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Age of Empires / Rise of Rome / Definitive Edition
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Age of Empires Heaven » Forums » Age of Empires / Rise of Rome / Definitive Edition » AoE I vs. AoE II units in RM and DM - who do you think would win?
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Topic Subject:AoE I vs. AoE II units in RM and DM - who do you think would win?
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Rennie Ash
Clubman
(id: JamikKim)
posted 07-04-11 03:05 AM ET (US)         
So, if an AoE I civ was able to play an AoE II civ in a random map or deathmatch, who do you think would win, given same player skill? - Also, consider if we allow the AoE I "buildings only take 1/5 damage" or whatever it uses for buildings...

I'm thinking AoE I moving units would kill AoK moving units more easily, but buildings would be a nightmare for AoE I units to kill, full damage or not.

ALso, it seems that AoE I units are slightly cheaper, but the resourcces on a map are less.
AuthorReplies:
Suppiluliuma
AoEH Seraph
posted 07-13-11 04:53 PM ET (US)     26 / 212       
Tutonic Castles? anything with 13+ range could do nicely. 192 Hp paladins? meh we have 206 HP catraphracts with 19 of attack and 9 or 11 armor i think. At least on hack attack, defense and HP grounds your ponies knight line units stand no chance agaisnt real cavalry. Also if i remember well only french paladins had 192 hps right?

[This message has been edited by Suppiluliuma (edited 07-13-2011 @ 04:55 PM).]

jordanthejq12
Clubman
posted 07-13-11 06:19 PM ET (US)     27 / 212       
True. But your cavalry would have the snot beaten out of them by our halberdiers. 206 HP cataphracts, that's good. As stated previously, I play both, so I know. But halberdiers kick ass vs. cavalry, with something like +36 for an attack bonus.

"Preparation is not prevention. Just because you know what's coming does not mean you can stop it."
--Me

Something to remember: always know where you're going, but never forget where you came from.

The Age of Chivalry is upon us! Visit the only wiki devoted exclusively to Aoc:H by clicking on the preceding link. Oh yeah, and it works with the HD edition, too--just make sure to get this first.
Rennie Ash
Clubman
(id: JamikKim)
posted 07-14-11 07:06 AM ET (US)     28 / 212       
60HP and 6 attack = short swordsman vs everything except cavalry, elephants, where they increase damage to something like centurion. If you could get them to the Cataphracts, then yay, but they'll probably have horse archers behind, which will whip them. Also, they are Catapult target practice...

Lol at Paladin. Would struggle against Cataphracts let alone Centurions...

Doesn't AoE 1 cavalry get +4 damage vs barracks units?
Thompsoncs
Clubman
posted 07-14-11 08:46 AM ET (US)     29 / 212       
5 actually
Suppiluliuma
AoEH Seraph
posted 07-15-11 03:17 PM ET (US)     30 / 212       
Halberdiers could be strong vs cavalry but they are weak vs everything else. Also who would use just cavalry in AoE? we have multipurpose siege.
Fisk
Champion of AoEH
(id: Fruktfisk)
posted 07-15-11 05:10 PM ET (US)     31 / 212       
65 damage Heavy Catapult > 60 HP halberds.

Especially considering the nice packed formations AoK units walk in.

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris
local boi
Clubman
(id: dragon14)
posted 07-16-11 08:00 PM ET (US)     32 / 212       
i dislike aok formations. mb thats cuz im playing big pop games though. imo, hereswwhats wrong
it needs a no formation formation because the units ALWAYS break formation to go to the enemy, so what the heck anyway, the split formation should be made so the split is closer, the box should be replaed with a wedge... ya. wedge formation would be nice. the line is fine.
on that note, cataphracts get a bonus vs infantry. actually, i think that would be interesting, having that kind of balance. imagine, AOK melee units as powerful as AOE melee units and melee armor and melee hp, with no upgrades to armor vs archery except for 3 infantry armor.
AOE calvary and infantry and hoplite lines with the AOK archer lines. also, i think hand cannon should train way way faster, fastr than the archr, because thats a gun, their aim sucks like poor trained conscripts, and the archers get tired. i think that would actually be a nice balance to a game.

USA
katsup or mustard
Suppiluliuma
AoEH Seraph
posted 07-17-11 03:23 PM ET (US)     33 / 212       
After playing AoM and AOEIII one realizes how silly and annoying are AoK's formations. The units always break it just to maximize the damage they take :/
Marpolo
Clubman
posted 08-03-11 08:33 PM ET (US)     34 / 212       
AOE 1 units wouldn't stand a chance vs AOE 3 units though. Even masses of heavy catapults would struggle to take on unupgraded falconets. 100 attack vs 65 attack/14 range vs 26 range? AOE 3 units top them all.

