
in question. This reinforces my law of AoK: A unit is only as good as
your ability to back it up. In doing this, we create what are commonly
called combos or using multiple units in our tactics to
cover the weaknesses of one with the strengths of another.
Response units, general combat: Cavalry
Critical to the continued success of every general is the proper caution
employed by maintaining a response force to deal with unexpected threats
in the form of enemy ranged units and siege. Hunnic cavalry is also
ideal for general combat due to its real power in the thick of battle.
And its a good thing too
as the Huns lack any other practical
options besides.
Ranged combat units: Cavalry Archers
As mentioned in several points above, Cavalry Archers are a critical
element of the Hunnic army. Possibly the most effective counter to enemy
Halberds, Cav Archers are also vicious raiders and very capable against
Infantry reliant civilisations.
Anti cavalry specific, gold-free unit: Halberdiers
Important in later game, Halberdiers provide a tactically sound unit
costing fundamentally nothing. It is produced quickly, can take a few
hits, and moves fairly fast. While the Huns lack the last armour upgrade
for Infantry, their Halberdiers are no less viable.
--Key Technologies--
Heavy Cavalry Archer unit upgrade
Cavalry Archers, are to my mind, critical to the Hunnic players
success. And naturally, the Heavy unit upgrade is just as important
in order to give them the necessary power boost.
Paladin, Hussar unit upgrades
Crucial to the Hunnic offensive capabilities in late game are the expensive
cavalry upgrades, providing strength and speed, the power to take the
extra hits from defensive pikes and camels when attacking siege and
come out alive. Earlier in the game, when you approach considerable
numbers of knights say 8 or 9, you will want to get the Bloodlines upgrade
as well.
Thumb Ring, Parthian Tactics
Thumb Ring increases the fire rate and accuracy of the Hun players
Cavalry Archers, Parthian Tactics provides extra armour and an addition
+4 attack vs the Spearman line on top of the base +2. Both are very
useful to making Cav Archers evil little units.
Blacksmith upgrades
Critical to any civilisations continued success, blacksmith upgrades
provide small but significant extra power to your units, especially
your Cav Archers. Chemistry is also a useful technology, adding an extra
1 attack to your Cav Archers. (And making the arrows look like theyre
on fire
which is really cool
)
--Conclusion--
The Huns are often dismissed as a newbie
civilisation, or as too one-dimensional. This is a grave
injustice, and players doing so are dismissing the true power represented
within the Huns. Perhaps more people should play Huns. Perhaps you should
try them today.
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