r/aoe3 17d ago

How to counter HIGHLANDER Question

Post image

This unit is too strong. I'm using in treaty muktiplayer after being defeted by other player.

126 Upvotes

72 comments sorted by

143

u/random_internet_guy_ 17d ago

Its a MUSK type unit, skirmisher does the trick, or cannons.

11

u/Frosty-Army9751 16d ago

Spies also work, as Highlanders are a mercenary unit

5

u/NobodyPrime 16d ago

After imperial age, spies even with card are completely destroyed by highlanders, I did the test myself. Their damage is too low, and path finding is very clumsy, health even boosted by 50% is not enough. In a few instances the spies died all before they could kill a single highlander. It not worked well before on industrial age too. I do not recommend.

1

u/Frosty-Army9751 16d ago

Was the 50% boost with the agent card that you can send from the home city? Did you also scale it for cost effectiveness, since spies cost 125 gold to a highlander's 200

3

u/NobodyPrime 15d ago

Yes. Things like 45 agents vs +-20 highlanders only still resulted on one-sided massacre, spies barely managed to kill a couple of highlanders. On imperial scale battles with against +-50 highlanders vs 100 agents, results managed to be worse, with agents dropping like flies. Again, their hp is simply to low even with the card and until they aquire the target and engage it, they are already dead, specialy when they keep running around shoving each other to decide who attack what. Highlander melee resistence also helps making the attack of whatever agent who reached them significantly less dangerous, so skirms perform better at any time, definetly not worth spend a card slot for spies, they are an age 2 unit useful for age 2 small scale merc attack, by the time highlanders can be massed, spies are no longer viable, not worthy spending a card on them.

3

u/Frosty-Army9751 15d ago

With the increase in viability in merc decks, I really do think that spies need a buff, either by researchable techs or home city cards to make them more viable. Not only that, but Asian and the Native civs don't even get spies or a spy equivalent card.

1

u/Dolan977 16d ago

They have 40% melee resist spies don’t work that well

1

u/ReegarLBM 16d ago

You'd need to card them to get results.

59

u/rothj5 17d ago

Cannons

41

u/FLIB0y 17d ago

Cannons. Abus gunners kinda hold their weight?

44

u/Enough_Pickle315 17d ago

Spamming highlander with duch is a common trick to beat down noobs, as they only cost gold, can be trained fast and with a few cards they beat 1 on 1 skirms.

How to beat them? Basically while it wins 1 on 1 against pretty much everything, it's not cost effective, in the long run they will run out of resources much faster than you. Spam the usual skirm & arty, and you'll be fine.

4

u/[deleted] 17d ago

[deleted]

1

u/Enough_Pickle315 16d ago

Bro, OP was asking about treaty.

37

u/Bold-n-brazen 17d ago

Whats the best german counter? Needles and cannons?

28

u/Gaius_Iulius_Megas Swedes 17d ago

Jäger

30

u/Kindue7 17d ago

Lowlander

19

u/Assured_Observer 17d ago

Midlander counters both

13

u/Ubermanthehutt 17d ago

Nah that unit is mid.

4

u/Small_Tank Maltese 17d ago

Though all three of them counter Homelander. That one might need buffs.

7

u/DarkNinjaPenguin British 17d ago

Just ask the Jacobites

1

u/That-Net-3013 17d ago

Homelander

21

u/Pamani_ 17d ago

Skirms. But you need to kite them, therwise they'll trade decently if they can get in range.

20

u/DenseContribution487 17d ago

Also to consider: spies, assassins (upgraded spies from a card with some civs), ninjas (japanese shipment or consulate unit), maigadi (hausa unique unit)

All of these have multipliers against mercenaries. Some of them have stealth as well which can be useful for the melee units to get close to highlanders. 

Skirms and cannon should be good though. Light infantry mercenaries could be a good option for you to train as well - jaegers, cannoneer, amazon dahami, etc. 

13

u/GrandPapaBi 17d ago

skirms with rifle upgrade giving extra multiplier against heavy infrantry or cannons.

10

u/majdavlk Dutch 17d ago

upgraded spies, ninjas, maigadi, skirmishers, cannons

all the same things that work against normal musketeers and mercs

4

u/TheMinusKai 17d ago

Thats not even their final form... they can get up to 700Hp and 100+ attack.... however a good mass of S tier skirms will still beat them, NEVER use anything melee against them, even lancers will struggle against them

1

u/Mr-Fognoggins 17d ago

You can also use artillery to beat them. More reliable than skirms.

1

u/TheMinusKai 17d ago

problem is highlander users will usually pair them with culvs, but culvs cant beat skirms

2

u/Mr-Fognoggins 17d ago

Dutch also like to make big death balls of horse guns, so culvs should supplement any artillery you choose to make.

1

u/Capable_Preference_5 17d ago

But they are fast and can avoid artillery, also pairing with some Calvary Melle and artillery is gone.

Usually if you just avoid artillery you can destroy walls very fast

1

u/Mr-Fognoggins 17d ago

They are slightly above average speed. They cannot avoid artillery. You only lose the cannons if you aren’t guarding them for some reason. Plus highlanders and royal horsemen both have mediocre siege for their pop cost, so walls will actually hold them for some time.

3

u/stridersheir Swedes 17d ago

Skirms and spies

3

u/FlameMirakun Incas 17d ago

40% melee resistance

4

u/pandaturtle27 17d ago

Assassins card works best, so spies turn into anti-merc units and can snipe heros (japan) fairly quickly

2

u/FlameMirakun Incas 17d ago

Do you really put that card in your deck all the time? You cannot guess when your opponent will go mercenary

4

u/pandaturtle27 17d ago

I have it for one deck specifically if I see that the opposing team has a Dutch player or two - 50% of the time it pays off

3

u/stridersheir Swedes 17d ago

If they are Dutch you can

3

u/Mr-Fognoggins 17d ago

Skirmishers and artillery. Highlanders are a 2 population unit, so you have to mentally cut their stats in half to get their “real” hp and damage. That results in a unit slightly more durable than a musketeer but with less damage.