As for AOK vs AOE, Bombard towers would pose the greatest threat, especially Turkish ones. 124 damage would kill most AOE 1 units in one hit.

AOK heroes would easily beat AOE heroes. Genghis Khan would have little trouble wiping out Hero Marc Antony, and I'm sure Admiral YI Sun Shin could take on Cleopatra's Barge.
Suppiluliuma
AoEH Seraph
posted 08-05-11 11:33 AM ET (US)     35 / 212       
Good to know that heroes aren't invincible, and are just one of a kind. A small group of helepolii would get rid of even admiral Yi Sun Shin's turtle ship due to it's short attack range.
Also heroes are just available in custom scenarios and campaigns. If thet were spawned in normal games, them mabe some photon men could be spawned as well.
jordanthejq12
Clubman
posted 08-12-11 03:57 PM ET (US)     36 / 212       
Those Helipoli would be fried by Spanish cannon galleons, though. Besides, AOK's heroes self-regenerate, unlike AOE's.

"Preparation is not prevention. Just because you know what's coming does not mean you can stop it."
--Me

Something to remember: always know where you're going, but never forget where you came from.

The Age of Chivalry is upon us! Visit the only wiki devoted exclusively to Aoc:H by clicking on the preceding link. Oh yeah, and it works with the HD edition, too--just make sure to get this first.
Rennie Ash
Clubman
(id: JamikKim)
posted 08-13-11 07:16 AM ET (US)     37 / 212       
Wow, Turkish ECGs have 17 range...but by the time they approach our shores, they will have to deal with the mass of fireships and tiremes XD. They also have a minimum range, so it really sucks to be them once the fireships reach them, and the tiremes can also go up close and personal... and... these cost similar to a tireme + farm + priest for each CG...
Strife
Clubman
posted 08-13-11 07:01 PM ET (US)     38 / 212       
Bombard towers don't do (or do very little) splash damage. So hit and run tactics can work if fought tower vs single unit.
Suppiluliuma
AoEH Seraph
posted 08-14-11 01:22 AM ET (US)     39 / 212       
Hit and run would work with most cannon units at land and sea... however it would be annoying lol. Have you seen how slow are the cannonballs in AoE II? except bombard cannons and spanish cannon galleons, which still have an incredibly slow rate of fire!. Even the best units in AoK cannot compare to AoE's.
BSU_DoLhades
Clubman
posted 08-17-11 11:29 AM ET (US)     40 / 212       
Whats the best attack unit in AoE, AoK or AoE3?

Cos I reckon AoM could smash that EASY with Osiris who has:
5000 Crush attack
5000 Hack attack
5000 Pierce attack
he also has 20000 HP

Then its a lightning attack, so it chains onto other units and damages more than 1, it usually takes 4 or 5.

Then the next best is the Guardian.
2000 Crush attack
700 hack attack
20000 HP


and theres loads more powerful units!

but the most powerful attack hero we have is Circe.
100 hack attack
100 pierce attack
100 crush attack

and chain lightning
she only has 240 HP tho

Highest HP hero is General Melagius with 800 HP
he also has:

12 hack attack

And a special which damages units within a radius (area damage) AND is a battlecry so it increases allies attack within the radius.. and because of the area damage it makes him better than Arkantos

then there is his seriously high armour.
He has 70% hack armour by default (79% I believe fully upgraded)
80% pierce armour (89% fully upgraded I believe)
99% crush armour

BEAT THAT!!!!!!!!!!!!!

Leader and Trigger Artist of Mythic Studios
I need players for my Peloponnesian War RPG (Its Semi-Historical)
Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
Thompsoncs
Clubman
posted 08-17-11 12:55 PM ET (US)     41 / 212       
And how much do they cost? We can probably form an army of 100 centurions covered by 100 ballistas against those myth units. And our units are real, whereas most of your units are from fairy-tales.
Suppiluliuma
AoEH Seraph
posted 08-17-11 03:49 PM ET (US)     42 / 212       
The point isn't if they are real or not as AoE Helepolii seem the most unreal units ever lol, but the situation is: can you train the special units like Osyris or guard of Osyris in a normal game? NO. Even if that was possible what would stop an AoE player from using the massive amount of cheats available in the game? By comparison all the other ensemble studios' games cheats units are like kid toys.

[This message has been edited by Suppiluliuma (edited 08-17-2011 @ 03:51 PM).]

