Age of Mythology/Units

This is a comprehensive listing of units in Age of Mythology and The Titans, its expansion pack. Age of Mythology is a popular real-time strategy computer game, originally released by Ensemble Studios in 2002. The game was a huge success, selling over 1,000,000 copies, and earning its platinum title. Its high-selling expansion pack, The Titans was released in 2003.

The original Age of Mythology included three civilizations; these were the Greek, Egyptian and Norse civilizations. Included with The Titans was a fourth civilization, the Atlantean civilization.

Regular units

 * Murmillo - The Murmillo is the Atlanteans' general infantry unit. It can serve as a cavalry counter, but the Murmillo is a fairly well-rounded infantry unit. It is effective against infantry and does adequately against archers.
 * Katapeltes - The Katapeltes is the main infantry counter against cavalry. Although the Murmillo is also strong against cavalry, the Katapeltes is far more specialized, and thus is far weaker against archers, as well as other infantry.
 * Turma - The Turma is a cavalry archer only good against other archers. It is very much like the Egyptian slinger, though far more mobile. Their mobility could in theory be useful for raiding, as it can be; however, the Turma has such low hack armor and attack that using them for that purpose wouldn't be very effective.
 * Arcus - The Arcus is a very powerful archer, with a relatively dirt-cheap price and huge base range of 20. Other archer units with comparable ranges - Chariot Archer & Gastraphetes - are considerably more expensive than the Arcus. The great range let's them mow down infantry units, though they're fairly weak against Cavalry due to their low hitpoints and armor. You could say they're the British Longbowmen of Age of Mythology.
 * Contarius - The general heavy cavalry unit for the Atlanteans. It has a decent speed, a high attack & armor, and is particularly effective against archers. The Contarius is the Atlantean's best shock troop, due to its speed, attack, and armor.
 * Destroyer - The destroyer is an anti-building unit that is weak against other infantry. Rather slow, the Destroyer has substantial pierce armor, so it can stand withstand even strong hails of arrows. As a result, they're at least somewhat strong against archers, but quite weak against infantry units; the Destroyer's hack armor just doesn't stand up against infantry.
 * Fanatic - The Fanatic fights very well against infantry, but is quite susceptible to archer fire. The Fanatic acts as your general melee infantry counter, but it is only trainable in the Mythic Age.
 * Cheiroballista - The Chieroballista is a siege unit which can work excellent against buildings and infantry, but poorly against cavalry. Similar to the Norse Ballista, it is more of a 'anti-personnel' weapon than a siege engine. Interestingly enough, it is the only straightforward infantry counter in Classical, the Atlanteans get their human archer unit (Arcus) in Heroic. Massed, Chieroballistas and their hail of bolts can mow down infantry, though the quick-moving cavalry can usually cut them down if unguarded.
 * Fire Siphon - The Fire Siphon is a siege unit with high pierce armor, high attack, but almost no hack armor. As its main attack, it shoots fire, and is quite effective against buildings. In other words, one or two fire siphons can burn a building to smoldering pile of ashes in no time, faster than most any other siege unit.
 * Caravan - Caravans gather gold by making a trip between a market and a friendly town center. They are a good way of gaining gold once you have exhausted your gold mines.
 * Citizen (Villager) - The Atlantean Citizen is accompanied by a donkey. This donkey will act as a personal resource dropping point for the citizen, which allows them to be better economically, then the other civilizations; similar to the Palmyran villagers of AoE:RoR. However, though they are economically efficient, they cost 3x as much as a normal villager and train far slower as well.

Boats

 * Fishing Boat - Fishing Boats gather food from fish patches in the ocean. Like farms, fish patches are infinite, but only one fish boat can use one fish patch. Fishing is a cheaper (and once you get the two upgrades for it, much faster) source of food than farming, but harder to defend from enemies.
 * Transport Ship - Transport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.
 * Bireme - The most basic ship of the Atlantean fleet; an arrow ship. It effectively counters ramming ships quite well.
 * Fire Ship - This ship takes the place of the ram ship in the Atlantean fleet. Like that of its RoR and AoK counterparts, this ship will have to close in on its victim to let loose its stream of fire to destroy it.
 * Siege Bireme - The Siege Bireme is the Atlantean's siege ship. It not only counters arrow ships, but is also effective at taking out shoreline fortifications due to its long range and high attack.

