The Koreans
The Koreans have been included in the
Conquerors, adding a new Asian civilization to the mix. They are a very
powerful military civilization, but are slow at advancing through the ages.
Their main strengths lie in their siege and towers. So how do they compare to
the other civilizations?
Civilization Bonuses
The bonuses that the Koreans receive are as follows:
- Villagers +2 LOS
- Stone miners work
20% faster
- Tower upgrades
free (Bombard Tower requires Chemistry)
- Towers range +1
in Castle Age, +1 in Imperial Age (for +2 total)
- Mangonels and onagers have +1 range
Villager's +2 LOS
This may in fact be the Koreans' most important bonus,
as it can sometimes make the difference between winning and losing. At the
beginning, a Korean villager makes a great scout, with the same LOS as the
Eagle Warrior and the Mongol team bonus-enhanced Scout Cavalry. Where this
bonus really pays off is during Feudal Age, when the enemy in most games places
Towers near the player's resource centers. The extra LOS will often allow the
Korean villagers to see the Tower being placed, giving the player the
opportunity to either attack the offending enemy villagers with the player's
own villagers, or run the villagers to safety. Some attackers may bring archers
and/or infantry to help place the tower, and again the Korean villagers will
often have extra warning of the arrival of these military units - although
these units aren't quite as easy to stop as tower building villagers, provided
they arrive in sufficient number.
In Castle and Imperial Age, the LOS bonus still comes
in handy for the same reason as in Feudal, to see the enemy arriving. However
instead of Towers or Feudal Age units, the player now has to be on the look out
for enemy Town Centers, Castles, and Castle/Imperial Age units.
Stone miners work 20% faster
While the Koreans can already defend better than most
other civilizations with their extra LOS, this bonus allows them to defend even
more easily, with their ability to gather stone fast and have the resources to
build Castles and Towers sooner (except for the Franks, who receive a 25%
discount on their Castles). It also helps on the offensive, for the same reason
of having the resources to build Castles and Towers more quickly than other
civilizations (again, except for the Franks). The bonus is also useful for
building Town Centers, now that 100 stone has been added to their cost.
Tower upgrades free (Bombard Tower requires Chemistry)
The gradual upgrading of Watch Towers, as the Koreans
progress through the ages isn't that important, as for the most part a tower is
just a tower, and a Watch Tower usually works just as well as a Keep. Where
this bonus comes in really handy is when the Korean player reaches Imperial and
has researched Chemistry, as the Bombard Tower can be a terror against not only
those who aren't prepared for it with Trebuchets or Bombard Cannons, but
against those who just don't know that those are the only two units that can
kill Bombard Towers (aside from Cannon Galleons, which only play a part in
water games). Bombard Towers will eat every other unit alive with their high
attack and high hit points. The only way to beat them is with the units
mentioned above - the only ones that out-range the Bombard Tower.
Towers range +1 in Castle Age, +1 in Imperial Age (for
+2 total)
This bonus is nice if you have heavily towered your
opponent in the feudal age but it is not an important bonus. It sure can be
annoying for an opponent who builds near the tower thinking it only has the
range of a normal tower, or someone who finds one of these Korean towers
shooting at resource collectors from a great distance. Unfortunately, this
bonus does not apply to bombard towers.
Mangonel, onagers +1 range
As team bonuses go, this is a fairly good one,
especially for civilizations like the Celts and the Mongols, who have a good
siege line already. It's a good bonus for the Koreans too, giving their Onagers
another +1 range on top of the +2 they receive with their Unique Technology.
This is useful in Castle Age, since Mangonels do out-range Town Centers in the
Conquerors and are becoming a popular unit to take out Town Centers. The bonus
comes most in handy against scorpions, and even more so against archer
civilizations, especially those Britons and their Longbowmen. No longer can
they terrorize with their long range, as Korean Mangonels nearly match them in
range. In the Imperial Age this bonus really shines, almost turning the Korean
Siege Onager into a Heavy Catapult from the original Age of Empires. While not
quite that destructive, they do an excellent job at what they do -
killing buildings, archers, and other siege weapons.
