Goths — Counters & Civilization Overview

How to play against the Goths — plus bonuses, unique units, unique techs and the full tech tree.

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Goths emblem

The Goths are an Infantry civilization in Age of Empires 2. Their unique unit is the Huskarl. Below: what counters the units they bring, where their tech tree runs out, and the full civilization overview. Jump to the Goths tech tree.

How to counter the Goths

Their unique and regional units are the part of the matchup a generic army does not prepare you for. Hard counters beat the unit decisively and win even at a cost disadvantage — usually through bonus damage, area damage, conversion or a speed advantage it cannot escape. Soft counters win the fight too, but only with good numbers and positioning.

Huskarl Castle Age · Barracks

Gothic unique Infantry with exceptional pierce armor.

Countered by

  • Knight hard High melee damage
  • Jaguar Warrior UU hard Attack bonus vs. infantry (+5)
  • Samurai UU hard Attack bonus vs. unique units (+12)
  • Monk soft Conversion
  • Legionary UU soft Attack bonus vs. infantry (+4)

Dromon Imperial Age · Dock

Anti-building Siege Warship with long range blast attack, but cannot attack enemies at cl…

Countered by

What the Goths are strong against

The other side of the matchup: these are the fights their own units are built to win. Walking one of these into them plays to their strengths.

What the Goths cannot answer

Every civilization is missing something. What matters in a match is which of those gaps you can actually attack. Below are the Goths gaps that change how a fight plays out — the economic ones are left out on purpose.

Mounted units

  • Paladin — Their heavy cavalry stops at the Cavalier — no Paladin, so it stays noticeably softer and your Halberdiers keep the upper hand in Imperial.
  • Parthian Tactics — No Parthian Tactics — their Cavalry Archers keep base armour and no bonus damage against your Spearman line, so Pikemen still trade into them.
  • Plate Barding Armor — No Plate Barding Armor — their Imperial cavalry stays two pierce armour short, so Arbalests and Elite Skirmishers keep working against it.

Blacksmith and unit upgrades

  • Arbalester — Their Archer line stops at the Crossbowman — no Arbalester, so their massed archer fire stays a tier behind yours in the Imperial Age.
  • Thumb Ring — No Thumb Ring — their archers fire slower and miss more, so your units take fewer hits crossing the open ground towards them.
  • Plate Mail Armor — No Plate Mail Armor — their infantry stays short on armour in the Imperial Age, so massed archers keep working against it.
  • Gambesons — No Gambesons — their infantry stays a pierce armour short, so archers and Skirmishers cut through it faster.
  • Arson — No Arson — their infantry has no bonus damage against buildings, so an infantry push into your base is slow enough to answer.

Siege

  • Siege Ram — Their rams stop at the Capped Ram — fewer hit points and fewer garrison slots, so your Castle and your own siege kill them faster.
  • Siege Onager — Their Onagers never become Siege Onagers — no single shot that clears a whole group of your units, and no felling of your walls from range.
  • Siege Engineers — No Siege Engineers — their siege has one range less and hits buildings softer, so your towers and Castles out-range it.

Monastery and conversion

  • Redemption — No Redemption — their Monks cannot convert your siege or your buildings, so a Trebuchet parked outside their base is safe from the Monastery.
  • Heresy — No Heresy — units your Monks convert stay converted instead of dying, so a Monk push against them pays double.
  • Atonement — No Atonement — their Monks cannot convert yours, so your Monks win the Monastery duel by default.
  • Block Printing — No Block Printing — their Monks have to come closer to convert, which walks them into range of your archers first.

Defensive buildings

  • Guard Tower — Their towers stop at the Watch Tower — no Guard Tower, so tower fire stays weak and your rams and infantry clear it easily.
  • Stone Wall — No Stone Wall — they can only wall with palisades, so there is no line they can hold that your infantry cannot simply chop through.
  • Gate — No Gate — they cannot open and close a wall line cleanly, so their own army is slower in and out of a walled base than yours.
  • Bombard Tower — No Bombard Tower — their towers never become gunpowder towers, so your siege can set up against a tower line instead of being shelled off it.
  • Arrowslits — No Arrowslits — their towers hit softer at close range, so rams and infantry clear them with fewer losses.
  • Hoardings — No Hoardings — their Castles keep base hit points, so your siege brings one down in far fewer shots.

Navy

  • Cannon Galleon — No Cannon Galleon — they cannot shell your shore buildings from the water, so a coastal base is safe from their navy.
  • Dry Dock — No Dry Dock — their ships stay a pierce armour short, so your own warships and shore towers cut through them faster.

Everything the Goths do and do not have, unit by unit, is in the Goths tech tree further down.

Goths: Civilization and Team Bonuses

Civilization Bonuses

  • Loom is researched instantly
  • Hunters carry +15; hunted animals last +20% longer
  • Infantry costs -15/20/25/30% in Dark/Feudal/Castle/Imperial Age
  • Infantry +1/+2/+3 attack vs. buildings in Feudal/Castle/Imperial Age
  • +10 population space in Imperial Age

Team Bonus

Barracks work +20% faster

Unique Units

Unique Technologies

AnarchyHuskarls can be trained at Barracks
PerfusionBarracks work +100% faster

Goths Tech Tree

The full Goths tech tree in Age of Empires 2 — every unit, upgrade and technology they can research, and everything they cannot. Units are shown as their upgrade lines, followed by the technologies available at each building. Greyed-out entries are missing from the Goths tech tree.

