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The Britons


Dominance by Age

Dark Age

The increased gathering rate of Briton Shepard allows for a relatively smooth start assuming that sheep can be found. If sheep continue to be found, a skillful Briton player will have the 500 required for the Feudal Age upgrade fairly easily for anything but the earliest feudal times. No other bonuses are in play.

Feudal Age

While not the fastest civ, they are faster than most. With faster archeries to make up for slowed archer production, you can mass a feudal age force more quickly than other players. With the increased build time (:27 to :35) of the Archer as well as other balancing measures of the XPack, players have had to adjust their Feudal attacks. While the Briton Feudal archer trains faster, it is no more effective than any other archer from that time period since foot archer range bonuses do not kick in until Castle Age.

The Britons were one of the best anti-flush civs as they are fast to feudal, can make Skirmishers fast, and once in Castle Age can make a new TC even if you have seriously hit their wood supply. The window of opportunity for the Flush is much smaller with the Britons that it is for most other civs. However, with the new reliance on stone, and reprioritization of Feudal Attacks on stone, the Britons have lost some of their resistance to Feudal attacks.

Castle Age

While the longer build time of the Xpack TC delay the benefits of cheaper TCs, the wood savings are still instant. A typical Castle Age attack will involve rams and as there will be more wood available to the Briton player, the Rams can be expected sooner. The Briton player has two advantages in this strategy: extra range on Crossbowmen and a greater wood supply for Rams. The Briton player will be one of the first to mass early rams while booming at home due to their cheap TCs.

The foot archer range bonus coupled with the first range tech (Fletching) makes Briton Crossbowmen particularly useful with a range of 7. The +2 range advantage over a TC allows the Briton player to attack into a TC to support a Ram attack without receiving return fire. If the victim tries to ungarrison a few vils to kill the ram, each vil dies in 8 shots. By having 7 range, they can stand ground in somewhat of a circle just outside a TC and completely shut it down as anything that pops out if it is showered with arrows. Other civs need to pay for Bodkin Arrow to have the same effect.

With their increased range, Briton archers (Crossbowmen and Longbowmen) make nice support units for friendly Knights. Since standoff units can fight without taking damage themselves, it is quite possible for the Briton player to mass archers quite openly while fighting. Backed up by a garrisonable building in instances of overwhelming force (mass knights or mangonels) and anti-Ram forces, the Briton player can establish a relatively solid foothold over a large area in Castle Age.

Cheap TCs also allow a Briton player involved in heavy naval fighting to more easily slip in a TC while still producing ships. While this doesn't directly effect the naval fighting, it does allow a better boom as the player continues to produce ships.

Imperial Age

Briton power continues to build in the Imperial Age. They have a reasonably full arsenal of military options, all of which can support the best archer line in the game. The Briton player can get his ranged juggernaut rolling and begin to dominate the Imperial battlefield. After the gold is spent, they still have fully upgrade Halberdiers, Skirmishers, and Light Cavalry. The only post-imperial gold technology missing is Guilds.

Some of the popular options in include:

1. The Bargain Force - Pikemen/Archers

The largest benefit here is the price tag. This force fares amazingly well at a really cheap price. It can be very hard to stop unless you have fully upgraded Paladins with some sort of ranged support. The low cost also means that you are likely to quickly upgrade this force through the blacksmith. The drawback is that it is lacking against an enemy Treb army. One course of action is to feather the darn Treb to death, but with the high PA of an unpacked Treb this can take a while.

Some weaknesses are that this army moves rather slowly as well as being somewhat susceptible to smart Onager use. Ability to quickly move to react to distant actions is limited as well. In addition, a player who has reached population limits will not be able to quickly make another army at home if a group of 30 enemy Champions march into their land. This is an important consideration for the Briton player, as they should seek to try to confront the enemy head on rather than avoid it.

Skirmishers can also be added as an additional component, especially if faced against an expected archer force (i.e. another Briton player). Benefiting from the same upgrades as foot archers, the Skirmisher is a very good filler unit for facing other Archer civilizations.

2. The Cost Effective Force - Champions/Archers

The benefits are that this is force is still very inexpensive for how well it performs. The addition of champs give this force a little more punch as Champs do a fine job of ripping down buildings and enemy Trebs. There really is no weakness to this force, considering the cost, and this is perhaps why you will often see it in competitive game play.

3. The High Budget Force - Cavaliers/Archers

If you can afford it then you are really going to start kicking some butt. With a monk or three around you can prolong the lifespan of your cavalry. The nice thing about cavalry is that they are both fast and strong so they can often return from battle to get healed rather than the poor Champion who tends to get returned on his shield. Other obvious benefits include the ability to make strong strike forces on enemy Trebs, raid his economy, and come back for a quick home defense if you need it. Price is the big obstacle here and you will have a really hard time getting all the upgrades you want for your units with this force.

4. The Cheapest Force - TCs/Archers

The TC/Arbalest creep that was popular in AoK has been neutered in the XPack. The increased stone cost and build time of a TC makes destroys the concept of TCs as cheap disposable bunkers. While it is still hard to remove a 2400HP archer when he is planted down on the battlefield, the initial risks and decreased reward (since their is a smaller area of fire) of this tactic may relegate this one to the trashcan.

However, the usefulness of garrisoning existing archers to greatly enhance the firepower of long-reaching castles continues as a useful way to utilize archers on an archer-unfriendly battlefield.

5. Raiders - Light Cav/Arbalests

While the Britons lack Hussars, Briton Light Cavalry are still good raiders for areas not protected by Castles or Pikemen. Only the lack of Bloodlines and its 25% increase in HP show as a weakness. Since Cavalry techs may be a low priority for the Briton player, make sure not to overlook to usefulness of Husbandry. While Husbandry has been toned down from AoK (from 1.50 to 1.65, instead of 1.80 Movement Rate), the extra speed is useful for getting into gathering areas faster and with less damage.

Due to the extreme range of Briton archers, they can temporarily shut down enormous areas of an enemy's econ that are lightly defended and distract opponents. The ability to shoot over walls helps reach areas that Light Cavalry may have a hard time reaching. The decreased range of TCs allows archers to more safely traverse enemy territory. More than in AoK, Villager raiding is an effective tactic and the Brits have some good options here.

6. Late Game options - Skirmishers, Halberdiers, Light Cav

As mentioned before, Britons can fully upgrade their Elite Skirmishers, Halberdiers, and Light Cavalry. While not possessing any useful gold collection bonus, the Britons do not have a reliance on the gold-heavy units that a Cavalry or Gunpowder civ might have.

Conclusions

The Britons is one of the most enjoyable civs to play, and very easy to learn with easy to use civ bonuses. Combined with a rather widespread familiarity with various aspects of historical English military, many first-time players start with the Britons. For the advanced player, the fast econ and the powerful combination of fully upgraded Champions plus unbeatable foot archers are appealing.

The Britons were well recognized as a top tier civ in both AoK DM and AoK RM and excelled in nearly every age. While the current common wisdom on civ ranking in still in a state of flux, it is unlikely that the Britons will fall far down the list. They have one of the most practical Unique Units in the game and are the unquestioned leader in overall archery strength. They have a superb early economy bonus, which keeps them running with the fast civs and an ability to spread out in the castle age that is unparalleled (though in a less decisive manner).

By Sir_Misslot