Before you go to war you'll need to raise yourself an army. Now while it's easy to go for the "purist" strategy of simply pumping out massive amounts of one unit type (i.e. All cavalry or all composites), the ideal army consists of a variety of units suitable to respond in all types of situations. That means consisting of squads of infantry, cavalry (including chariots) and bowmen (including chariot archers), with support units such as stone throwers, priests, and if located close to shores, warships. However, the drawback to this approach is the extra amount of micromanagement involved. Nevertheless, with experience you'll be able to manage your large armies effortlessly.
The general method to managing your armies is to assign them to smaller groups and assign them group numbers. Cavalry, for example, should be grouped together; if however, there is too many cavalry, consider splitting them into two groups, and if there's few cavalry, consider grouping them with chariots if you use them (both units have the same speed). The group numbers you assign should correspond to the order your individual groups should march out and attack. See the section on combat order.
Battle Formations
I'm sure you've seen the massive armies that faced each other before battle in perfect formation on the numerous Age of Empires screen shots, and boy, are they pretty. But we all know it's useless to plan out these elaborate formations simply because a.) units don't tend to stay that way when attacking and most importantly, b.) it takes *way* too much precious time. However, that's not to say you shouldn't use basic formations in battle. Knowing where to position your units before and even during battle will help you coordinate your attacks.
Naturally, infantry should be your first line, and be sure to use Hoplites if at all possible. These guys can take the initial hits and will prevent any enemy mobile units (i.e. cavalry) from ripping through your army. Before your infantry you should place a scout or two. They will give your warnings to any enemy advancements.
All archery units (including chariot archers, though this is more of a preference) should be positioned behind your infantry and spaced between the spaces of your infantry (allow easy forward and backward movement) and are spread out (not TOO far though). Remember: archery units can generally maintain their formation, especially if they go in a straight line. That is, if you have them spread out on one line and have them all go forward, they will maintain their spacing and placement among each other. Why is this important? Well when units get bunched up together it becomes much harder to move and easier for your enemy to kill (the first time your cluster of archers get hit by a stone thrower you'll know why).
Behind your bowmen comes your support units. That includes stone throwers, priests, their escorts (always make sure they have escorts, i.e. hoplits) and any reserve units.
So where does calvary come in? Well cavalry (chariots and cavalry) is 1.) the fastest units in your army and 2.) they do NOT maintain their formation when attacking. That is, they tend to bunch up together when moving. Based on these two points, you should realize the errors in placing them along with your main army. They will have a hard time weeding through your huge army since they tend to cluster, ultimately hampering their speed and effectiveness. Thus, you should always place your cavalry to your sides where they won't be obstructed by any of your units. This also helps in attacking your enemy's flanks which would be weaker than his front line.
Outlined below is a general combat sequence. Naturally, every battle varies and will always produce unpredictable outcomes, but the following will help you in knowing when to use your units. BTW, when I refer to infantry, I'm talking about hoppers. These are the ONLY infantry units you should use. The barrack infantry units are useless.
1.) While your infantry may be your first line in formation, these guys should NOT be your first group to attack. Unless you are very close to your enemy your hoppers will simply take too long to reach your enemy. See the archers you've placed behind your infantry (you did place them there right?), have them all move up in front of your infantry a considerable amount of steps but not too far, you'll want them to have enough time to retreat behind your infantry. And if you've placed your archers between the spaces of your infantry, they should all move in unison. Have them fire at your enemy.
2.) The following are some of the possible responses from your enemy:
a.) He will unleash his cavalry on your archers. This is why you don't want to have your hoppers right behind your archers for your enemy will surely notice this and will go for an alternative route. Anycase, if he does send cavalry, have your infantry move up to protect your archers and have your archers move back behind your infantry. Your hoppers will make short work of the cavalry units, especially since they're backed by your archers. If your enemy's cavalry are breaking through your infantry, have your flanking cavalry route them.
b.) He will use stone throwers. Wait until the stoners have targeted your archers, then have your archers retreat a safe distance while unleashing your cavalry on the stoners from the sides.
c.) A combination of stone throwers and cavalry. In this case, your own response should be a combination of the two from above (retreat your archers, move up your infantry, unleash your flank cavalry).
d.) With infantry. If he uses barrack infantry, use cavalry and try not to let his infantry get too close to your archers (use your hoppers if they do). If he's dumb enough to use hoplites, have your archers concentrate on taking out individual hoppers one by one. This is also the time to use your support units (i.e. stone throwers and especially priests). Priests will have a field day if your enemy sends his hoplites.
e.) With his mother...hmm, in this case, tuck tail and run like the wind. Never mess with a guy's mother...
