Age of Empires 4 - How Viable Is Siege?
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- Опубліковано 13 січ 2025
- AoE4 sees the return of many siege engines from previous age games, but how good is siege in the new addition of the Age franchise?
Be sure to check out GUA here ➤ / giveuanxiety
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#ageofempires #ageofempires4 #aoe4
Every GUA match I've seen drongo cast:
- Drongo hypes up GUA like he is the second coming of Jesus
- Game is somewhat close, GUA is praised a lot by Drongo
- GUA eventually loses
yeah, red player had better eco and micro almost the entire game idk why the hype
GUA is somewhat of a very nice/sweet guy who is consistent and is way overhyped as a bit of a meme. At first it was because he was so nice, now it's just a meme, he isn't good and sucks hard late game and at decision making. If a game is close, he will 98% lose it
@@pursuantadapter1728 LOL. GUA isn't good and sucks? I would love to see you play him, and watch him absolutely wipe the floor with you.
@@WhatDuhDogDoin
>Lost to a literally who in a casual online match with significantly better micro and macro
that's bad
and stop riding his dlck, whoever this GUA is kek
Here's my take on siege in Age4 at the time of Open Beta/Stress Test. I'd love to talk about Closed Beta but NDA. Besides, there isn't much to talk about there.
Springald - Decent siege counter if you don't have access to Culverin. Not much of a trash unit counter when compared to the Age2 Scorpion. A good defensive option, nonetheless.
Mangonel - Not too bad against archers but i think it is worse compared to Age2. If you can't build a significant mass, where you would be abusing AoE damage, you have to pair them with something else that is also hitting those archers/crossbows/handgunners, which wasn't that much of a must in Age2 in my opinion. I don't see other uses aside from poking buildings. I didn't check if you can remove forests.
Trebuchet - Must have for late game, on attack, the range forces your enemy to lash out and potentially overstretch; on defense, you force your enemy to over-micro their siege or take massive damage.
Bombard - Massive damage, the range makes it rather fragile but it packs and sets up quite fast. Great weapon to demolish your way through your opponent's town if you're in a hurry.
Culverin - It does its job. The advantage is that if the enemy siege don't turn away and run, they're dead and, they can't squeeze in a few retailation shots either, because of setup time.
Ribaldequin - Can't replace your archer/crossbow/handgunner mass but, it is a nice, high damage support that covers your masses against cavalry charges. Not really necessary in my experience though.
Bee's Nest - Very mean and irritating, spam these and cover them with Springalds and Fire Lancers. These can be what you switch to after an archer mass in the second age.
Battering Ram - The best piece of siege weaponry in early game, must have for early archer masses/rushes. The enemy must put their units (which might have to be villagers when it's an emergency) in torch range which also would put them under arrow fire. Very mean.
Siege Tower - Not too great but, it is a good counter to early stone walls and archer turtles when paired with men-at-arms, they hit hard when they land right on top of the archers. Be wary of crossbows.
Overall, I think the game is pretty balanced around siege.
Loving the aoe 4 content
I think the biggest improvement is the smoothness of how the sheep run- it's beautiful
Lol but wolves still don’t chase them 😂
@@iforgot87872 AoE wolves have always been vegetarians. :p
The horse untis on the other hand. Their run animations are terrible. 😥
They don't run, they canter
@@just1689 They don't canter, they trot
Weird. When I was playing the stress test, I found mangoes absolutely shredded enemy archers, including longbows. Although, I was playing in some nooby games where people weren't splitting or microing their archers very well. It might be a similar case to AoE2 where mangoes have the potential to flatten archer armies if the opponent fails to micro, but good micro can still beat a mango
Siege can absolutely turn the tide in larger battles where micro is more difficult. 3 or 4 mangonels can focus fire the archer line of your opponent while you have a wall of spears protecting them. One thing I think they really did well with AOE4 so far ( from what I've played ) is mixed unit compositions. You really need line infantry of some kind mass knights is not nearly as effective against infantry as it was in AOE2
I think there wasn't enough of a mass to really tell if siege was good in the first place. GuA wasn't able to actually field enough mangonels for that Area damage to matter, and he didn't have any MaA to stop the spears from just getting on top of the mangonels either. I don't think this is a definitive proof that siege isn't good enough. (also English Longbows are pretty good)
I want to see a matchup where one side goes with siege engines and the other just with rams/towers
Siege engines definitely work against stone fortifications and keeps but early and mid game I don’t know how effective they really are
Siege feels pretty strong to me. They don't have a ton of hp but the speed of the repairs felt a bit silly. Red did a good job of spreading out his longbows as well as utilizing the campfire ability to minimize damage though. Also it was really only one mango at a time except the very end vs the mass of infantry so. A larger mass of them can get pretty scary if they are defended
What you said. About 4 mangonels should be enough to wipe out area from even man-at-arms units. Also, using longbowmen vs English man-at-arms was silly coming from the blue player. Man-at-arms are by default really armored up, with blacksmith upgrades and faction unique +2 armor upgrades regular bows can't do more than 1 damage each shot to them.