Barracks

  1. Militia D
  2. Man-at-Arms F
  3. Long Swordsman C
  4. Two-Handed Swordsman I
  5. Champion I
  1. Spearman F
  2. Pikeman C
  3. Halberdier I
  1. Huskarl C
  1. Elite Huskarl I
  1. Arson F
  1. Gambesons C
  1. Squires C

Archery Range

  1. Archer F
  2. Crossbowman C
  3. Arbalester I
  1. Skirmisher F
  2. Elite Skirmisher C
  1. Cavalry Archer C
  2. Heavy Cavalry Archer I
  1. Hand Cannoneer I
  1. Thumb Ring C
  1. Parthian Tactics I

Stable

  1. Scout Cavalry F
  2. Light Cavalry C
  3. Hussar I
  1. Knight C
  2. Cavalier I
  3. Paladin I
  1. Bloodlines F
  1. Husbandry C

Siege Workshop

  1. Battering Ram C
  2. Capped Ram I
  3. Siege Ram I
  1. Mangonel C
  2. Onager I
  3. Siege Onager I
  1. Scorpion C
  2. Heavy Scorpion I
  1. Siege Tower C
  1. Bombard Cannon I

Castle

  1. Petard C
  1. Trebuchet I
  1. Anarchy C
  1. Perfusion I
  1. Conscription I
  1. Hoardings I
  1. Sappers I
  1. Spies/Treason I

Dock

  1. Fishing Ship D
  1. Transport Ship D
  1. Fire Galley F
  2. Fire Ship C
  3. Fast Fire Ship I
  1. Galley F
  2. War Galley C
  3. Galleon I
  1. Hulk F
  2. War Hulk C
  3. Carrack I
  1. Demolition Raft F
  2. Demolition Ship C
  3. Heavy Demo Ship I
  1. Trade Cog F
  1. Cannon Galleon I
  2. Elite Cannon Galleon I
  1. Dromon I
  1. Fishing Lines F
  1. Medium Warships C
  2. Heavy Warships I
  1. Gillnets C

Monastery

  1. Monk C
  1. Devotion C
  2. Faith I
  1. Redemption C
  1. Atonement C
  1. Herbal Medicine C
  1. Heresy C
  1. Sanctity C
  1. Fervor C
  1. Illumination I
  1. Block Printing I
  1. Theocracy I

Blacksmith

  1. Padded Archer Armor F
  2. Leather Archer Armor C
  3. Ring Archer Armor I
  1. Fletching F
  2. Bodkin Arrow C
  3. Bracer I
  1. Forging F
  2. Iron Casting C
  3. Blast Furnace I
  1. Scale Barding Armor F
  2. Chain Barding Armor C
  3. Plate Barding Armor I
  1. Scale Mail Armor F
  2. Chain Mail Armor C
  3. Plate Mail Armor I

University

  1. Masonry C
  2. Architecture I
  1. Fortified Wall C
  1. Ballistics C
  1. Guard Tower C
  2. Keep I
  1. Heated Shot C
  1. Murder Holes C
  1. Careening C
  2. Dry Dock I
  1. Clinker Construction C
  2. Carvel Hull I
  1. Siphons C
  2. Incendiaries I
  1. Treadmill Crane C
  1. Chemistry I
  2. Bombard Tower I
  1. Siege Engineers I
  1. Arrowslits I
  1. Shipwright I

Market

  1. Trade Cart F
  1. Caravan C
  1. Coinage C
  2. Banking I
  1. Guilds I

Mill

  1. Horse Collar F
  2. Heavy Plow C
  3. Crop Rotation I

Lumber Camp

  1. Double-Bit Axe F
  2. Bow Saw C
  3. Two-Man Saw I

Mining Camp

  1. Gold Mining F
  2. Gold Shaft Mining C
  1. Stone Mining F
  2. Stone Shaft Mining C

Town Center

  1. Villager D
  1. Feudal Age D
  2. Castle Age F
  3. Imperial Age C
  1. Loom D
  1. Town Watch F
  2. Town Patrol C
  1. Wheelbarrow F
  2. Hand Cart C

D Dark F Feudal C Castle I Imperial · struck through = not available for the Goths

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Frequently Asked Questions

How do you counter the Goths?

The Goths field Huskarl and Dromon. Knight, Jaguar Warrior and Samurai counter most of what they build. Their tech tree also leaves out Paladin, Parthian Tactics and Plate Barding Armor.

What is the Goths tech tree missing in AoE2?

Their heavy cavalry stops at the Cavalier — no Paladin, so it stays noticeably softer and your Halberdiers keep the upper hand in Imperial. No Parthian Tactics — their Cavalry Archers keep base armour and no bonus damage against your Spearman line, so Pikemen still trade into them. No Plate Barding Armor — their Imperial cavalry stays two pierce armour short, so Arbalests and Elite Skirmishers keep working against it.

Which units do the Goths have that other civilizations do not?

Huskarl: Gothic unique Infantry with exceptional pierce armor. Dromon: Anti-building Siege Warship with long range blast attack, but cannot attack enemies at cl…

Not sure what counters this unit?

Playing against the Goths? Look up any of their units in the interactive app to see exactly what counters them — with bonus-damage values.

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