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Artillery units (Artillery Unit) are the class of military units with long attack range. Up until the Progressive Era, they are usually the last unit unlocked in an age and have the lowest attack, defense, and speed out of all same-age units, but the longest attacking range.

Their low attack makes them rather ineffective against light and fast units from the age, and only moderately effective against heavy units. They attack most effectively against ranged units, and the AI will generally favor attacking ranged units to remove them from the field as quickly as possible.

Having low defense makes them extremely vulnerable to attack, being nearly defeated in just one hit. Their only passive defense bonus is against heavy units, who will usually be defeated before they can even cross the battlefield to attack them. But because a unit's attack power drops as it takes damage, artillery may be unable to effectively deal damage even if it should survive an attack. To aid this problem somewhat, artillery units begin to get a defense bonus against ranged attacks starting from the Late Middle Ages and onward.

Finally, their low speed means that they will always be the last units to move in a given round of battle. This can allow other units to move into more favorable positions before they have a chance to attack, and also makes it very difficult for artillery to escape from or avoid being attacked.

All that being said, artillery has the significant advantage of being able to attack enemy units from the very first turn, requiring very little movement, if any, to be in attacking range, and being safe from all but other artillery units for at least the first turn. Because of their range and subsequent ability to take out or at least injure many units before they're ever in danger of being attacked, artillery units are very popular and relatively easy to use. An army of 8 artillery units is commonly used when attacking neighbors and even against opponents on the world map.

When facing an army that contains artillery, it is wise to counter them with either your own artillery units, or a combination of light and fast units. Ranged unit is ineffective as they often are defeated before they are able to attack.

Once a player begins using and facing the Progressive Era's (and beyond) units, battles change significantly, with a much greater emphasis on terrain and unit bonuses. Due to their low stats, artillery should primarily be used to combat only units they have a bonus against, as they will be very ineffective against other units from this point forward.

*In update of version 0.17(19.9.2012), Terrain gives a scaling bonus with unit strength.

Unit Properties[]

Age Age Unit Properties Attack
Bonus
Defense
Bonus
Special
Skill
Building
BA Stone Thrower.png Stone Thrower Attack.png 3 Defense.png 2
Range.png 12 Movement.png 6
Heavy Unit +3
Hills.png +1
Heavy Unit +3
Thrower Camp
IA Ballista.png Ballista Attack.png 4 Defense.png 3
Range.png 13 Movement.png 6
Heavy Unit +4
Hills.png +2
Heavy Unit +4 Ballista Camp
EMA Catapult.png Catapult Attack.png 6 Defense.png 3
Range.png 13 Movement.png 6
Heavy Unit +5
Hills.png +3
Heavy Unit +5 Catapult Camp
HMA Trebuchet.png Trebuchet Attack.png 9 Defense.png 4
Range.png 14 Movement.png 6
Heavy Unit +6
Hills.png +3
Heavy Unit +6 Trebuchet Camp
LMA Cannon.png Cannon Attack.png 13 Defense.png 4
Range.png 12 Movement.png 6
Heavy Unit +7
Hills.png +4
Heavy Unit +7 Dug In +14 Cannon Camp
CA Field Gun.png Field Gun Attack.png 14 Defense.png 6
Range.png 15 Movement.png 8
Heavy Unit +10
Hills.png +6
Heavy Unit +10 Dug In +18 Field Gun Camp
INA Breech Loader.png Breech Loader Attack.png 18 Defense.png 9
Range.png 15 Movement.png 8
Heavy Unit +15
Hills.png +9
Heavy Unit +15 Dug In +22 Breech Loader Factory
PE Rapid Fire Cannon.jpg Rapid Fire Cannon Attack.png 23 Defense.png 12
Range.png 15 Movement.png 10
Heavy Unit +25
Fast Unit +25
Hills.png +12
Heavy Unit +25
Fast Unit +25
Dug In +26 Ordnance Factory
ME Mechanized Artillery.png Mechanized Artillery Attack.png 32 Defense.png 35
Range.png 16 Movement.png 16
Heavy Unit +20
Fast Unit +20
Hills.png +15
Heavy Unit +20
Fast Unit +20
Mechanized Artillery Factory
PME Rocket Artillery.png Rocket Artillery Attack.png 45 Defense.png 35
Range.png 18 Movement.png 16
Heavy Unit +35
Ranged Unit +25
Heavy Unit +35
Ranged Unit +25
Rocket Artillery Factory
CE Missile Artillery.png Missile Artillery Attack.png 50 Defense.png 70
Range.png 18 Movement.png 16
Heavy Unit +25
Ranged Unit +10
Heavy Unit +25
Ranged Unit +10
MIRV
One Shot
Missile Site
TE Microwave Blaster.png Microwave Blaster Attack.png 70 Defense.png 85
Range.png 12 Movement.png 24
Heavy Unit +60
Ranged Unit +20
Plains.png +30
Heavy Unit +60
Ranged Unit +20
Plains.png +30
Blast (+Attack) 3
Heat.png 20%
Microwave Blaster Factory
FE Rail Gun.png Rail Gun Attack.png 160 Defense.png 140
Range.png 20 Movement.png 6
Heavy Unit +120
Light Unit +80
Hills.png +50
Heavy Unit +120
Light Unit +80
Plains.png +40
Power Shot.png
Recharge.png
Rail Gun Range
AF Plasma Artillery.png Plasma Artillery Attack.png 180 Defense.png 140
Range.png 20 Movement.png 14
Heavy Unit +140
Ranged Unit +100
Plains.png +50
Heavy Unit +140
Ranged Unit +100
Hills.png +60
House Battle.png +40
Blast (+Attack) 3
Heat.png 20%
Plasma Range
OF Turturret.png Turturret Attack.png 170 Defense.png 160
Range.png 20 Movement.png 10
Heavy Unit +160
Light Unit +120
Plains.png +50
Heavy Unit +160
Light Unit +120
Rocks.png +30
Mortar 2 Turturret Dock
OF Medusa.png Medusa Attack.png 210 Defense.png 140
Range.png 50 Movement.png 0
Heavy Unit +180
Light Unit +150
Plains.png +50
Heavy Unit +180
Light Unit +150
Rocks.png +30
Rapid Deployment.png
Blast (+Attack) 6
Medusa Silo
VF Rocket Troop.png Rocket Troop Attack.png 300 Defense.png 200
Range.png 24 Movement.png 12
Light Unit +250
Heavy Unit +200
Hills.png +40
Plains.png +30
Light Unit +250
Heavy Unit +200
Hills.png +30
Mortar 2 Rocket Range
SAM Sniperbot.jpg Sniperbot Attack.png 600 Defense.png 400
Range.png 26 Movement.png 14
Light Unit +250
Heavy Unit +250
Hills.png +100
Light Unit +250
Heavy Unit +250
Hills.png +50
Keen Eye.png 20%
Heat.png 50%
Sniperbot Facility
SAAB B.E.L.T..jpg B.E.L.T. Attack.png 750 Defense.png 550
Range.png 24 Movement.png 10
Light Unit +300
Heavy Unit +300
Crater.png +50
Light Unit +300
Heavy Unit +300
Crater.png +80
Keen Eye.png 25%
Blast (+Attack) 8
B.E.L.T. Site
SAV Power Dragon.jpg Power Dragon Attack.png 700 Defense.png 900
Range.png 24 Movement.png 12
Light Unit +350
Heavy Unit +350
Rocks.png +50
Light Unit +350
Heavy Unit +350
Rocks.png +90
Keen Eye.png 30%
Power Shot.png
Power Dragon Firing Range