Siege is worth it when it has some units to cover its arse) Also weirdly, there's no friendly fire, so mangonels are safe for your troops.
That’s more akin to AoE3, and I have to say I don’t mind it. I feel like they’re really trying to keep RNG in this game as low as possible.
@@JA-lr5ix RNG is randomness generated by the game code, not randomness caused by dumbfucks shooting at their own units
mangonel looks really weak though. It hit the archers at 15:56 and did a little under half their hp. Given how immobile and long it takes to fire, doesn't seem worth it.
I do like the addition of being able to build siege rams on the field though.
@@GameFuMaster Look at it this way. It's an area-of-effect siege that is intended for bunched up armies, but even as a single target hit it did half that archers health. Now imagine 2 mangonels hitting a group of archers and deleting them. You're welcome.
@@Zarala2010 I'm pretty sure higher level people are going to split their archers. They're already doing it in AOE2 and the mangonel can move.
6:57 Melee range archery...Look that arrow angle...
hi aussie, about that single long bow push, it's quiet difficult to pull off since the opponent is the brit as well, brit villager have short bow to fight back so doesn't get harassed as easy.
Really nice seeing this match, now you can see there is some new ways to play the game and the dynamic it have, I think people ar too attached to the "tricks" from AoE2 and forget that a lot of the cool stuff from the game didn't came day one.
Also AoE4 will have its own skillplays, it's just too soon to know exacly what they will be, we still didn't had access to the 8 factions announced for the release.
Can't wait to see the game getting updates and what the next balances will be !!
so you are telling us that Microsoft didn't had the experience to make a greater game than AOE2? they need more testing and time to make it better... cmon, they did a marketing game. They did it just to sell. it's allright with that, but it's not a good competitive game. It's really boring to watch the games, whats up with no blood in a war?? just to sell some mor over china. It's really lame actually. Also, it's really slow and everything happens from nothing. not balanced at all. Just acassual game with no competitive value. I'm really dissapointed.
@@juanhiriart3935 you are the first one that says that and for sure the game offers way more. The fights were mostly small to what was able to be
Their isn't a army with just 1 or 2 troops
Siege have now different roles as against stone walls, only siege is an option
@@astrid2432 I saw some pickemens brake a wall with some torchs... Now, I know it was a Beta test but I don't think they will change a lot of it and from what I saw (and I'm not the only one as you say) the game is pretty slow to watch... to play it feels like there is nothing happening until everything goes to shit.. there are ALOT of PF problems too... units moves are no great at all, arrows are really lame. I don't know what to tell you. At least TATOH think like I do about this game beeing very slow. I think he would know something. I'm just a fan of this title.
@@juanhiriart3935 i said specific stone walls. Pallisade is not a big deal, but for stone you need some type of siege or idk maybe their is a special unit who can attack stone walls. Maybe a miner or so
Arrows... or all projectil well questioning how they move
And still it was just a stress test for tte server. Ui and such things still change
And about speed: it doesn't look like that. You can advance way faster (5mins for feudal in that video)
Maybe it isn't so fast as AOE2, but sure still got some speed to do
From what I have experienced. If you want to use siege, use the springald, and if it gets overwhelmed, you should've used a mangonel instead. At least that's what I think the devs are going for.
Use trebuchet against structures, but if you have the resources, use bombards instead.
If you don't have siege you can break the enemy wall with rams, but if you want to blitzkrieg the enemy, use the towers instead.
Altai I think was definitely my favorite map of the open beta. Siege seems pretty strong so far, especially being able to build it right outside your opponent's town.
