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Age of Empires II GameSpot Preview

Page 7 of 9

The Turkish Army

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In our previous two civilization updates, we showcased the archery range and then the stables. In this update, we'll spotlight the barracks, with an emphasis on the Turkish capabilities regarding this unit-producing structure. At the barracks you can build your foot soldiers. Infantry aren't any better or weaker against any particular unit, making them good all-around troops. They suffer against archers, though, because of their slow speed. They are good for taking down buildings, though, as they do more damage to structures than other units do. Their main advantages are that they are cheap and quick to produce. Starting in the Feudal Age, you can take one of two technology paths: the stronger swordsmen or the more specialized pikemen. The Turks are not able to advance along the pikemen tree and are only able to recruit swordsmen. Here is a breakdown by age.

Dark Ages
Militia: This is the basic foot soldier. It lacks the speed of the scout and the ranged attack of the bowman but has a good all-around defense and attack.

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Feudal Age
Man-at-arms: This is the Feudal Age's basic unit and is a better version of the militia.
Spearman: This unit is the first in the pikeman line. Historically, the pikemen spelled the end of the dominance of the mounted knight. With their pikes set to receive a charge, these soldiers could massacre incoming horses. However, traditionally, other infantry would decimate the pikemen because the polearms they used were too long and unwieldy for melee combat. The spearmen, as the first in the pikemen line, are scaled-down versions of pikemen. The Turks do not gain the Castle or Imperial Age versions of this troop.

Castle Age
Long swordsman: This is the Castle Age militia, with better hit points, armor, and attack.

Imperial Age
Two-handed swordsman: The two-handed swordsman is the powerful ground unit that can dish out and take a lot of damage. It is a stronger version of the long swordsman.
Champion: The champion is what webmaster Mike McCart calls a "superunit." The champion is the ultimate infantry unit and is a powerhouse of attack and defense. Unlike the other units, you cannot just build it once you advance to the appropriate age. As with the cataphracts and centurions of Age I, you must research the unit before you can build it.

Barracks technologies
Tracking: This technology is researched in the Feudal Age and increases all infantry's sight range.
Squire: This tech is researched in the Castle Age and increases the movement speed of all infantry.

Next: Conclusion