Combat Strategy[]

Camping

Deployed Units: 2-3 Artillery Units, 3-4 Light Units, 2-3 Heavy Units.

If there is fast unit, position all of the artillery units close to each other. Then use all of the heavy and light units to position them exactly around the artillery units, so that there is no space left for attacking the artillery units. Then, once the fast units are destroyed, send the light units out in front followed by the heavy units. Use the light units to destroy ranged/artillery units that are left. Once all of those are defeated, let the light units fall back behind the heavy units and don't use them again. Then use the heavy units to clear out the light units and the artillery units to clear out the heavy units.

Fronts

Deployed Units: 2-3 Artillery Units, 3-4 Light Units, 2-3 Heavy Units, 0-2 Ranged Units.

Deploy the artillery units in position about a quarter of the map from your initial position to get effective attack range. Ranged units deploy 1/2 way across map. Both melee classes stay in their advantaged terrain in front of both ranged classes to get defense bonus. The main damage output would be contributed by both short range class and artillery class, and both melee classes are served as defense to distract enemies attacks and clear the on coming melee units. Same as above, the cavalry class has the highest priority to be eliminated. Followed by ranged classes as they can ignore the melee units to attack your ranged units.

Pure Artillery

Deployed Units: 8 Artillery

It may seems risky but still not impossible. It is only suitable for late ages artillery units as they have longest attack range and the enemies without fast units or mounted archers. It is effective against popular military combination as there are ranged units and both melee classes. Artillery units can stay in the initial position to have chance to launch attacks but it is recommended to move to hills to get attack bonus if hills is not far away from the initial position. Ranged units class has the highest priority to be eliminated, followed by artillery units class then light units class then heavy units class.

Diversion

Deployed Units: 6-7 Artillery Units, 1-2 Fast Units, 1-2 Light Units

This strategy is extremely effective, especially if the non-artillery unit is the strongest unit of your army. The fast unit/light unit(s) are probably going to die in this one, but it is better to waste 1 light unit than it is to waste lots of artillery units. It is the job of the fast/light units to draw the opposing army away from the artillery. This can be especially effective if your light unit has the ability Stealth, allowing it to hide. This will force not only melee units to chase it but ranged units as well, because they have to attack from an adjacent field. Lead the opponent on a wild goose chase with your 1-2 diversion units while the artillery pound them repeatedly. The addition of "diversion units" allows this army to eliminate opponents with fast units, unlike the Pure Artillery strategy mentioned above. You may lose some artillery, but casualties will be lighter than Pure Artillery.

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