EDIT: After watching the video it was surprising how poorly both the mangonels and springwalds fared. The red player did have some impressive micro, but if people are doing that during the limited beta we can assume people will be doing it as soon as the game comes out.
That mangonel shot was so underwhelming :(
It's awful after how awesome it feels on aoe2 to land a shot, in aoe4 it looks like a kid's slingshot
@@mathewperryfan They were over powered in aoe2 anyway, reloading on the move, snap shooting behind them made them akin to starcraft stutter&shoot gameplay. Thing is they're mean to SIEGE, not replace armies at critical mass. Aoe4 brings them back in line with what siege engines should be, repairing them as fast as they are currently is a bit ridiculous also.
@@Marth667 it’s this kind of dumb thinking that led them to make the mangonels the way they are. In the end no one gives a crap how “realistic” it is. It’s a game. It needs to be fun. The mangonels so far, are not impressive. You can’t even see the projectile being released when they shoot.
Haven't seen many games, but noticed that most sheep seems to be in the fog near the spawn base.
Then people go scouting far away and never find the sheep nearby, letting the enemy take it some times. Maybe it is a good idea to run the scout "around" the initial fog (circle) before sending it far away.
I can only speak as a AoE3 player...and i would never charge two falconets that way... I don't fully understand the rock paper scissors unit comp in this game, but every infantry is a afraid of two cannons in AoE3.
I really only played the AI but what I noticed was:
1) I didn't have much luck with siege against units (any kind of unit), except culvs against siege
2) bombards flatten buildings... the enemy built a wonder and it was gone before I realised they'd actually started firing on it
3) springwalds' description sounds like they're primitive culvs but I tried using them like that after having some success with HRE culvs and didn't notice anything
4) trebuchets are pretty good against buildings too
5) keeps flatten enemy units without siege
I didn't bother building mangonels at all. Mostly because I don't in Age of Empires II (even though I know they're effective there) but also because I'd also seen people complaining that they're useless against lbows.
I really like your casting man. Although I would prefer you to be less biased. Red played an amazing and superior game. Would have been nice if you would have noticed that.
"All you had to do, was repair the dam Manganel.. CJ."
This is now torture to me, because I want to play it more :|
I kinda wish theres a crack for the beta somewhere, when it updated they removed the .exe lol
@@kingsguard5614 im still able to play it along with many others
@@yusermarko3777 how!
@@kingsguard5614 it was working until i fully powered down my laptop
Dissagre at about 10:00, 9 Longbows is Perfect, they one shot workers. After the 5 kills and the age up of Blue he should have retreated, not straigth to his base but to the side to strike again and catch blue if possible off guard.
When I played in the open beta, I tended to only use siege in the imperial age with 3 bombards and 2 culvs following my armies and absolutely shredding any keeps or defensive landmarks. The only time I made siege earlier was one or two trebs to take down forward keeps that were dropped in my face. (I would bring the culvs in case I ran across any counter siege that would otherwise distract my units from fighting their units)
I think a more mixed army comp for GUA may have allowed the siege to live longer. I notice archers and mangonels aren't exactly like their AOE2 counterparts. They're strong but they need time to do their work, which hammers home the need for mixed compositions.
The cannons are super OP. English with lots of horseman, some knights, a shit load of spearman, half as many man at arms, 3 cannons, and the rest longbow men just threads through
are you saying that a well rounded combined arms force is effective!?!? shocking!
@@Jewus19 I know! Who woulda thought!
Horseman are tripe in the lategame, as are longbows.
A large army of six different units from all four military buildings and yet it can still be easily countered, even in the open field, let alone on the defense behind a wall. That's not OP at all.
I don't know why people are not using the new stone walls, they are amazing and fun to play with. They also really help defending, as only siege can destroy them, you can put archers on top and buff them and add as many towers with springalds as you want. Some of the mos amazing battles I played in the beta were sieging a stone wall
Hopeful going forward you can give a more unbiased commentary of the games.
I would love if they sped up the actual attack/death animations on the units. The fact that knights swing their swords in almost slow-mo and horses fall so slowly when dying kinda ruins a bit of the experience compared to both aoe2 and aoe3.
nice content as always drongo. Giveuanxienty was right about using mangonels to counter the longbows, but he failed in protected them against the MAA, if he countered with his own MAA or crossbows he could have win
I thought at first he was going for an early MAA rush into feud-rams. The MAA resistance against arrows usually takes them by surprise, and gives you time to get the rams going.
