Introduction:
I love the Franks. I’ve been
playing them almost since I got AoK, and in fact now that I think
about, I only played one game with the Britons before I started
playing Franks. I’ve been playing them almost exclusively
ever since. Somewhere during this process, I began looking around
for better ways to beat down my enemies (as we all do sometime).
It was then that I noticed a very interesting fact: Very few people
have written anything readily recognizable as Frank strategies,
other than the popular newbie strategy “rush them with paladins!”
A couple of civ guides had been done, but I wasn’t satisfied.
I wanted more. So it was that I wrote up a thread called Some Thoughts
on the Franks a while back. This is the revised edition, expanded
and now covering the Franks in AoK:TC.
So what am I going to talk about?
Here’s the list:
I. Frankish bonuses
II. Frankish units
III. Frankish economy
IV. Putting it together
V. How I Play
VI. Conclusion
Now, before I start, some disclaimers.
I’m not an expert by any means. I can’t rush worth anything,
and I’m the most useless naval player since the age of the
raft. This is tailored to RM games only, since I’m not a DM
player. Now then, on to the first part. Sit back and enjoy.
Part I: The Frankish Bonuses
In my own (rather biased) opinion,
the Franks have the best set of bonuses of any civ. Most of them
are combat oriented, and they mesh together well to give the Franks
an excellent boost to what their role is: Cavalry. Let’s now
take a look at these bonuses, shall we?
Team Bonus: Knights +2 LOS:
This is a really good bonus, but it’s
really hard to notice in many games, because you usually have something
with a better LOS along for the ride. What it means however is that
your knight line units will be able to see farther and thus will
chase after people with little or no micromanagement from you.
Castles cost –25% stone:
I love this bonus. It drops the price
of castles to something very low (488 stone) in comparison to normal,
thus enabling you to put up that first castle much earlier than
most people, and then lets you have more castles than you might
otherwise be able to. I’ll be talking about the importance
of this in unit production later. It should also be noted that your
starting stone goes farther with this bonus, allowing you to get
more bang for that initial buck.
Knights +20% HPs:
This is really the bonus that makes
the Franks who they are. There are other civs that have the full
knight line, but no other cavalry unit is feared quite like the
Frankish paladin. Some call it the Franks’ other unique unit.
In effect, this gives the Frank player what amounts to free Bloodlines,
but it’s even better than Bloodlines in that you get a few
extra hp out of it.
Farm upgrades free:
The sole econ bonus of the Franks
is somewhat mediocre in comparison to others (like the Vikings free
handcart/wheelbarrow, for example), but it’s still nice nevertheless.
It allows you to forget about spending resources on the farm upgrades,
thus allowing you more to spend on your expensive units. The total
savings from this bonus are 450 food, 450 wood. That’s enough
to get you the entire first round of blacksmith upgrades, plus 7.5
extra farms. And that’s not counting the wood you save for
having the upgrades instantly upon hitting a new age.
Part II: The Frankish Military
We all know that they get paladins,
but what else do the Franks have up their sleeve? Let’s find
out.
Cavalry:
As would be expected, the Franks shine
here, with every upgrade but the Hussar and the Camel line. Paladins
are the obvious backbone of any Frankish army: Fast moving, hard
hitting tanks capable of withstanding amazing amounts of damage
before dropping. Except in special circumstances, the paladin should
be your eventual goal, and the main part of your army. The Franks
also get light cavalry, but these are of secondary importance before
the mighty paladin, only becoming useful in the late game when gold
is scarce, or when you need some extra scouting done.
Archers:
The entire line is somewhat mediocre.
The last upgrades (bracer and ring armor) are missing, along with
arbalests. The Franks have heavy cav archers, but without Thumb
Ring and Parthian Tactics these expensive units aren’t really
worth building. On the other hand, the Franks have Hand Cannoneers,
which make excellent backups to your paladins.
Infantry:
Average. The Franks get every infantry
upgrade except Squires (fast infantry to go with fast cavalry? Oooh…).
They miss the halberdier upgrade, but don’t be discouraged
by that. The champion is an excellent unit, although it pales before
the throwing axeman in my opinion. Cavalry shouldn’t be a
problem, since your cavalry is more than a match for anything else
out there.
