They can be useful in certain situations, but more often than not they tend to die needlessly. However, they are also very slow, and even with all that armor they can be very vulnerable to ranged units and monks simply because it takes so long to reach your enemies not to mention that retreat is out of the question. They are infantry units with an incredible amount of armor. The first thing most people notice about the Teutons are the Teutonic knights. They are extremely slow but almost invulnerable to most attacks. They have double the HP and attack of most other units, and cost almost twice as much too. Their unique unit is the Teutonic Knight, arguably the strongest infantry unit. Their towers and town centers have attack bonus, their monks heal your units faster, and their farms cost 33% less. Their major advantage is their economy, defensive technologies, and their extremely strong unique unit. I prefer them rather than champs, although again this is only my personal taste.With the Goths and Vikings, the Teutons are one of the civilizations belonging to the Eastern and Northern European culture. But once you have a castle built, I find TKs very good units, if you combine them with other faster or ranged partners.
Teutonic heavy cavalry can be a good reason to delay TK spam, they have almost every upgrade and they are resistent to conversion, their second main weakness. I like scorps against monks even if they have redemption, but I warn you that they need meatshield against eagles, and if you are using skirm you should limit them to don't delay skirm's upgrade. Although I recognize that my script can do it because it's a flusher, so it arrives to castle at 26-31', which means with more villagers and with a greater eco than you can get at 19'. I often can build my siege-workshop inmediately once arrived to castle age, only adding a few woodcutters.
I agree Marathon that Teuton scouts doesn't work against monks, because they lack the light cav upgrade, so I'll take his idea and change my own counter system to avoid them with Teutons except if I have less than 75 gold or there aren't so many monks. Anyway, it's only a personal taste, and I also prefer xbows rather than cav archers against massed monks because they have a greater and more attack per dollar, and because if one monks converts one xbow the impact is smaller than with a cav archer. I prefer cav archers rather than xbows for bloodlined civs, changing to hand cannons in imperial if the choosen civ hasn't got good cav archers. But they often defeat a very good krushing AI like BTG_Krush smash its economy. My Mayans often lose against Lade's Mayan, because it trains a good defensive army enought o defend against my flush and it jumps to castle much faster. If you send your archers in a very early flush, while your enemy hasn't got any knight yet, you can damage his eco enough and win the game anyway. Xbow rushes are often weak against krushes because cavalry are suposed to counter archery units, but. So, if your attack with a bunch of TKs and cheap support fails, you'll be able to welcome the counterattack with a new small army of them If you train them non-stop, then you'll burn up your eco. They are quality units: a few of them add quality to a cheap army. See latest Kosmos Ladder game vs Vaisravana. The thing is that I end up with a stable that I don't need, but Teutons can do a very good scout-archer flush in general. I don't like this idea very much, I may change it to trash-archer. Scouts can't help.Īgainst flushes I simply go scout-archer flush for now. I haven't found a good solution against monks. It is risky against very early rushers: the castle is up at ~22'. It is particularly strong against eagles, it is moderately strong against archers and cavalry, it's weak against monks or flushes. This weird strategy has beaten many good ais. Pretty balanced, resource-wise, strong against different army types, fully upgradeable in imperial (apart from skirms). A few monks, as healers.Įventually, 30 TKs, 20 pikes, 30 ESkirms, 5-10 scorpions, rams and monks. Skirms until the castle is up, then a bunch of TKs (5-8), later more of them (~15). My Teutonic strategy aims at a 19' FC, then immediately a castle and a TC.