If villagers give the same damage as the "arrow slits" upgrade, which as it says adds an "additional" arrow slit to the outpost, then it would add 10 damage per villager. I know that's some assumptions, but it's the best we've got at the moment.
This match was so beautiful to watch!
they have to slow down seige and make it longer to pack up and move. Force people to use their army to protect it and keep units together. Every late game just turns into 8 clocktower bombards just rolling around your base.
Shouldn't walls block sight? Its weird how a Mangonel may be able to atack something so far from the walls without any unit having breached it yet... 20:16
If you just use 1 Longbow then the villagers can snipe him in almost 1 shot if they all attacked.
can't wait for you to upload all the games you casted today
Tl;dr Mangoes dont fit in well atm, needs a tweak to make them more effective either late or early game.
The issue with the smaller siege weapons is the lack of hit and run. As shown in the video, you really only need 2 infantry to run towards them and you're scrambling to defend, and you cant just packup and runaway/run back in with a shot preloaded. It's like trying to defend siege from eagle warriors in aoe2 - except worse. So in other words, unless you have a impenetrable front line which rarely happens, id rather use the resources on infantry or archers. Also the damage output is just not consistent enough - you need like 4 hits (or 4 mangoes) to kill a group of archers where in aoe2 you only need 1. Also, i dont think you can attack ground/do so effectively - making them hella susceptible to micro.
lol red's name means sniper
I wonder who red player is, because Mr_Yo and Vivi could not attend Red Bull Wololo because of covid so maybe they played some aoe4 beta.
I think GuA's fatal flaw was not producing enough, or hardly any, Men-At-Arms to fend off Red's pikemen. The pikemen obliterated GuA's cavalry which would have been better suited to fight the longbowmen.
I agree with you AoE4 sounds (beautiful soundtrack too) are awesome, plus Longbows did consistently own Mangonel in this game. Perhaps siege should get +1 pierce armor, or faster frequency of fire?
On siege in AoE4... Chinese and Mongol bombards, what?? How on Earth can you have a medieval / early modern game without the Turkish Great Bombard?? Not only is it the coolest, most AWESOME historical siege weapon in the WORLD... but also it was also decisive in the most important siege of ALL TIMES: Constantinople.
Instead, we get tiny, weak medieval England as the AoE4 "Superpower" with their longbows (not unlike stone-age Brazilian native longbows)!. Lovely...
Damn drongo on the grind and I love it
I really wish setting up siege was no instant, kinda makes it pointless to have it
It isn't instant. It still takes a few seconds. I know trebuchets takes a while to set up and probally other siege will take longer to build
You're a great caster man
I think arty and splash damage in general is good in fights between big armies.
In a fight between 25 pop armies, not so much.
I think siege is more specialized for destroying buildings. Some walls and fortifications are really tough without siege on closed maps. Using it as a solution to longbows here, especially the mangonels, it just looked painful. Once men at arms were added, it was game over for the siege play. He didn't even have to use cavalry!
Still going to build siege on black forest.
Siege is worth it, but the blue player can't protect high-value artillery vs heavily armed MAA units from another English player (extra +2 armor) with only longbowmen. That's why red player cut his small losses and had MAA units charge in ignoring the longbowmen. All because the mangonels are terrifying and worth the sacrifice to take out.
Once, vs AI I played English and rushed with MAA units and gave them all armor upgrades. I stationed them under the white tower near the Healing age 1 landmark. Long story short the 20 MAA units held their ground with 0 losses for about 30 minutes until the AI decided to bring 2 mangonels. Each one got one shot in and about half of my MAA units dropped below 50% health from a single volley. That was enough for me to appreciate the threat siege presents on the field of battle. Had the AI brought 4 mangonels and my MAA battalion was sufficiently bunched up, I'd have lost a dozen MAA units from a single volley. Now if that does not scare you I don't know what will.
Of course it's to early to say for sure, but i think AoE 4 will be around for a while. That was really fun to watch.
I am a bit disappointed that you can only go upto age 4 . Man There should have been age 5 as well.This game is 95% AOE 2 and only 5% AOE3
I would say 80% AOE2, 10% AOE3 and 10% new mechanics.
good cause AOE3 is not a good game
The only AoEIII things I noticed are actually AoM things that AoEIII also had.
Apart from age up timings and the rush meta. Classic nilla/RE patch AOEIII stuff.