Special units

 * Oracle - The Oracle is the Atlantean scout. However, it doesn't work like a normal scout does. While moving, the Oracle has almost no LOS. However, as it stands still, its LOS increases until it reaches a point; a very large radius.
 * Carnivora - Upon using the Carnivora God Power, the Carnivora plant appears, ready to attack units and kill when necessarily. Mostly used defensively, the Carnivora plant can be placed both on land and in water; However, it isn't very strong, and can be killed easily if used offensively.
 * Dryad - The Dryad is a unit created at the Hesperides tree, which is used primarily for defence against enemy attackers. Fast, fairly cheap, cost no population, and respectable fighters, they can do quite a lot of harm on mortal units; However, you may only be able to create five Dryads at a time.
 * Tartarian Spawn - Tartarian Spawn are a strong, devastating gang of wolves that emerge from the Tartarian Gate, (after casting the Tartarian God Power), and re-emerge once killed. With a fairly high attack, high hitpoints, and a quick speed, the Tartarian Spawn can cause havoc if placed effectively. Usually used offensively, Tartarian Spawn are usually effective against a wide range of mortal units, buildings and myth units. Although, if the Tartarian Gate is destroyed the Tartarian Spawn stop re-emerging. Though you have casted the Tartarian God Power, the Tartarian Spawn are not controlled by any player, and are liable to kill your units if you get too close to them.

Myth units

 * Promethean - The Promethean is a unit that is a fairly strong myth unit. However, it has a little..."quirk": when its HP level reaches zero, it splits off into mini-versions of itself which can continue fighting.
 * Automaton - The Automaton is a decently fast metal myth unit. Strong against both buildings and units, Automatons are able to repair themselves and each other. As a result, they are perfect for hit and run operations. Take out a building or two, retreat, repair, repeat ad infinitum.
 * Caladria - The Caladria is a flying unit that has the ability to automatically heal non-fighting units within its LOS. However, if those units are fighting then you must actively target them to heal. Though Caladria are excellent scouting units, they have no attack. But for healing, they are extremely effective. One only needs a couple for keeping an army at optimum shape.
 * Behemoth - Basically like an organic tank, the Behemoth is extremely effective against buildings...but mainly only buildings. Against units, they aren't nearly as powerful. But since the Atlanteans don't have an actual anti-building siege engine by the Heroic, Behemoths prove to be very useful for that purpose until player can get to Mythic to train Fire Siphons.
 * Satyr - Fairly slow, Satyrs are ranged myth units that hurl spears at their enemies. All in all, they're solid ranged support.
 * Stymphalian Bird - The Stymphaliam Bird is a flying unit which has an excellent ranged attack, making them effective support units for an army. Along with simple army support, Stymphalian Birds can also serve as raiders, picking off enemy villagers.
 * Hekagigantes - Hekagigantes are multi-armed myth Units which do excellent against buildings infantry units. Their special attack is smashing the ground, causing minor earthquakes.
 * Argus - Argus are curious little green blobs that are surprisingly strong against most units. On top of that, they have an instant kill special attack: green acid spewing from their body.
 * Lampades - Lampades aren't as straightforward as most myth units. Their biggest strength is their ability to instill chaos into enemy units, causing them to become neutral and attack any nearby unit.
 * Servant of Oceanus - Servants can heal both land and sea units, though they are far more effective in healing sea units. Like the Caladria, Servants automatically heal non-fighting units; fighting units need to be healed by being actively targeted.
 * Nereid - The Nereid is a fairly run-of-the-mill sea myth unit. It's fairly strong against most mortal ships, but weak against ram ships.
 * Man O'War - Similar to a Jellyfish, Man O'War is a sea unit which uses electrical bolts to attack enemy ships and units. Like all sea myth units, it is extremely effective against mortal ships with its huge attack.

External link

 * Age of Mythology Heaven's guide to units in the game.