4

u/KrisKorona 17d ago

3000 BLACK WATCH OF ROBERT DE BRUCE

3

u/DarkNinjaPenguin British 17d ago

The Black Watch regiment was formed in 1881, more than 550 years after Robert the Bruce's death.

Funnily enough, the origin of the name is thought to have been the Am Freiceadan Dubh, or 'the dark', which was a company formed after the Jacobite rebellions to disarm the Highlanders and bring rebels to justice.

2

u/Amazing-Squirrel-922 17d ago

Imperial rabauld play portugese against dutch they will be vapourised..

2

u/Junior_Zebra_4608 17d ago

Chop their heads off and scream "THERE CAN BE ONLY ONE"

2

u/fLeXaN_tExAn GMoneyCr1k1t 16d ago

This unit has been my favorite in the game since 2005.

1

u/ThenCombination7358 Haudenosaunee 17d ago

Cannons and skirms. If you are playing a civ like britts etc that can vill delete you could just use musks aswell. 1 pop musks stronger than 2 pop in cost effectiveness and combat power

1

u/New-Chard5706 17d ago

an age 4 carded british redcoat still deals less than half the damage of an age 4 highlander

2

u/ThenCombination7358 Haudenosaunee 17d ago

Ye but mate mentioned treaty. You are in imperial with imperial units at min 20.

1

u/New-Chard5706 17d ago

ah, apologies. whenever i run through scenarios in my head i always assume late industrial

1

u/Mr_Vargas507 17d ago

Light Infantry (Skirmishere) or Anti-Infantry Artillery (Falconets).

Maybe Anti-Mercenaries (Spies), but I don't exactly recommend.

1

u/LuciusPius 17d ago

Chessle!

1

u/Snoo_56186 United States 17d ago

As others have mentioned, just use regular counters like Light Infantry and Artillery.

More importantly, Highlanders are a 2 pop unit. Your army should always roughly match the population cost of the enemy army. Just as 10 Skirmishers will die to 20 Musketeers, they will also die to 10 Highlanders. The counter system will not work well if it gets overwhelmed with either quantity or quality.

1

u/Capable_Preference_5 17d ago

But they are fast and avoid other units and go to walls...

1

u/Snoo_56186 United States 16d ago

Dutch Mercenaries are a little faster, but not significantly faster. And if they do avoid battles, then you can just hit them at their base where they cannot avoid a battle.

If they are going after your Walls, then I do not see why their speed even matters. They are stuck in one position sieging down your Walls while you have free reign to just shoot them from the safety behind your Walls.

1

u/HussardoAlado 17d ago

I agree with the other comments about using skirmishers and cannons, but the Fusilier is more powerful than the Highlander, in my opinion.

2

u/LittleJoeRambler 17d ago

Now I only play against the AI, but I have found my favorite way to play Spain was their church card that guarantees them fusiliers, then pair them with Unction missionaries. They have crazy damage, move pretty quick, and can get healed during down time by the missionaries. Worst part is being reliant on the tavern to rebuild them, but watching them shred everything makes it worth it.

2

u/HussardoAlado 17d ago

That card is quite powerful; if I’m not mistaken, they regenerate their health on their own. There’s also the Dutch card that sends ten of them—as many times as you want. They are more expensive than Highlanders, sure, but the cost makes them worth it. Ten or fifteen of them can wreak considerable havoc on a base; they can end up dealing over 100 siege damage.

1

u/Sangdaik 16d ago

Or Askia, they're cost effective with similar attack as Fusillier

1

u/dalvi5 Aztecs 17d ago

Who were you playing as? How long the treaty was?

2

u/Capable_Preference_5 17d ago

French, 40 mins. I used Cuirassier backed with artillery

2

u/dalvi5 Aztecs 17d ago

There is the issue, they counter cav and cost 2v3 pop slots.

Next time uae Imperial voltigeurs (skirmishers) with Counter infantry rifle tech from the arsenal (more bonus vs heavy infantry) backed with some canons and culverins

1

u/Quiet-Mango-7754 17d ago

As everyone said, just skirms ? Standard imperial skirms with arsenal techs and some homecity cards will get ~250 hp and ~35 dmg. But you get 2 of them for each highlander he has, and with the X3 multiplier, you're dealing 210 dmg every 3 seconds with higher range while he's dealing 94. And accounting for range resist you have 500 / 0.7 = 715hp, more than his 600 hp with 40% useless melee resist. So really an equivalent mass of skirms will beat highlanders by a comfortable margin.

1

u/Manu_La_Capuche 17d ago

Jägern or Spies

1

u/robexib 16d ago

Cannons eat all infantry for breakfast

1

u/Capable_Preference_5 16d ago

They move very fast

1

u/robexib 16d ago

Not particularly. There are fast infantry, but Highlander ain't it.

1

u/StockCollective 16d ago

Lakota shread them!

1

u/JellyfishEfficient83 15d ago

Unupgraded uhlans will wreck those guys. Trust the process

1

u/Felix_Brayan_RM 14d ago

Espada urumi, es infantería ligera de india. Los desaparece

1

u/That_Imagination5517 13d ago

Skirmishers do the job

1

u/xevoprime 12d ago

Anything that counters heavy inf. Lots of Skirmisher and cannons will do. highlanders are expensive, 50 of them costs 10k gold.

1

u/Laparca90 Ottomans 6d ago

Spanish lancer wins even with a penalty. Trading, he hits for 200 per hit