Mangonels really scale well with numbers
Giveuanxiety lost because: (1) he failed to build up units to protect his seige weapon, (2) he failed to micro his seige out of harm, and (3) his opponent micro very well to keep his units alive. Over all, giveuanxiety lost because his strategy and performance are worst than his opponent, not because he used siege weapon.
I dont know if they were lacking upgrades or something but the siege seems very week. The mangonel wasnt hitting hard and its time between attacks just seem really slow. I think blue lost because he was investing into siege.
Amazing game, awesome commentary!
You need numbers to siege to be worth. Well ther wasn't mongols this beta but in previous one you can safely go just cavarly, few pikes + mangonels + trebuchets and just sit with your cavarly. Wait for the enemy to come any close and rekt them.
Why violence without blood has a lower rating than violence with blood is something that confounds me
People. When a title is emotive and picks up a point from the video that isn't the focus of 100% of the video but is still a major component of it, it is NOT clickbait. It's just trying to find a good title. Do you complain about book chapter titles being clickbait too?
Although the title or thumbnail could be clearer about it being an MP match commentary.
How cute to have a dedicated fanboi showing ones games. And its interesting that Mangonells get HEALED 😄 and by Villagers too. No need to bring a priest. 😋 In my book people and animals get healed and machines and things get repaired. But thats me 😎
What's the point with a mangonel if it does basically no damage and can't move without packing
Alternate Title: AoE Pro gets smacked by probably a retired SC2 Pro
AoE2 = WATCH OUT, A MANGONEL!
AoE4 = LMAO A MANGONEL!
We could see aoe 3 pros vs aoe 2 pros very interesting from 2 different games we will maybe see 2 different metas it will be very interesting how aoe 4 will play out in esport
aoe 2 pros would never play any other game lol
@@breakerofmountains8452 you right maybe ... but if more people play aoe4 equals bigger pricepool than they switch
@@davidanders1687 i hope so but dont think so, maybe itll happen like aoe3, with their own fan base and own pros
I’m heavily critical on the graphics but even I agree that the sound is tremendously awesome. It’s the biggest highlight and serious ASMR
And Mango’s maybe not but Cannons shoot down units like machine guns. And the treb/cannon combo is broken af
I do think archer type unit do a bit too much dmg. Since unlike aoe 2 where arrows can miss, all arrows in aoe 4 are homing projectiles. Once the shot is fired; it will hit.
I hope you recorded a lot of games and other AoE4 stuff cuz now when the open beta is over i need to get my fix for aoe4 elsewhere.
I really dislike the longbows balance and their heal. It feels extremely OP and they basically hold their ground much too well to their counters.
Longbows act like AoE2 longbows
but they are priced as skirmishers, while there is no counterskirms. Not sure why they sacked skirms...
Question how do you split like that effectively? Do you control groups part of your army so you can split?
Or do you select small groups quickly to split
Select small groups to move quickly.
I think this guy likes GUA
Yes this is what i live for, aussie drongo casting age
Ready for aoe 4 casts
what is the reason for the removal of dodge-able projectiles like in aoe2?
Love the cast, if you can get your hands on any more games that'd be great.
Accounting his loss to him building siege is incredibly silly. GUA miss used his units and didn't respect the MaA. Longbowmen do nothing against Knights or MaA, yet he tried to defend his siege with longbowmen while the knights ride into the backline, despite Knights beating MaA.
It's a very obvious pitfall for Brits to ignore getting Crossbows.
Or just micro Longbowmen & Mango against his Longbow, Knights and Balistas vs MaA.
in 8 minits of game play they were in 3rd age isnot it little bit fast?
From where did the knights pull out???
Come in with one longbow? It get murdered by the vills.
Mangonel in AOE4 doesn't feel as effective as they are in AOE2. In AOE2 you can change the course of the game just with a shot.
That is likely intentional, since a Mangonel could swing a game so much. It was a high skill ceiling unit, which I see as a good thing. But could have a bit too much impact.
@@Cythil yeah, it looks like an attempt to balance the game.
@@Cythil Meanwhile Chinese Hwacha murders everything. Even in AOM Mangonels didn't felt that impactful. I'm still not a fan of how projectiles works in this game. Everything is 100% accurate.
