|Hit Points||90, 150 (Elite)|
|Attack||7, 11 (Elite)|
|Armor||1, 1 (Elite)|
|Pierce Armor||2, 3 (Elite)|
|Upgrades To||Elite Tarkan|
|Upgrade Cost||1000 Food, 500 Gold|
In combat, Tarkans are best categorized as medium cavalry, something of a middle-ground between Light Cavalry and Knights, considering their hit points, armor and attack. But the Tarkan's real specialty is destroying buildings, more of a mobile town destroyer rather than melee combat specialist like the Camel or Paladin. As such Tarkans are effective against most ranged units, light cavalry, and buildings.
The Elite Tarkan while not being a radical improvement over the non-elite Tarkan, does improve the unit in a variety of subtle ways making the unit overall more rounded rather than its purely anti-building/structure role. Receiving a substantial boost to its general medium cavalry role with +60 HP and +4 attack, representing a 66% boost to HP, 57% boost to melee attack and +1 pierce armor while also being given small ~22% boost overall to its bonus attacks against structures (castles, towers, walls, buildings).
Tarkans should be used for quick raids and hit and runs on buildings/towns/forward camps. They are able to knock down defensive buildings with relative ease and are capable enough to deal with archers in a counter-attack. Tarkans are also useful in home defense scenarios in which the opponent sends siege weapons en masse. Tarkans should therefore be utilized as raiders both offensively and defensively do their penchant for hit and run attacks.
Tarkans come up short versus heavy infantry, heavy cavalry and heavy camels. Tarkans are weak against most of heavy units. Unless out massed by a ratio of 1.75 to 1, the player must try not to engage Teutonic Knights, Jaguar Warriors, Paladins, Heavy Camels, and Cataphract. Other superior melee units to avoid are the Cavalier, Samurai, Woad Raider (and pretty much every other unique unit) and the Conquistador. Another subtle disadvantage they have is their long attack animation, which makes them one of the slowest "firing" melee units in the game.
Because the Huns have Paladins, is better to use Paladins as the players main strike troopers. Along with the Paladins, the player must have a group of Cavalry Archers in handy for other threats which happen to stop by. Tarkans should be used in tandem with Trebuchets to demolish buildings, while being covered by the strike troops to the rear.
|Unit Strengths and Weaknesses|
|Strong vs.||Skirmishers, Villagers, Siege weapons, Archers, Light Cavalry, Buildings|
|Weak vs.||Heavy Cavalry, Pikemen, Kamayuk, Berserk, Genoese Crossbowman, Teutonic Knight, Mameluke, Camels, Woad Raiders, Eagle Warriors, Heavy melee units, Samurai|
|Attack||Forging, Iron Casting, Blast Furnace|
|Armor||Scale Barding Armor, Chain Barding Armor, Plate Barding Armor|
|Creation Speed||Conscription, Kasbah (If allied with Berbers, only for Tarkans created at Castle)|
|Conversion defense||Faith, Heresy|
|Other||Marauders (Tarkans can be created at the Stable)|
- A team containing Huns: Tarkans that are produced at the stable are created 20%
- A team containing Teutons: Tarkans are more resistant to conversion.
The Forgotten ChangesEdit
- Tarkan (non-elite) +10 HP
- Tarkan (non-elite) gets +1 attack.
The African Kingdoms ChangesEdit
- Marauders cost changed from 500f/200g to 300w/200g
"The use of the stirrup by the Huns gave them a technological advantage against other armies when they advanced toward the west in the 3rd century. They could set themselves in their stirrups and charge into a target with a lance. The impact of the lance point transferred the force of the combined moving man and horse, thanks to the stirrup. With rare exceptions (notably Alexander’s Companion cavalry) horsemen prior to this had rarely been effective with a lance or spear. The appearance of thousands of barbarian cavalry using spears so effectively forced dramatic change in warfare at the end of antiquity. The Roman legions were forced to put more emphasis on cavalry in support of their legions and eventually hire barbarian horsemen as mercenaries. Heroes of Hunnic, and later Mongolian, armies were known as Tarkans.
The best of the Hunnic light horsemen were Elite Tarkan warriors. They rode hard, hit with surprise, and could withdraw as quickly if the situation was not advantageous. The mobility of the Elite Tarkan warriors made them devastating raiders, but their light cavalry status put them at a disadvantage against heavily armored horsemen in close combat."—The Conquerors manual