Monks:
As would be expected of a civilization
that was once known as the Holy Roman Empire, the Franks have very
good monks. In fact, the only things lacking are Redemption and
Atonement, which allow the conversion of buildings, siege, and other
monks.
Seige:
Frankish siege is quite good. They
only lack siege onagers (but only 5 civs get this anyway) and siege
rams. They get the Seige Engineers upgrade, as well as bombard cannons,
allowing them to win treb wars with most other civs.
Ships:
I’m no naval player, but even
I can tell that the Frankish navy is at least above average. Although
they lack elite cannon galleons, they have every other ship. They
lack the Shipwright tech, but really, when was the last time you
were running out of trees so badly you needed to spend tons of valuable
food and gold to make cheap ships? On the downside, they lack bracer,
which forces them to play range catchup with the better naval civs.
But you weren't playing Franks for the navy, were you?
The Elite Throwing Axeman:
I love these guys. My favorite UU
by far (and I think most of the UUs are cool. Cheap to produce,
quick to build, and with the cheap Frankish castles, you can have
a lot of these em. They rip up infantry and cavalry with equal ease,
and even archers, the recommended counter unit, need superior numbers
to deal with an ETA. The only real counters to them are onagers
and hand cannoneers.
Part III: The Frankish Economy
Players everywhere know that the Frankish
economy needs to be good. Most of the Frankish units are pretty
heavily expensive in terms of both food and gold. Fully upgraded
ETAs cost a total of 2,645 food (75 more for tracking) and 1,845
gold. FU Paladins are a further 2,350 food and 1,400 gold. Combined,
these two units take 4,995 food and 3,245 gold. That’s a lot.
The solution, of course, is to focus
on food and gold. Some of the food pressure is taken off by the
Frankish free farm upgrades, and gold pressure is slightly relieved
by gold shaft mining, but one can’t just rely on these. Get
farming pronto, and devote a whole bunch of vills to it. Only put
as many vills on wood as you think you’re going to need, and
otherwise put them on either farming or gold. Upon castle, get that
boom going, and ruthlessly take over all gold piles or relics that
you can find. You’ll need them.
Wood, as I said, is of highly secondary
importance. Get enough for farms and a few buildings/trebs, and
then leave it alone. Stone is of about the same importance. Frankish
cheap castles are great, because you can get them fast, and you
won’t be building so many that you need to get all the stone
right away. Get some guys on stone in feudal, but then ignore it
until sometime during castle or even imperial.
These are, of course, general guidelines.
Going navy? Do wood. Need castles? Get vills on stone fast. Otherwise,
food and gold should be your first priorities.
Part IV: Putting It Together: The
Combined Frankish Military
Now that we’ve talked about
the units you get and how to get them, let’s talk a bit on
using them in combined arms forces.
First, a word about paladins. Do NOT
use these without support units. You will die. Horribly. In the
Xpack there are far too many ways to counter paladins (halbs, camels,
mams). Use your cav wisely. Now then, on to some combos.
Paladins/ETAs: This is the classic
Frankish combo, and the one everyone expects. And for good reason,
because used properly it’s almost invincible. Paladins kill
most units, can chase down vills, and hurt buildings. ETAs take
down anything but archers (which paladins kill with ease), and are
very effective against buildings. The downfall, of course, is that
this combo is EXPENSIVE, as I talked about in the economy section.
Once you’ve got the paladin upgrade, you had better USE it.
Halbs give your paladins a few problems, but all it takes is to
move them back and send up the ETAs. Assuming they send pikes, it’s
no problem, unless they use overwhelming numbers. Camels are a problem,
but if you draw them into ETA fire they go down easily. Archers
give ETAs a problem, but if you run your paladins into them, they
drop like flies.
Paladins/HCs: Similar to, but somewhat
less effective than paladins/ETAs, this combo still rips apart anything
that looks like infantry. Buildings are a problem, so bring trebs.
On the plus side, this is less expensive than shelling out the cash
for fully upgraded ETAs, and a lack of castles is no problem.