Mangonels was the AoE version of banelings or a high templar. That's clearly not the case anymore. At some point you gotta ask yourself if it's even worth it to have a spreadshot catapult in your game if, for "balance reasons", can't even make it satisfying to use at a baseline level.
Fortunately!
When i played against china they had these arrow rain cannons, they where ridiculously overpowered, get like half a army of 60 men down to 1/3 hp. We lost the game (against AI) because they had a wonder up and we could get close to it because they where camping at the wonder.
What is a casted game means?
I always thought the home shipments is what made AOe3 so unique. Opened up so much variety in terms of strategies. I suspect without this feature the optimal build will be found for each civ and most games will follow the same pattern. I hope im wrong
Glad games will be won on the battlefield instead of pregame deck building
Deck building has no place in RTS
I've noticed since the start of the tech test that siege definitely needs a rework. They're so bad
in the previous beta they were OP af, so they're clearly working on it still.
I played as Chinese at the stress test. Stacking siege is op nothing could stop it. Also those where public matches and the enemies just send packs of knights to my kill zone instead of flank.
It seemed like if you had enough of them with some other units to support and defend them, they were unstoppable. There really isnt even a good counter to them other than siege of your own. A group of siege units can weaken any melee units on the approach to the point where they can be picked off by a second volley or supporting units.
@@bleep410 That is the magic of the chinese siege army they have more range than other siege.
There should have been a soldier attached to the siege unit.. Once the siege unit is destroyed the soldier could be used an infantry or melee unit...
That could be a cool idea as a unique unit for a civ
Barrackses? What are you Gollum?
Drongo, love you my man but dropping an icon AND title suggesting the video is going to be actual talk about siege in AoE4 but you just cast a game instead is just weak and dishonest.
Siege without M@A to defend them isn't good. If GUA tried to fight back the infantry rush with his knights, the spearman killed him. If he had M@A to defend the siege, he'd have been able to defend them I think.
The deers dont run away wtf.
If you get the fire upgrade for lb they thrash seige.
siege is not worth it if you can't protect it. You can't expect it to do work if your opponent have more melee than you to just bomb rush the siege. Blue is very much still in aoe2 mode thinking archer spam + seige is going to work when melee units take more to kill in aoe4.
What do the sacred sites do?
They generate small amount of ressources (gold ?) while you hold them, they can also give you victory if you hold all of them for a certain period of time and i don't remember if they grant some kind of bonus protection when your unit is inside the circle of the sacred site.
FYI crossbow bolts are only effective against mail armour, they will bounce off full plate every time (in real life). Longbows were roughly the same.
I don’t like that you can’t see the mangonel shots. It looks like it’s releasing a shot and nothing’s coming out.
Was longbows actually that killed siege or was it the spears/men at arms... seemed bows did 2 dmg per shot. u just need to protect them i guess from infantry.
I don't think GiveUAnxiety made a single barracks that game and the knights although great for raiding were just useless against the spears coming out to counter. Maybe knights are too weak, or maybe knights are purposefully less effective after their initial charge damage to encourage you to hit and run with them.
In the last beta I thought siege was OP. I never thought of heavy infantry as a counter though
yeah I kind of noticed this, I feel you should be using either Trebs or Rams but siege isn't part of the fighting force, its only really effective against buildings, which you need since non-siege units can be rather slow to kill even wooden walls and you need siege to kill stone walls but its certainly not like aoe3 where artillery is the best unit and fights are all about trying to protect your cannons. There is no Falconet in this game, just Mortars and Culverins, so siege ends up more like a niche support unit type and not something to primarily focus on. Although this may just depend on the civ, China gets this thing called Nest of Bees which makes me think of Portuguese Organ Guns, and those can mow down troops.
I assume no blood means it can be played in China?
This isn't aoe2, you can't fight man-at-arms without armour piercing units. Mistake from blue, a couple crossbowman or some m-a-a of their own would've protected those siege engines.
There are not scorpions, bombard cannons or rams anymore?
Springalds replace the Scorpions function, it snipes single targets. Bombard cannons are replaced with stationary vertical cannons and rams are built by infantry in the field.
Yes there is.
artillery is super strong. Blue just don’t have the right army to back it up.
Aoe4 is just Starcraft with a medieval skin. Sad to see where this franchise went.
Thought this was a guide video... too bad, the title interessed me
english longbows are just op, thats the gist of the story
Am I the only one who felt like the cav was a little weak and ranged units a bit too strong.