A Counter System utilizes the concept of a rock-paper-scissor-mechanic in Age of Mythology to make various units viable while also remove dominant strategies from the game. Besides handling economy, producing military units and micro-managing them to fight, the counter system allows to trade produced military cost-efficiently. Losing significantly more resources than your opponent in a fight by losing more valuable military units leads to one player being ahead and often decides a game.
The basic Counter-Mechanics presented are the Rock-Paper-Scissor-Mechanics among infantry, archers, and cavalry, as well as said mechanics among human soldiers, myth units, and heroes. Other appearances would be Arrow Ships, Siege Ships and Ramming Ships, such as Hammer and Fire Ships, and siege weapons, normal units and buildings.
Exceptional units among this counter system are ones which revert the mechanic, like the Destroyer and Huskarl Infantry units being resistant or even strong against archers. Chinese Cavalry are based around on a reversed mechanic, such as the Anti-Infantry Cataphract, Anti-Cavalry Mounted Archer-Cavalry hybrid, the Mounted Archer, and Scout Cavalry being part of a basic cheap cavalry.
Each Rock-Paper-Scissor-Cycle needs to be closed to fully function and not disturb others while doing that. The tools to do this are damage type, armor type, attack range, speed and attack multipliers.
Damage and Armor Types Edit
The damage types are hack, pierce and crush. Units can deal multiple damage types at once, commonly hack and crush or pierce and crush as done by various myth units. The damage type dealt is being reduced by the percentage on armor type before it decreases the victims HP.
E.g. if one deals 10 crush damage against 90% crush armor, only 1 damage is dealt to the HP.
Damage and armor types are used to establish the counter-system.
Attack Multipliers Edit
Some units deal bonus damage against other units. While soft counter units only sometimes get a bonus of 10% or 25% against the units they are supposed to counter, hard counter units can deal several times the damage they'd deal against other units. Pharaohs and Priests change their projectile type to show whether they are hitting normal units or myth units, against which they deal a great amount of bonus damage. Knowing that they are hitting the right units is important since the great amount of bonus damage can decide the outcome of battles.
One of the most important attack multipliers is between heroes and myth units. Heroes deal huge damage to myth units, and myth units usually deal reduced damage to heroes. Another instance of attack multipliers belong to myth units. Since they are strong units with a lot of hit points, most myth units have an attack multiplier of 2 or 3 times against other myth units to make the fights between them shorter. Other common multipliers are among some hard counter units, which otherwise do little damage overall and are not a threat to anyone else. Some other multipliers include multipliers are villagers doing bonus damage against towers and siege weapons, the Myrmidon and Fanatic damage multipliers against great amounts of units, and some multipliers against buildings by various units.
Attack Multipliers are not presented in the game UI, which makes it difficult to evaluate exactly how strong of a counter units are. It is also difficult to compare heroes to each other, since their amount of bonus damage can differ a lot, partly due to their various availability among the civilizations.
Rock-Paper-Scissor Cycles Edit
Siege Weapons Edit
The easiest cycle concerns siege weapons, units, and buildings through mobility and crush damage/armor:
- Siege weapons deal crush damage, have a high pierce armor, low hack armor and low speed.
- Other Units are fast, deal either hack or pierce damage, but are themselves 99% armored against crush damage.
- Buildings are immobile, deal mostly pierce damage if at all and have only 5% crush armor.
With this siege weapons are practically immune to the pierce attack of buildings, while dealing a damage type on which buildings often have little armor. Other units are immune to siege weapons, and while are worse at destroying buildings, which themselves partly can pick of units.
This also leads to siege units being able to tank arrows from archers. Commonly used in Egyptian tactics is the use of the combined forces of Siege and Priest.
Human Soldiers Edit
Another cycle concerns infantry, archers and cavalry through range, speed and pierce/hack damage and armor.
- Infantry are slow, deal hack damage and have very little pierce armor.
- Archers are slow, deals ranged pierce damage and have little hack and pierce armor.
- Cavalry are fast, deal hack damage and have little hack, but good pierce armor.
Due to the use of two damage and armor types every fight could already be decided correctly if it was close combat, assuming that the archers hack armor exceeds the infantries pierce armor. But additionally range and speed come into play. Ranged units can engage in combat from afar, which allows for fighting while the enemy is still approaching, fighting from back rows and micro managing without causing the units to move before being able to fight again, allowing to focus fire dangerous or easy killable opponents. This is a huge bonus and makes them a must in most military compositions already. Here fast cavalry due to their speed can evade the archers projectiles and catch them even if they are running away, while infantry is able to escape archers due to them not being able to attack while moving and sometimes slightly higher speed. In both cases of attempted evasions the archers loose, which limits their job to holding ground, but makes fast archers like Centaurs and Chariot Archers more deadly.
