![]() Despite this, the Byzantines can still perform a Tower rush (and can partially circumvent this nerf, as their HP bonus still applies) it is just a bit harder to make it and succeed. Watch Towers' base HP is reduced to 700 in the Dark Age (in the Castle Age, they still have 1,200 base HP). Strategy changes in the Definitive Edition Also, the addition of the Fire Galley in the Feudal Age gives an early edge to the Byzantine navy since they will benefit from the Fire Ship bonus. Strategy changes in The African Kingdoms īyzantines have already a nearly complete tech tree and in this expansion this tech tree is furthered with the addition of the Arson and Arrowslits technologies which in this last case furthers the defensive capabilities of the already strong Byzantine towers. Their new Tech Greek Fire gives Fire Ships +1 range they already have good and strong Fire Ships so this new tech gives a bigger advantage at the sea and can take down enemy ships for more distance. Even then, they still have every naval technology apart from Heated Shot and faster firing Dromons, so their late game still remains above average. Later in the game, the War Galley and later Galleon take over as the main water units, decreasing the Byzantines' power relative to other naval powers. On mixed maps, this allows them to gain an early economic edge, which helps alleviate the Byzantines' main weakness of a weak economy. This is due to the faster firing rate on their Fire Galleys, giving them the most powerful Feudal Age water unit, as Galleys lose to Fire Galleys and Demolition Rafts are not an effective enough counter to compensate. On water, the Byzantines are one of the best during the early game. The Cataphract will be the ideal backbone of a Byzantine army with its solid statistics, though it requires significant investment. Monks are also very strong, thanks to their faster healing rate, giving them extra value when they are not converting. The discounted Imperial Age will help the Byzantines in this regard, as it means they can get the Imperial Age technologies faster than their opponent. In the Castle Age, Crossbowmen and Camels are the Byzantines' best offensive options, as the former has all upgrades, and the latter is significantly cheaper. ![]() One should always be careful to keep enough of an offensive threat to prevent the opponent from taking control of the map and securing themselves a position that the player cannot push. Generally, the Byzantines will play defensively due to their cheaper counter units and poor economy. They can flush with any Feudal units, although their Skirmishers and Spearmen are cheaper, allowing them to effectively counter an incoming flush. They are perfectly capable of Dark Age rushing (drushing) or Feudal Age rushing (flushing) if they want to. ![]() Typically, Byzantines will try to reach the Castle or Imperial Age as quickly as possible, since that is when their tech advantages shine. Lastly, they lack an economic bonus, which means that they tend to struggle to play offensively outside of their powerful bonuses. While their Cataphracts might seem like a replacement for the Paladin, it performs noticeably worse against cavalry and archers. Their siege weapons are also fairly lacking, missing Siege Onager, Heavy Scorpion, and Siege Engineers. This is aided with a considerable discount when researching the Imperial Age upgrade, giving them a strong power spike.Īge of Empires III: The Asian Dynasties ReviewĪlthough Byzantines have a complete Stable unit tree, their Stable units are considered weak because they lack Bloodlines and Blast Furnace upgrades. They also have great Arbalesters and Monks which, along with their discounted Camel Riders, are great offensive options. The Byzantines also have a strong navy with faster attacking Fire Ship in the early game and a full tech tree later. This pairs especially well with the Byzantines discounted counter units. Their unique unit, the Cataphract, excels at killing infantry and takes much less bonus damage. They also get Town Watch and Town Patrol for free, giving them better access to vision of their base. In addition, the Byzantines' Halberdiers, Skirmishers, and Camel Riders have a significant cost reduction. This makes taking down their buildings more difficult, especially their walls. Their buildings have bonus hit points which increase with every age. The Byzantines' primary strengths are defense and their ability to effectively counter a variety of troop types (infantry, ranged, and cavalry).
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