Comments:
|
27.11.06 00:27 -
King Purple |
|
I had never even considered the Koreans before reading this. Thanks for the info. |
|
19.12.06 19:07 -
Narse |
|
"The only way to beat them is with the units mentioned above - the only ones that out-range the Bombard Tower."
wrong, and here's a great advantage u've not mentioned. u said korean onagers outrange town centers, but never said they also outrange castles (except teutons), bombard towers (except turk) and towers (except korean).
a couple of tips about war wagons: they're really weak against cavalry as they can't make very good use of their range, do them little damage and have no chance of using hit and run. another one is that they ocupy a lot of space.
a CRAZY strat with imperial/post-imperial koreans: use your war wagons as a wall to protect 20 onagers. when the enemy sees what your onagers do to his troops he'll try to take them out immediately, and by the time he finds out he can't get to your onagers as your wagons are in the way, you'll have killed enough units to make a difference. |
|
23.12.06 05:46 -
nitlatliltic |
|
About the Koreans bonus of +1 range of Mangonel and Onager, YES they do match the Longbowman (both get 12 of range) =D |
|
27.12.06 03:32 -
fP``` |
|
I'm pretty sure Korean siege onagers can get 8+5 making a total range of 13. =/ Probably wrong. I just remember playing as brits, and the korean onagers out ranging me (when all archer techs were researched) |
|
28.12.06 22:39 -
Soosi |
|
At the Conquerors 1.0 Korean siege onager has the range of 13, 1.0c range 11. |
|
18.01.07 06:14 -
NisteLL |
|
siege onagers of koreans ve 13 range as long as i can remember .. dnt know bout other patches thgh |
|
18.01.07 11:20 -
Soosi |
|
Oh, it really has the range of 13. :) |
|
07.04.07 01:51 -
cho ko nu |
|
My favorite Korean unit is the turtle ship. its so good!!!!!!!!! |
|
15.06.07 21:09 -
Jake: |
|
Thanks for the info. when starting out i didnt know what civializtion to go w/but one of the scenario misson on the conquest expansion version i was the koreans defending against the japanies. well right away the war chariots/turtle ships rocked and been playing them ever since. the only thing is to survive the feutal age...if you make it you in the game... |
|
02.07.07 06:56 -
Steele |
|
the most important thing about the range 13 is that it outranges enemy towers and castles, so you dont even need to build trebuchets.
The best korean formation (not really possible to be used in mutiplayer unless you start a imperial age) is the korean wagons+onagers. try it against AI's, it works very well! |
|
15.07.07 04:22 -
|
|
What the heck is los?! |
|
20.07.07 21:06 -
Someone |
|
los is line of sight. |
|
04.08.07 02:12 -
junho |
|
koreans cant build seige workshop, but where do u build mangoels? |
|
05.08.07 11:14 -
Azer |
|
Are you daft? Every civ can build seige workshops |
|
14.10.07 04:14 -
me the great |
|
yes every1 can built seiges |
|
14.10.07 16:47 -
meh |
|
how can it be 13 range? 8+2 from tech+1 for bonus and +1 from seige engineer = 12 range some1 reply pls |
|
21.10.07 20:56 -
junho |
|
i need tips on how to survive untill castle age |
|
01.11.07 23:36 -
ho |
|
you could make squares out of stone gates in castle age where your help less onagers can hide in. Wall up in feudal. In castle, dont start pumping out war wagon when you dont hav enough resources. make pike men, don't up grade much sword men and make skrimishers to kill early calvary. Defence is ideal before getting enough resources for attck |
|
30.12.07 04:37 -
antman |
|
I need to know how to get castle age!, Like a walkthrough in Black Forest. I keep getting whipped by calvary when I'm still in fuedal age and the persians or byzantines are in imperial or castle. |
|
08.02.08 01:33 -
Someone |
|
Basic strategy:
28 villis and go to feudal, three more and then to castle 9desn't matter if there isn't foos ot go immediately to castle after villis made, wait for 800 food)
Then you should make a few spearmen to guard against raids
works for me :D Go to castle by 17-18 with a decent economy and enough wood to build 1 more tc |
|
27.03.08 15:22 -
Key Maker |
|
i've found that war wagaons are too cumbersome to wok effectively with another large unit like Onagers. Try hand cannoners. the onagers take out the archers, effectively covering the "rifle men" and the cannoners kill incoming cavalry and infantry with ease. the only prob is flanking. cover those flanks! |
|
11.04.08 22:21 -
Antman |
|
How do you get so many units fater? I played online as korean against another korean civ and when I had 4 wagons and two second class onagers, He had 20 wagons, 5 seige onagers, and about 18 spearmen |
|
23.04.08 03:26 -
antman |
|
so your saying that the riflemen should be protected my war wagons and archers or are you saying that the riflemen should flank and protect the onagers?
