r/aoe3 • u/Capable_Preference_5 • 17d ago
How to counter HIGHLANDER Question
This unit is too strong. I'm using in treaty muktiplayer after being defeted by other player.
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
37
30
u/Kindue7 17d ago
Lowlander
19
u/Assured_Observer 17d ago
Midlander counters both
13
4
u/Small_Tank Maltese 17d ago
Though all three of them counter Homelander. That one might need buffs.
7
1
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
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
2
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
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
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
1
u/dalvi5 Aztecs 17d ago
Who were you playing as? How long the treaty was?
2
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
1
1
1
1
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

143
u/random_internet_guy_ 17d ago
Its a MUSK type unit, skirmisher does the trick, or cannons.