Age of Empires II Edit
Building walls can significantly impede rushes by the enemy in the Feudal Age, and even in the Castle Age walls can slow down an enemy. However, in the Imperial Age the tree-clearing Siege Onager and powerful anti-building weapons such as Trebuchets and Siege Rams become available, reducing the impact of defensive structures and causing the best defense to be good offense.
The effectiveness of turtling largely depends on the map, with closed maps such as Black Forest favouring this strategy while open maps such as Arabia have the opposite effect.
Age of Empires III Edit
It's of debatable use in Age of Empires III, finding success with some (especially when mixed with Boom elements) while others swear off it completely in favor of other strategies (especially those giving early Map Control). Against AI opponents it can prove very effective as well as entertaining.
Preferred Civilizations Edit
- Babylonians - Doubled wall and tower hit points along with increased stone mining are especially useful for defensive purposes from Tool Age to Iron Age.
- Choson - Increased tower range may seem a bit slim, but a fully upgraded Ballista Tower can easily wipe out a Ballista or Juggernaut in a matter of seconds, decreasing the likelihood of large rushes in later games.
- Teutons - The Teutons wield many bonuses suited for defensive strategies in middle to later games. The healing range of Monks and Tower Garrison increases by 100% and their unique technology, Crenellations, increases Castle range and allows garrisoned infantry to fire from defensive structures.
- Byzantines - Increased hit points of buildings and structures makes them less susceptible to sieges and enemy rushes. Most of their defensive units are provided with a special discount.
- Koreans - Their ability to gather stone faster allows them to build up their defense quickly, and their tower is automatically upgraded. In addition, their towers have +1 range in Castle age and +1 in Imperial age, allowing them to attack units from further away and take the enemy down before they get too close.
- Maya - Their team bonus makes walls significantly cheaper.
- Portuguese - Possesses strong cards that boosts wall and building hp. Organ guns are also very effective when placed behind walls. Their ability of Town Center expansion allows for economic map control early on if the enemy is lax on their scouting.
- Ottomans - An early combination of Outpost shipments as well as a fearsome variety of artillery makes them very difficult to attack once walls are placed up. normally though they rush.
- Iroquois - Have the ability to build up to 19 War Huts (other civilizations can only field up to 13 War Huts/Outposts/Blockhouses/Castles) and its availability for ranged artillery makes for an excellent defense.
- Aztecs - Have the ability to build Noble's Huts along with their War Huts which have improved stats. They also have a card (stone towers) to increase the range of the War Huts and Noble's Huts by 6, so then they have 30/46 (Anti-ship) range, equal to a Fort with Revetment. Obtaining Town Dance can greatly boost defensive structures allowing for a very effective turtle.
- Japanese - The design of its military favors late game development as their units becomes increasingly strong when fielded in later ages when they have access to heavily upgraded Daimyos, Shoguns, Hatamoto Samurai, Samurai, and Ashigaru Musketeers.
- Chinese - Due to their ability to call upon the Great Wall of China card to convert their walls into very high hit point structures and the ability to quickly amass armies and garrison their villages.