archer oriented civilization, with many of their civilization bonuses aiding their offensive capabilities.
Their archers gain bonus range in the Castle and Imperial Age and are trained faster. In addition their unique technology increases their range even more and grants towers additional attack. In total their foot archers gain +3 range, giving them an advantage against the archers of other civilizations. Their unique unit, the Longbowman, has the longest range of any archer. Due to their range Longbowmen can cut down opposing forces before they can even get close. Even enemy archers will likely be killed before they get in range. If in a large enough group they are almost impossible to counter. Cavalry are the main threat of Longbowmen, but the Britons have full infantry technology so can build Halberdiers to provide close combat protection from cavalry for the Longbowmen. If played in conjunction with the Saracens, their team bonus will allow longbowmen to deal additional damage to buildings.
However the Britons have several weaknesses. They have mediocre cavalry, lacking both the Hussar and Paladin upgrades and cannot build Camels. Their siege weapons are similarly lacking, missing the Siege Ram, Siege Onager, and Bombard Cannon, and being unable to research redemption would mean that they cannot convert any enemy siege units for themselves, therefore being greatly disadvantaged when facing enemies with bombard cannons. They are missing the Parthian Tactics and Thumb Ring upgrades, though their inherent archer bonuses compensates for this. They are also the only Old World civilization to be missing the Cannon Galleon (unless in the Forgotten expansion, where the cannon galleon is added for the Britons). This is a critical weakness in maps where water is common as this causes naval invasions to be much more difficult. If an opponent builds a large amount of towers near a shore a naval attack is almost impossible.
Britons should avoid Dark Age rushing (drushing) at all costs. It is critically important to frequently scout the base of the enemy to try to determine which strategy they are using. If the player sees a Barracks going up in the earlier half of the Dark Age, it is highly likely they will drush. In this is the case a Briton player must, wall themself in with palisades and buildings. It's all right to constrict the space, and try to keep the enemy out. Britons must age up on 22 population, and get an Archery Range as soon as possible. A few Archers should be more than enough to break the siege from behind the walls, and then the Britons can go out and harass their opponent with Archers.
If a Briton player doesn´t get drushed, they should still use essentially the same tactic. Going age up on 22 population (21 villagers+a scout) and rush the opponent with Archers in the Feudal Age. Since Archers only take Wood and Gold, they shouldn't hinder their progress to the Castle age much, so long as they get a few extra Villagers on wood and gold. Britons can get out of the Dark Age faster than many other civilizations, since their Shepherds work faster. It is important to press this advantage by Feudal Age rushing (flushing) the foe with Archers as early as possible. In the Castle Age, the Britons must upgrade the Archers who are ideally already raiding the opponent into Crossbowmen, and research as many relevant Blacksmith technologies as possible. A good Briton player must be sure to protect his Archers with Pikemen, as Knights can be hazardous otherwise.
Britons can optionally switch into Longbows in the Castle Age, but Crossbows and Arbalests are generally more effective, unless that extra one range is really important. Trebuchets make good Imperial Age back-up, as Britons lack proper Siege. The Britons must always keep some Melee units on hand, as enemy units will often hide in rams to approach safely to the archer lines.
Britons tend to fare worse on water maps, as their navy is poor, lacking the Cannon Galleon. Typically either a Briton player must win the water early on and patrol the shores to try to keep towers from going up, or keep the boats away from the enemy and use them purely for defense.
Strategy changes in "The Forgotten"Edit
Yeomen was moved from Imperial age to Castle age, allowing Britons to strike with archers heavily earlier than in The Conquerors (now with +2 range at Castle age and +3 range in Imperial age). New Tech Warwolf allows Trebuchet to do blast damage (damaging enemy buildings and units near to the firing point) so a combined force of archers, longbowmen and Trebuchets makes the Britons even better in a siege in this expansion. In addition, they have the ability to build Cannon Galleons making them an average naval force.
Britons in team games are great at supporting their team mates, as their long range archers can aid allies from long distances, even when besieging an opponent or when defending a location.
Their team bonus greatly benefits any civ that have buffs for the archery range units, as this will help to produce Arbalests, Skirmishers, Hand Canoneers, Cavalry archers and the Inca Slinger faster.
If played in conjunction with the Magyars, their Longbowmen can have a Line of Sight as high as 15, the highest of any unit in the game, with the exception of several gunpowder and siege units. Also, the Saracen Team bonus is a great addition to the Britons, as this lets groups of Arbalests or Longbowmen act like a siege engine that outranges Castles and Towers.