3.) After the initial attacks, and assuming you are not losing like hell, you should press forward with your infantry and all your support units (ahem...stone throwers). If your flanking cavalry still haven't made their show yet, consider unleashing them on your enemy as soon as the two armies make contact. However, you do not want your cavalry to engage your enemy's main army, but rather, his support units such as stone throwers, priests, and also archers first.
4.) At this stage, you've either send your enemy scrambling or got your ass whopped. If the former, and if you're ruthless, you can have your calvary chase down any retreating units (though make sure it's not some sort of trap). If the latter, get those peons to work. You've got another army to raise for enemy target practice.
########################### # War Compaign Strategies # ###########################
The most important advice in these types of missions is to go small. That is, don't send in your whole army guarding your artifact or person. Your enemy will easily be alerted to your presence with such a big army. The idea is to covertly escort your prized item/person while doing everything to avoid your enemy. Howevever, your big army is great for distracting your enemy while you escort your artifact/person.
A typical escort group would consist of something like:
One Scout: Believe it or not, this guy is the most important one in the group. Your scout should be scouting ahead of your group at all times to keep an eye for the enemy. The early warning your scout provides you should give you plenty of time as you divert your group away from the enemy without being spotted.
Two or Three Cavalry Units: These are the bulk of your guards. However, you never want to make a stand with your escort group unless you're absolutely sure you can win. Otherwise, these guys can be used to lure your enemy away from your group. If your enemy is small in numbers, these guys must take down your enemy fast (too long and you'll give your enemy plenty of time to send reinforcements, as well as know exactly where you are).
Two Hoplites: Basically your last line of defense. If you are escorting slow units (i.e. a priest or artifact) in which case, these guys must be on your "escortee" like shadow, never leaving them. If you are escorting infantry-speed units or mobile units, you will want to get 2 cavs or one cav and one chariot archer instead. You do NOT want your "escortee" to have to wait up for his guards.
One Chariot Archer: This is your backup scout (second longest vision) and also your distractor unit. If you spot a huge army and there's almost no way to avoid them, you can try to lure your enemy away with a hit and run tactic.
If you are escorting an artifact or person back to your camp, you might consider posting additional guards along the route your escort group will be taking. These sentries will ensure maximum protection and can backup your escort group in case of an attack on your way back.
Infiltration by Water (The Coast Haven Strategy)
In any map with water, having a powerful fleet is crucial. Tribes like the Hittites and Yamato are especially deadly in sea (Hittites' fleet *especially*, in the trial). Control the sea at all costs, period.
The following strategy assumes your enemy is for the most part reachable by water. The assault consists of the following steps.
1.) Locate your enemy's dock(s). At this time, you should have a large fleet with your army ready to depart in transports. It is your task to control the seas. Have your fleet take out all enemy ships and docks. Once done, spread your fleet around and position them relatively far from his shorline, but close enough so that you can *see* all of his shorline. Have them on the stand ground command and prevent any of his villagers from building another dock. Next, chose a strategic position on his land, relatively away from his main structions, and perferrably on a high terrain, then have the majority of your fleet (at least 4 or 5 ship strong) approach it as close as possible and guard this coast. This coast will be the only safety base for your units on enemy land. This is Coast Haven.
2.) Wait some time for the enemy to recover from the attack. Why? Because he will be *expecting* an attack after his loss of docks and ships. Give him some time to calm down, making him think that was just a skirmish or that you're simply content with ruling the seas for now. But don't wait too long for him to build up a humongous army. Next transport your units to Coast Haven. Your first load should consist of your scout and four other *mobile* units such as calvary or chariots. Have one transport near this coast. In case the enemy spots you and attacks, have your five units bail out on the transport and withdraw from the coast. Then pick another spot and repeat from step one. Do NOT stay and hope to fight off the attack. Doing so will alert your opponent of your exact position on his land and he will, most likely, do everything to eliminate your presence. Better to make him think you're retreating.
