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FRANKS
Rising from the ashes of the Gauls came a
people called the Franks. Throughout the Dark Ages their highly trained
infantry fought and turned back Goths to the east and Moors to the west
many a time while they built in power. As Feudalism expanded into France,
it divided into many squabbling factions loosely held under one king,
with elite horsemen called Knights spearheading their armies on impressive
Frankish warhorses, leading the charge into battle.
The Franks of Age of Kings are also known for their impressive knights,
though toned down from the original game with other civilisations receiving
bloodlines to balance the addition of stronger camels and halberdiers.
--Frankish Bonuses--
Knights +2 line of sight
Castles cost 25% less
Knights +20% HP
Farm upgrades free
Knights +2 line of sight
Not the most widely acknowledged bonus, the Frankish longer line of
sight bonus makes their knight line all the more a practical unit. Castle
Age knights have only 2 tiles line of sight and because of this often
fail to see threats like enemy town centers and castles before they
encounter them. Frankish knights do not have this disadvantage, and
therefore are superior raiders. It also makes their knights effective
scouts to a lesser extent.
Castles cost 25% less
Possibly one of the best bonuses in the game, the Frankish player pays
only 488 stone for his castle where every other player forks out 650.
This makes Franks the widely acclaimed 'crushing' civilisation, with
their terror-knights clearing the area and then builders placing a castle
on critical resources. To some extent this has been weakened with the
patch, which increases castle build time by 33%. Of course, fact remains
the Franks still get 33% more castles for their money.
Knights +20% HP
In the castle age, this is the equivalent of free bloodlines; with an
extra 20 HP. In later game, it provides Cavaliers with an extra 24 HP,
and Paladins an extra 32. The value of this bonus is pretty obvious.
They take more hits, they last longer; if only just.
Farm upgrades free
Small economic bonus, saves a little food and wood that gives you that
extra vil or two through the early Feudal-early castle period. Not much
to it, though Franks do miss two-man saw to complement this *small*
farming advantage in later game.
--Frankish strengths--
Knights
Well this one didn't jump up and bite me on the nose. The Franks most
obvious strength is their Knight line, almost to the point where some
players eliminate other units completely. This is unwise. You should
never focus your military on one unit, even if you back it up. An *army*
is made up of an appropriate distribution of different units.
Infantry
Ever practical, the Frankish Champion lacks only the Squires upgrade.
As a contrast, the cheapest ranged unit in the game in terms of gold
cost, the Throwing Axeman is very easy to field to a fast production
time and affordable cost; and serves as the practical accompaniment
to Frankish Knights in fulfilling an anti-Halberd/Camel role. And of
course, the advantage of being a ranged unit is phenomenal, even though
these only have a low range. Throwing Axemen are also amazing at taking
down buildings with great speed. Frankish pikes are nothing amazing.
Siege
Frankish siege is practical with both Bombard Cannons and Heavy Scorpions
as well as the Siege Engineers upgrade. Heavy Scorpions make an ever
effective counter to the Halberd flood on the Frankish player. Bombard
Cannons make an alternative to using Knights to try and negate the horrors
of defending Halberds when trying to annihilate Trebuchets. Combined
with cheaper castles, this makes the Franks very good at aggressively
holding ground.
--Frankish Weaknesses--
Archers
Frankish archer units are pitiful. No Thumb Ring, Ring Archer, Bracer
or Arbalest upgrades leave them devoid of the most practical anti-infantry
options. Their only practical alternative being their unique unit or
expensive Hand Cannoneers, a unit of dubious value and costly to gain
the power numbers provides.
Gold free 'trash' units
Affectionately named 'trash' units, Skirmishers, Halberds and Hussars
are the practical late game options for the player lacking plentiful
gold. Unfortunately, Franks are lacking in all three, neither Hussar
nor bloodlines upgrade; a Teutonic Scout Cavalry can almost beat a Frankish
Light Cavalry. Skirmishers lack 3 techs, and Franks lack the Halberd
upgrade, which provides the extra 2 attack and 5 HP which really do
count for a lot. Franks are a heavily gold reliant civilisation it seems.
--Through the ages--
Any player can play any team as they wish
and as uniquely as they like, but here's a broad outline of Frankish
strengths and tactics through the ages.
The Frankish Dark Age is no different from
the ordinary, nor their Feudal Age; though the farming bonus allows
them to shift from berries to farms more easily and with less fuss,
as well as providing the wood for an extra farm in the time being, which
counts a little A slightly greater focus on stone mining will benefit
the Frankish player when he reaches the next age, though.
Upon reaching the Castle Age, the Franks instantly
have the huge advantage afforded them by their cheaper castles; which
comes in handy as a tool to begin demolishing remaining feudal structures
in ones own town or begin the final assault on an enemy. The Frankish
player is instantly queuing his stronger knights and doing routine villager
harassment while choosing an appropriate location for a forward castle.