Unit Class Cycle Edit
The cycle of human soldiers, myth units and heroes is easily resolved. Compared to human soldiers myth units are more cost-effective and their upgrades more substantial, being effective for a little amount of units already. Heroes on the other hand, while strong units themselves, are not cost effective compared to human soldiers. To close the cycle heroes are given high damage multipliers against myth units, while myth units get a high damage reduction against heroes, allowing to defeat the most cost effective unit with the otherwise least cost effective one.
The recruitment of myth units is heavily restricted by them being expensive, requiring the troublesome obtainable resource of favor, the other uses for favor and the maximal amount of favor allowed. On the other hand if on advancement the temple did not get destroyed since the Titans with every reached Age one free myth unit is granted to the player.
Ships utilize pierce, hack and siege-damage as well as pierce, hack and siege armor. This is combined with ramming ships, such as hammer and fire ships, being fast melee units attacking slow ranged siege units, copying the cycle of infantry, archers and cavalry.
Soft Counters and Hard Counters Edit
Soft Counters Edit
A standard unit among the counter mechanics is only slightly better than the unit it counters, allowing for beneficial fights or trade-offs in some situations even if the own unit is countered. Such soft counter units are more versatile in other statistics and can be used for various tasks.
The most basic soft counters are considered standard infantry, archers, and cavalry:
- Soft Counter-Cavalry: Hoplite, Ulfsark, Spearman, Murmillo, and the Halberdier (Halberdier is disputable, with 30% bonus damage to cavalry)
- Soft counter-infantry: Toxotes, Chariot Archer, Arcus, and the Chu Ko Nu
- Soft counter-archers: Hippikon, Raiding Cavalry, Contarius, and the War Chariot
Due to Odins HP-bonus on Hillfort-units the Huskarl can be used as basic infantry.
Hard Counters Edit
Hard counter units on the other hand are highly specialized to fight a specific type of enemy. They are very cost-effective against the unit they counter, but do very poorly against anything else due to very low attack or armor.
- Hard counter-cavalry: Prodromos, Swine Array-Ulfsark, Camelry, Greatest of Fifty-Spearman, Katapeltes, and the Mounted Archer
- Hard counter-infantry: Hypaspist, Throwing Axeman, Axeman, Cheiroballista, and the Cataphract
- Hard counter-archers: Peltast, Huskarl, Sons of Sleipnir-raiding cavalry, Slinger, Turma, and the Fire Lance
- Hard counter-buildings: Siege, Destroyer, myth-siege-units like Behemoth and Scarab, Lance of Stone-Hero Contarius, Bravery-Huskarl, Axe of Vengeance-Axeman, and the Fire Lance
- Hard counter-myth: Nereid, Heroes, Jarl while also being heavy cavalry
Some units are decent against most other units despite being a Hard Counter, such as the upgraded Ulfsark, Spearman, Axeman, Raiding Cavalry and the Huskarls of Odin.
Heavy Units Edit
Heavy Units are such which require to be hard countered to be cost effectively defeated. Using soft counters against them resolves in loosing more resources than the opponent.
Examples of heavy cavalry are War Elephants and Jarls, which require hard cavalry counter units to be defeated cost effectively. Myrmidons and Fanatics are heavy infantry which require hard infantry counters to be defeated cost effectively.
Line-Upgrades like Medium/Heavy/Champion increase attack and HP for a specific group of human military, while Armory-Upgrades benefit all human soldiers. Especially in the realm of soft counters being technologically more advanced than your opponent might allow to trade units efficiently when they shouldn't by counter-rules.
Some technologies grant attack multipliers and may change the role a unit plays in the counter-system.
- Some units like the soft counters Spearman and Ulfsarks can be upgraded into becoming hard counters against cavalry through the mythic upgrade Greatest of Fifty resp. the heroic upgrade Swine Array, when the value of their decent stats as soft counters may be reduced by them being classical age units.
- Alike Raiding Cavalry can be turned into a hard counter against archers with the mythic Sons of Sleipnir.
- The Axeman and Huskarl, being hard counters against infantry resp. archery already, can be upgraded to be strong against buildings aswell through the mythic technology Axe of Vengeance resp. Bravery. While Huskarls are good at destroying buildings, the Axemens poor pierce armor makes it hard to demolish such which defend themselves shooting arrows.
- Similarly Contarius-Heroes can become strong against buildings through the Lance of Stone.
- Another upgrade is increasing the damage multipliers of Priests and Pharaohs against myth units through the heroic Funeral Rites.
- The Immortal can have its damage multiplier vs Myth Units increased with the heroic technology Demon Slayer.