Also, are swordsmen and helbardiers/spearmen recommendeed in an army? |
|
15.10.08 12:37 -
turtle ship |
|
Pikemen are good, but not recommended to cover onagers, cos they have no range attack and if they try to chase their enemy, missed onager attack will kill lot of them just in one strike. So, it is better to use strong ranged units such like war wagon, or you can combine war wagon with hallberdiers or hand cannoner to protect them from cavalry and pikemen |
|
09.11.08 05:16 -
antman |
|
the towers rock. They outrange anything. Even bombard towers! I wonder if they outrange castles.
|
|
18.01.09 15:02 -
ADD |
|
I can see that some of you are making or agreeing comments without actually trying things out or knowing. Such as the fully upgraded Onagers having 13 range. They have 12 range in 1.0. Please do your homework before posting comments.
Some of you were wondering about how to make many units fast or to advance fast through the ages.
An army marches on it's stomach, and in this case it means you need a very good economy. If you have an ally you should start trading not too late in the game, and in general it means having many villagers to support the rapid production of military units.
The computer advances to Imperial in 13 or 14 min. starting from Dark, but I only did it in 17 so far. I build about 12 villagers in dark, another 5 in fuedal, another 5 in castle, and after reaching imperial, I keep building till I have around 100 if it's a 200 polulation game. Be sure to take advantage of any boars, et cetera that are near your mills or town centers, as they are a free source of food, not costing wood.
If you are rushed, it won't be possible to advance this quickly, as you will need to use some resources to defend yourself.
Once you have a good economy, you can start your attacks. Try to have plenty of barracks to amass armies quickly.
When I was the Koreans in one game, I built two castles on the battle front guarded by Bombard towers. there were also 4 Seige workshops, and about 15 barracks. I tried to be careful to not lose the onagers, since they cost gold. I used fully upgraded Halberdiers as cannon fodder, as they only cost wood and food, and are pretty cheap. I would queue up the max in all of the barracks so that as soon as my army is slaughtered, they would be replenished. I sent onagers with each batch of Halberdiers.
peace out. |
|
09.02.09 00:51 -
nothing special |
|
koreans pwns all |
|
17.02.09 02:34 -
Lev |
|
how the heck do i make the turtle ships in stanfard game?? |
|
18.05.09 13:06 -
turtle ship |
|
@lev
build castle & dock, and you can build turtle ship |
|
25.05.09 05:00 -
antman |
|
At all black forest in gamespy mltiplayer games, I go 4 koreans. The place is surrounded by wood and it is easy to defend.
Koreans rock at 2v2v2 games. We get everyone to forget about us and in imperial age, we shine. I go for the usual elite war wagon + Seige onagers + halberdier combo. Invincible. You need to micromanage tho. Get 3 squads availabe by ctrl + (number) key. 1= 20+ war wagons, 2= 20+ halberdiers, 3= about 4 onagers. Better with 5 or 4 onagers than risk losing all at once from calvary charge. I also keep battlefield engineers of 4 or 5 vills to build instant paliside walls to slow down enemy infantry. The war wagons will beat any archers, except mambulukes. The onagers will also smash archers as well as wipe out any massed halberdier charges in single blows. When calvary cone in, you bring out the hals and cut them up. I keep the hals beside the wagons, idle untill calv comes. Onagers behind, safe behind wall of wagons.
Wagons= W
Hals= H
Onagers= O
OOOOO HHHHH
WWWWWWWWWWWWWWWHHHHH
WWWWWWWWWWWWWWW
There. an impenetratable wall. Wagons very good against swordsmen and everything not spearman or calvary. Well if you run into thoes, I told you what to do.
Also the thumb ring tech VERY important. Without it, you will not catch a single melee unit untill they are right at you. Then, the onagers inflict some damage on your war wagons too so be careful. Still, thats not much because even onagers cant kill wagons so easily, especiall if they are your own onagers. Monks can heal that in no time.
