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So they have to add some skirmishers to the mix to counter the cannoners. While in theory, it could definitely work for the first attack, but two out of the three counters I mentioned only require wood and food, easy to come by resources. While all three of the units mentioned, (not including Onagers) require large sums of gold to begin production, left alone amass an army of them. I still don't quite understand what makes this such a strong civilization. (Beyond holing up in your castle forever, till they get Trebuchets)
@joel, I could see how this benefit quite a few situations in PvP, unless they are good players, to which they can easily micro-manage to get out of said shots, depending on the situation. But what about AI? I spend a considerable amount of time into fighting computers. I don't believe this to be viable nearly as much vs them. They can quite easily dodge any incoming fire, unless you have a lot of Onagers. Back to the PvP for a moment, couldn't you just play as another civilization with Onagers, that also has good unique units to defend them?
I dunno, but I am doing a bit better after playing a few matches dedicated to trying something new each time. (Pretty much ignore the Teutonic Knights completely, lest they are a heavy infantry civilization)
Say what? Either this is some aofe crap or you are thinking of Koreans!
You can use castles offensively you know OP. Forward, make some rams, garrison your Tuetonic Knights to get them close to the enemy without being killed by range. I'm no RM player but thats what I'd try.
Teutonic Knights + Elite Skirmishers + Siege Onagers work as well, pretty funny combo to go for
I've heard of this before as well, but couldn't the enemy just.. do the same? Destroy the rams with enough archers at a distance, or in the case you have loads of rams to where archers are so ineffective it's not even a possible method, they could simply build one or two mongels/onagers/siege onagers, and destroy the rams easily for little cost, forcing the Teutonic Knights out of said rams.
At this point, I would say I'm being a little to picky, because this is a game all about countering your opponent. The only reason I bring it up is due to the fact there are very cheap ways to counter the Teutons for the most part.
I do however like the idea mentioned about building towers to harass mines. I also though see it being a huge problem till the Castle Age due to the Murder Holes upgrade only being available then. You could quite easily destroy a tower with villagers till then, or just a few military soldiers, lest you dedicate quite a bit of stone into each mine. (Meaning, making multiple towers to protect one another from melee attackers) But then that would basically be an all or nothing, either it works or you failed/are held back due to all the effort you put into stone/wood that you will be set back to the extent that they may get to the Imperial Age as you reach the Castle Age.
Again, this is all just back and forth talk at this point. I suppose the only way I'll be able to figure out if there's a real good way to make them work is by trying and trying some more.
Thanks everyone for your help.
Every unit type has a counter- AoE2 works in a rock-paper-scissors model. There are very few cases in this game where one unit/unit class can dominate the field. Exceptions include Goth infantry in Imperial, Elite Mangudai in Imperial (Mongols can go all Mangudai and siege in Imperial), and Hun Paladin/Tarkan/Heavy cavalry archer medley. Most of the above posts already cover viable strategies for unit combos, but as for Teuton castles, there are reasons they are the "Death Stars" that their TCs used to be in AoK:
-Crenellations, for obvious reasons. Trebs outrange the castles still, but the units defending the trebs will come under fire of the castle if a pitched battle is fought. All it takes is a few Siege Onagers or BCs to destroy trebs (and an entire army for that matter) in a flash, and in attempting to prevent that, the enemy will play right into the castle's range and your hands.
-Castles are just plain hard to destroy. Teutons get Hoardings, Masonry, and Architecture techs (iirc), which boosts castle HP to whopping numbers (Byzantines I think have the only stronger castles). A group of 5 trebs, for example, will still take a good while to destroy the Teuton castles. And while an AI will just sit there and watch helplessly as their precious castle is destroyed, a human player will hit the besieging force hard, and as long as they keep the machine of war rolling, they should fend off the attack.
-Teuton buildings hold 2x garrison, which means their ranged buildings become doubly potent in combat if you fill them up (filling a Teuton castle with Hand Cannoneers is especially effective).
The number of defense strategies are endless. One can roll siege rams garrisoned with Elite TKs up to the enemy lines, following them with pikes, cannoneers, and siege onagers/BCs, while their paladins hit the enemy army in the rear. That way, the slow TKs bypass the enemy archers until they hit the enemy lines, where they then wreak havoc. Additionally, one can just build trebs and use them to destroy the enemy trebs (if the enemy army tries to come destroy your trebs, you can protect them with TKs, pikes, etc and watch your super-Castle destroy them).
Most of you probably already know most (or all, depending on your level or experience with the game) of this stuff, but I figured compiling these suggestions into a list will help the OP out, as well as any others who need such assistance.
What makes Teutons so solid is their access to all gunpowder units, paladins, the entire infantry line, bombard towers, seige onagers, and most of the important economic upgrades. In the feudal age they play well with scouts and archers as needed, in the castle age they have incredibly solid knights, and into Imp they can counter almost anything as long as they have gold (and have access to powerhouse units like bombard cannons, hand cannoners, and paladins).
Their double garrisoning and castle buffs also means they can be a little more aggressive than other civs if they build castles around their eco, since raiding units are less likely to find success and they can protect much more eco with a single castle. There isn't as much need to hold units back to defend against raids or otherwise react.
Their only real weakness is in post imperial warfare without gold since they don't get light cav or hussar and their skrims are a little weak without access to bracer.
Generally speaking I'd play them using scouts in feudal, racing into castle for knights. If your enemy invests in pikes roll out some elite skrims and mix them with your knights. Once you hit imperial you can start shifting into bombard cannons amd hand cannoners for pushing while using knights against skirms or archers (and for raiding). If your enemy hasn't invested in halbs (or can't get them) you can roll them with paladins, bombard cannons, and hand cannons. If they have then onagers, bombard cannons, and hand cannons are sick.
The key here though is you can't turtle - it doesn't work in AoE at the player level.