If the initial load is successful, begin to land the rest of your troops. In one of the loads, make sure you transport at least two priests and a villager or two. Have the villagers set up a couple of guard towers near the coast and military structures if preferred. Have ab couple of mobile units, preferrably cavalry, guard your priests, who should be near the shorline and protected also by your ships. They also act as a small reserve force.
3.) This step, though small, is very important. Remember those ships you positioned to watch his shores (not the one guarding Coast Haven)? They will serve as a distraction before your big assault. Have all of them move in as close to the shores as possible without actually touching (so won't be attacked by infantry units) and have them attack any enemy structures or units. Do not worry about the unit or structure you're attacking, as long as it's *a* structure or unit. You are basically trying to attract the enemy's attention. Make sure there is a relatively large distance between Coast Haven and these ships, as you don't want to draw attention to Coast. Naturally, your enemy will try to send reinforcements and villagers to defend the shores being attacked. If you want to be even sneakier, land a few troops on his coast. This will no doubt draw his troops towards your decoy force. As soon as you see reinforcements coming near the shores, begin phase 4.
4.) Have your army march out from Coast Haven and begin you assault. Your enemy might be so busy trying to defend his shores that he might not even realize his town is being attacked until it's too late. At this time, if you've landed the decoy forces, you can load them back into a transport and have it take them to Coast Haven to act as reserve forces, or you can have them continue to distract the enemy.
5.) In the event that you are losing (hmm...), do not panic. This is why you have Coast Haven. Withdraw all your units towards Coast; infantry, stone throwers, priests, and any slow moving units *first* as your mobile units cover their retreat, then withdraw all your mobile units except the last one (preferrably one who is about to die). Have this last unit take a different turn and try to lead your enemy away from Coast Haven. In the end, you will most likely have to sacrifice this unit. But if he's succesful, your enemy will not find Coast Haven. And even if he goes back to search again, it'd be too late.
If your distractor unit fails and your enemy somehow manages to follow you to Coast Haven, your fleet, your guard towers, your priests, your reserve calvary units, and what's left of your original army at the coast should be more than enough to force your enemy to turn back, at least temporarily.
As soon as your withdrawn armies arrive at Coast, have your priests go immediately to work on all your wounded units. Your scout (he is alive right?) should be the farthest away from the shore watching for any enemy counter-advances toward the coast.
At this time, your military production structures, both in your own town and any ones set up on the coast, should have been pumping out units for another attack. Land them on Coast if they are in your own town. Do all this as fast as possible.
The enemy, thinking you have retreated, will spend much of his time rebuilding. This will give you the element of surprise as you begin another assault immediately after the first one.
Your first asssault should have already pinpointed his structures. Note the important buildings (houses, towers, farms, and military structures) and destroy them in this next assault. Pay attention to any villager trying to repair or build structures on this assault. If you spot any, kill them.
Also on this second assault, you can bring along your priests and any reserve units to support your army. This assault should be your last and final one.
Good luck Admiral.
################################ # General Tips for the Emperor # ################################
Know where your enemy is. This is repeated again, and again. You do not want to send a force to try to blindly locate your opponent and hope you've hit his main spot. If you have an ally, get writing so you can share explorations and coordinate attacks.
You should produce a scout as soon as you have a stable and, using waypoints, send him to all four corners of the map and work his way inwards until he has explored the whole map. Once you have located your enemy, have a scout (use the same one if you no longer require his service) and position him near the enemy. His sole mission is to spy on the enemy. Do not have him engage in combat; hide him from the enemy as best as you can. If he is discovered, have him run through your enemy's town and kill off as much villagers as you can, or if you can't afford to lose him, have him run away. Whatever you do, do *not* order him back to your town if the enemy has mobile units following him. If you do, you've just painted a bright bullseye on your town.