BSU_DoLhades
Clubman
posted 08-17-11 08:19 PM ET (US)     43 / 212       
hey ya cant build your heroes in games but we can build some!

Son of Osiris is accessable and he has 60 hack attack with chain lightning and empowers economy! (Requires god power and pharaoh which is free)

Then there is the titan, the best unit you can afford in a game with 7000 HP (7249 with Bachliarra which is Greek only) 70 crush attack, 99% crush armour, 89% hack armour and 92% pierce armour, plus they usually have special attacks for devastating units

Leader and Trigger Artist of Mythic Studios
I need players for my Peloponnesian War RPG (Its Semi-Historical)
Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
Rennie Ash
Clubman
(id: JamikKim)
posted 08-18-11 04:07 AM ET (US)     44 / 212       
Isn't the minimum damage to units = 1HP? So you could just make 100's of archers and helepolii (helepolii would do 3-4 damage per shot * # of helepolii) and perhaps some circles of centurions to distract it. It seems catapults would be fairly useless vs 99% crush armour?...

Or, I already think someone said this, just make heaps of priests and convert it!
jordanthejq12
Clubman
posted 08-18-11 04:21 PM ET (US)     45 / 212       
WRONG. Unlike AOE heroes, AOK and AOM heroes can't be converted. Osiris would absolutely kill anything. So AOK priests would convert all of AOE's heroes, and then AOE is toast.

Besides, I'd like to see either AOE or AOK recover from a nice meteor shower. Or tornado, earthquake, lightning storm...

"Preparation is not prevention. Just because you know what's coming does not mean you can stop it."
--Me

Something to remember: always know where you're going, but never forget where you came from.

The Age of Chivalry is upon us! Visit the only wiki devoted exclusively to Aoc:H by clicking on the preceding link. Oh yeah, and it works with the HD edition, too--just make sure to get this first.
Suppiluliuma
AoEH Seraph
posted 08-19-11 03:13 PM ET (US)     46 / 212       
And what makes you think we need heroes in AoE? many normal units are way stronger than our heroes. Heroes are unnecessary to suceed...see? we're like commies no one is superior to the others we're all the same. In any case AoE's priests have more range, have faster and more effective conversions that in any other 'conversion' unit in any ES game. I'd love to see those lousy monks of AoK face chariots or any macedonian unit.

In any case even tho quite powerful, Meteor shower and Tornado are way too erratic and unpredictable. Earthquake on the other hand is quite fearsome, I admit it. And unlike AoM civilizations we can build as much towers buildings as we want, while in AoM they are limited in number. Also to get a Titan, don't you have to reach Mythic age and then research Titan Tech? what makes you think you would make that far? Also it takes a massive slice of population.
jordanthejq12
Clubman
posted 08-25-11 02:49 PM ET (US)     47 / 212       
All true. But also remember you'll still have trouble getting past a huge castle. And heavy cats are way too slow to get away from a trebuchet barrage. Besides, AOM siege has 28-30 range, AOE's 10-15 (and AOK's 7).

You know, AOK's starting to look like the odd game out in this discussion.

"Preparation is not prevention. Just because you know what's coming does not mean you can stop it."
--Me

Something to remember: always know where you're going, but never forget where you came from.

The Age of Chivalry is upon us! Visit the only wiki devoted exclusively to Aoc:H by clicking on the preceding link. Oh yeah, and it works with the HD edition, too--just make sure to get this first.
BSU_DoLhades
Clubman
posted 08-27-11 05:42 AM ET (US)     48 / 212       
Forts etc in AoM and play a Greek Hades player, bonus HP and attack, plus the forts are longer ranged than your catapults, its inevitable a unit of catapults will fall apart to the fortresses

Gastraphetes are a good one to talk about, powerful, slow-firing siege units that can also counter infantry and have 24 range, and in numbers do beat their own counters with ease, their base stats suck but they pwn when you upgrade em

Leader and Trigger Artist of Mythic Studios
I need players for my Peloponnesian War RPG (Its Semi-Historical)
Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
Suppiluliuma
AoEH Seraph
posted 08-28-11 06:22 PM ET (US)     49 / 212       
AoM/AoEIII unit ranges are so different from AoE/AoK. I'd prefer to measure them in 'villager body heights'
BSU_DoLhades
Clubman
posted 08-30-11 07:39 PM ET (US)     50 / 212       
Then AoM would win by ALOT XD

Leader and Trigger Artist of Mythic Studios
I need players for my Peloponnesian War RPG (Its Semi-Historical)
Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
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