There you go, the perfect army. Watch out for sarcens tho. I dont know what to do with those.
|
|
03.07.09 22:51 -
Templar |
|
Siege Onager range 8
+1 Team bonus
+1 Chemistry
+1 Siege Engineers
+2 Shinkichon
that makes 13 |
|
09.07.09 23:13 -
Indigo |
|
Chemistry gives missile units +1 so it has 12... i think... and the turlte ships are a bit defense less against Galleons. the galleons are fast but tships are s-m. and all you guys are making armies of 40 units. i usually have only 40 vil... the rest is unique unit(s), champions(if availible) paladins(or strongest knight unit) and 20 trebs. sometimes a medium sized navy if i need to |
|
12.08.09 09:01 -
Vlad Tapish |
|
Countering the Saracens.
I've Always just micromanaged the onagers and used heavy infantry. Seeing as knights are no good, and saracens are great at killing pikeman at a distance. When in doubt Onagers and cannoneriors |
|
10.09.09 07:35 -
Row |
|
On my version, korean siege onager has max range of 11 |
|
01.11.09 02:49 -
antman |
|
See, the 'perfect army is invincible' With koreans, it become a game of micros rather than economy. Untill you reach that perfect army, koreans are very vurerable. Thants why they have great defence advantages. Koreans are best in 2v2v2v2 in multiplayer. That way, you just wall up heavily in black forest maps. The opponents will not bother you untill its too late. You need to only build expensive units of the 'perfect army' while your ally only makes the cheap skirmishers and calvary and stuff koreans lack. |
|
13.04.10 20:11 -
Mystikan |
|
Re bombard towers: Trebuchets and Bombard Cannons aren't the only units that can take these down in a hurry. Seige Rams also knock them down while taking negligible damage from them. Spraying Seige Rams through a line of Bombard Towers will clear a path for your attack force very quickly, as well as drawing fire from any defenders in the area. |
|
14.05.10 15:21 -
Rob |
|
It's 2010 and I'm still reading these articles. You should keep the site updated :) |
|
02.06.10 06:20 -
JC |
|
Do war wagons go good against longbow men? |
|
04.06.10 21:08 -
Lalo |
|
How can I beat spearmans?
The team bonus is for mangonels and onagers, is it also for seige onagers? |
|
08.08.10 00:34 -
Sasori |
|
KOREANS SUCK TRUST ME |
|
12.08.10 12:14 -
Vorstjens |
|
War wagon : (All trech, post imperial age)
----------
Range = 6
Hitpoints = 220
pierce armor= 4
attack: 9
Age of Empires 2, The Conquerors.
Can sombody explain why my war wagon is so so weak? For one bombard tower at least 15 war wagons.
|
|
28.08.10 00:42 -
dadwe |
|
how do i kill turtle ships?
Also, are aztecs better than koreans? HELP ME |
|
31.12.10 23:24 -
gccnmvmk |
|
It seems Sasori loves the aztecs. Koreans own them with war wagon, in case monks appear just use the 12 range siege onagers(monks can only convert onagers next to them) |
|
11.03.11 00:50 -
Superesky |
|
Ffs guys, full upgraded korean onager HAS 11 RANGE in 1.0c aoc. ONLY aoc v1.0 has 12 range onagers |
|
08.01.12 00:32 -
War Wagons Are Crap |
|
Turtle Ships Are Better! |
|
11.07.12 23:22 -
panos |
|
hi, can you please tell me which version is better?
1.0 or 1.0c? If i get 1.0 i will be able to play with players whith 1.0c? |
|
12.07.12 11:50 -
|
|
As unexpected as it seems, the bombard tower is just a tower with huge dammage, but therefor they are NOT classified siege weapons, which means they do just little dammage to buildings, aswel as siegeweapons; a ram could take out some bombardtowers as effortlessly as a keep. |
|
05.08.12 09:45 -
antman |
|
koreans are good for teamplay. Now I refined my 'perfect army' You only need bombard cannons(onagers optional), hand cannons, and war wagons. Wagons protect your artillery and take out archers. Han d cannons kill cavalry and pikemen when they come close. Also, they are effective against huskarls which have anti-arrow bonus. And bombard cannons take out buildings and also crush heavy infantry, cavalry, trebuchets, onagers, and pretty much everything from a distance without hurting your own units. This strategy actually made me switch my favorite civ to turks.....you can see why. |
|
03.09.12 23:20 -
you assholes |
|
lol how pathetic stfu all |