With 7 villagers or so, he can raise a Castle on his enemy's economy
in under a minute [with the patch changes to castle build time accounted
for]. His roaming knights are working as a fierce deterrent to attackers,
and while diverting the builders from his economy will set it back significantly,
the castle will in all likelihood go up speedily and begin shooting
enemy Town Centers and force his villagers into their protective refuge,
and eventually evacuate. Dropping another castle or failing that, town
center (within range of the first, preferably in order to make Murder
Holes a low priority) can inflict further damage while protecting the
first from unit attacks should you lose your knights. The Frank will
also begin producing Throwing Axemen now, and while this is crippling
his boom, it's dealing similar damage to his enemy. Franks are at their
strongest militarily in the Castle Age, and so the Frank should do his
best to wipe out his enemy now. The Frank should also if possible do
his best to ensure a strong trade route before he is forced to advance
to Imperial, because while not heavily food reliant thus not reliant
too far on the success of his boom, the Frank does need a steady supply
of gold. Already he should have retrieved those relics available to
him.
Failing to wipe out his enemy by around forty
minutes, the Frank will advance to the Imperial Age And instantly upgrade
his Knights to Cavaliers and avail them of an extra 24 HP and 2 more
attack. His Throwing Axemen excel at wiping out enemy military buildings
when not occupied otherwise. Rather than waiting on the slow moving
TA's all the time, the Cavalry takes advantage of its speed and ranges
ahead of them, returning to take refuge behind the barrage of flying
steel when they encounter enemy Halberds and/or Camels. Chemistry allows
the Frank to avail himself of Hand Cannoneers and Bombard Cannons that
can and will turn the tide against an enemy using heavy-military tactics
on the Frank.
--Combined arms--
The Franks have some huge weaknesses in their tech tree. Striking at
these weaknesses should be a high priority of enemy tactics, as is the
game's nature. To prevent this you must cover their weaknesses at all
costs. The best way to do this is by even more extensively accentuating
their strengths. This reinforces my law of AoK: A unit is only as good
as your ability to back it up.
Knight line
Unlike most civilisations who use cavalry as a reaction weapon, the
Franks effective offensive capacity in other areas is limited and thus
their main practical option is simply using Knights as their chief combat
weapon. While Franks have access to Champions, their Paladins are more
impressive, and their Throwing Axemen make not very good primary weapons,
but rather work better when screened and have their targets busy with
something else.
Throwing Axemen, Hand Cannoneers
Due to the Frankish reliance on cavalry, they are naturally also reliant
on counters to the anti-Cavalry Halberds and to a lesser extent Camels.
Throwing Axemen and Hand Cannoneers fulfill these roles. While the HC's
are faster at dispatching Halberds, and indeed any other units, Throwing
Axemen are cheaper and more effective in lower numbers, as well as being
more accurate and available from the Castle Age. The obvious drawback
to Throwing Axemen is the fact they are trained in Castles, doubtless
minimised by their cheaper castles. Basically it boils down to the age
old question of which one to use. It's a matter of personal choice,
I suppose.
Trebuchets, Bombard Cannons
Only available to half the civilisations in the game, bombard cannons
are invaluable. While more expensive and less enduring than trebuchets,
which are also available to every player in the game; bombard cannons
have numerous advantages over a trebuchet in practical use. First, cannons
have the ability to nullify enemy siege weapons before they become a
threat to Frankish units. It can also destroy trebuchets from the safety
of defending units 13 tiles away. As well as this, a number of cannons
can wipe out archers faster than mangonels, and archers being the natural
counter to Throwing Axemen and Hand Cannons, it's wise to have one of
these tag along.
And the reasoning for using trebuchets is a little obvious. I hope.
--Key technologies--
Cavalier [and Paladin] upgrade
You have to get this one the moment you get to Imperial; while it grants
only a relatively smaller statistical power boost, the psychological
effects of one seeing Frankish Cavaliers or indeed Paladins just a few
minutes into Imperial is rather devastating. Even now Frankish Paladins
are still terrifying than ordinary Paladins. Remember to always set
your cavalry to scatter formation to make your numbers look physically
larger.
Onager unit upgrade
Franks have the unfortunate weakness against Archers and Halberds. Onagers
are the practical solution, and thinking ahead and upgrading and building
*beforehand* will give one a large advantage when combating civilisations
with a slight strength in the Archer area. Basically Onagers kill Archers,
TA's kill Halberds and Paladins kill everything else. It's a pretty
simple equation and while you might discredit the real value of the
Onager, expensive to upgrade and build, you'd be surprised at how more
effective you are against certain civilisations.
Elite Throwing Axeman unit upgrade, Bearded
Axe
While costly, this gives the Throwing Axeman about a 15% power increase
that is very useful. Bearded Axe is cheaper and adds a little range
that theoretically makes TA's get in 20% more hits before the enemy
engages.
--Summary--
Many people believe the Franks were shorted
with the expansion pack, and while I'm inclined to agree they are still
indeniably a powerful civilisation in their own right, excelling at
Castle Age combat and castle dropping and making a valuable addition
to every team.
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