ETAs/HCs: My second favorite combo
behind paladins and ETAs, this combo has the advantage of being
cheap and fast to produce, and utterly devastates anything at a
range. Archers aren’t too much of a problem, and infantry
and cavalry just drop to them. On the downside, onagers are a really
serious problem, as are scorpions. Bring a few cav, just to be safe.
On Siege: The Franks have pretty decent
siege. At the very least, you should be bringing trebs along with
your armies for town destruction and the occasional treb war. Rams
are of little interest, unless you’re attacking in castle,
but the scorpion line would be a good backup to either paladins
or ETAs. The problem is, however, that they cost wood, and that’s
really bad.
Utilizing Your Army: There are a number
of ways to kill your opposition, and I won’t go into all of
them here. But Frankish knight rushes are really ugly, and if you
let a Frank get to imperial, you’re in trouble. Massed paladins
backed up by anything seriously ruin a day like nothing else. If
you have the chance, use groups of paladins to raid towns. Unless
they have random armies of pikes just sitting around, chances are
you can kill a whole bunch of vills and get away with very few losses.
Assuming you have the gold, try building some monks to back up your
armies with. It can really help you out.
Part V: Some Real Life Examples
And just to illustrate some points,
I’m now going to talk about how I play games. I’m not
going to say that this is the best way, it’s simply the way
I play.
How to Castle: (With thanks to Pantheon
for posting this)
At the start, you crank 4 vills while
your first 3 build a pair of houses.
Get your scout looking for sheep,
then run two rings around your base and head off to explore the
corners and the center of the map.
Get the first 6 starting vills going
on sheep, making sure they’re 3 to a sheep.
The 7th, and the next 3 vills should
all go on berries.
The next 3 should go on wood.
The next vill should go boar luring,
or if you already are boar luring, join in on the boar.
The next 3 vills should go on wood.
The next vill should go boar luring,
or join in on a boar.
The next 3 vills should start farming.
The next 3 vills should go on gold.
Hit the feudal button.
In the Transition:
Keep on scouting. Note where the enemies
are, and if you have teammates, make sure you tell them. Also note
things like gold mines, chokepoints, and the like.
Your boar/sheep vills will likely
have finished working by this point. Stick 2 on wood, 2 on farms,
and have the rest either build a mining camp near stone or if you’ve
just hit feudal or are very close, build feudal buildings.
In feudal, make 2 more vills and put
them on wood. You should also have 4 more vills working on stone,
and of the other 4, 2 should farm and the others should be on gold.
Get the required resources and hit the castle button.
In the castle transition, you’ll
want to get the first logging upgrade pronto, followed by cartography
if it’s a team game, followed by gold mining and stone mining.
Before castle hits, make sure you’ve got at least enough to
start pumping vills.
In Castle:
This is highly variable, but the general
idea is to get vills streaming out of your TC as fast as possible,
getting at least your first TC and 2 mills ringed with farms, and
at least 4 on every single gold pile you can lay your hands on.
Get at least one mill and your TC going before you start on gold,
and make sure your first gold mine is another TC, so you can use
this for more vills. Get a castle up in your town, and keep those
vills going. Military upgrades are wise at this point, as are wheelbarrow,
hand cart, and town watch. You should have a good idea where the
enemy is by now, and be preparing to attack. If necessary and it
can be done easily, set up trade with your closest ally. Try to
hit imperial unless you’re fighting a war as fast as possible.
In Imperial:
You should be massing up and preparing
to kill by the beginning of imperial. Get the ETA and Cavalier/Paladin
upgrades pronto, and then blast furnace and the platemails. Get
your army together, and go crush the opposition.
The Weaknesses in This Style:
Rushing can be a problem, since the
Franks are a slower civ. This is not the space to talk about flush
defense. AoKH and MFO have tons of threads devoted to the purpose.
I suggest you read them. Getting your gold choked off can be a drawback,
but not totally life threatening, as long as you recognize the problem
and don’t go for a paladin army. The main problem here comes
down to speed. If you get rushed, you will be in trouble, but that
goes for most people.
VI: Conclusion
And there you have it. I hope I’ve
at least convinced you that the Franks are worth another look. For
those of you who are already Frank players, hopefully this has given
you some more ideas on how to play them. Corrections, comments,
and money are all welcome.
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