Guns & Zombies Mod
Link: Mods Single - Age of Empires - World's Edge Studio
Mod Overview
Zombies have appeared out of nowhere, infecting Malians with their viruses. Mongols have transcended time to travel back in time to provide their ancestors with…guns. Unfortunately, the rest of the civilizations are stuck with swords and arrows.
This mod is basically a tweak to the Malian and Mongol civilizations, pitting them against each other and rest of the empires that are getting in the way. After enough tantrums were thrown by civilizations stuck with ordinary swords and arrows, the gods decided to give them Upgrade Chambers. These mysterious chambers allow additional upgrades, giving ancient civilizations an edge over their zombie and gun shooting counterparts, albeit at a high cost.
Now, onto the modified units.
Malians Units Overview
Before we get into the individual units, a few things to make clear about zombies in general. They are good at harvesting food quickly, but slower at mining gold and stone. They regenerate HP quickly and usually have life leech. Their attacks also apply poison damage, which stacks on each hit. Their weakness? Each unit is paired with a huge advantage and a crippling disadvantage. Let’s find out more.
Runner zombies: Cheap units with low HP and very fast movement speed. Relatively high damage, but very soft and easy to kill. Picked off quite easily by any unit and can be dangerous in swarms or to wandering villagers.
Walker zombies: Cheap units with medium HP with slow movement speed (with sprint ability). Relatively high damage, but slow attack speed. Heavy melee and range armor. Used to overwhelm outposts and castles that are guarded with ranged units.
Marauder zombies: Slightly more expensive than your man at arms with high HP and medium movement speed. Relatively high AOE damage, but slow attack speed. Heavy melee and range armor. Used against heavy melee infantry and effective when mixed in with runner zombies.
Titan zombies: Commands a ‘large’ presence on the battlefield. Expensive with very high HP and slow movement speed (can sprint). Can unload / load zombies like a battering ram and best used for siege situations. Very high AOE damage with slow attack speed, and heavy melee and range armor. Solid in sieges and countering large groups of cavalry, but very costly to produce.
Archer zombies: Cheap units with low HP and very fast movement speed. Medium damage, but so so flimsy. Used as support units or scout / skirmish units early game. Can be deadly in large swarms with runner zombies.
Poison bomb zombies: Relatively cheap units with low HP and medium movement speed. Throws poison grenades that stack 2-3 poison damage over a small radius. Great against large groups of infantry or archers.
Blowdart zombies: Think of running fire ships. Explodes on death, and can be manually detonated while sprinting towards enemy targets. Naturally great against groups of expensive units, but limited use against buildings.
High priest zombies: These priests don’t carry relics, they carry the game. Spews out a poison cloud that kills a large group of biological units in a few seconds. Fairly tough to kill with high HP and armor, and well worth the large amount of resources spent to produce.
Boar zombies: Effective early game, but limited use mid to late game. Same as ordinary boars that can run around and attack wandering villagers.
Burst springald: Zombies are terribly weak against siege units. So they decided to concentrate their IQ on something that will beat all siege weapons. Here is a springald that will fire TWO spears in one go.
Mongol Units Overview
Mongols with guns require a very defensive gameplay. After receiving guns from their time traveling descendants, they lost all interest in horses and have focused their hours on improving their marksmanship instead (except the Khan who is naturally gifted in both). All mongol infantry is able to build defensive structures which helps them expand their temporary outposts that can overcome their terribly low HP.
The Khan: Rides a horse around with a customized assault rifle that fires three bullets in burst fire mode. Nothing special other than this, can be quite a threat to villagers mid/late game.
Assault Rifleman: Fires three shots of bullets in one go. Balanced and flexible in all aspects, but has low HP. Can build defensive structures and can sprint.
Machine Gunner: Fires dozens of bullets and can massacre groups of lightly armored units within seconds. Relatively slow moving and can set up to increase melee armor and improve shooting range.
Sniper: Fires one bullet from afar that can penetrate the thickest armor. Similar to the Assault Rifleman in all aspects except the gun is a sniper rifle. Useful against cavalry, but vulnerable to fast moving light armor units.
Flamethrower: Semi-siege unit that shoots a flamethrower that roasts everything from groups of units to buildings. High HP, high armor and high cost. Great against almost everything except springalds. Get those Field Medics onto this unit and you will get your bang for your buck.
Field Medics: Monks have been forced into the battlefield, with the sole focus of healing units. Much cheaper than traditional monks but with lower HP.
Shield Man: No sword, only fist and shield. Low damage and serves as the blockade behind which gun shootings Mongols cower behind. But only requires food to produce with great HP and armor.
Mortar Man: After relentlessly being harassed by runner zombies, Mongols have devised a way to get rid of them once and for all. Introducing the Mortar Man who fires mortar rounds from very far, with high AOE damage to light units. Not effective against buildings, and become dangerous in large groups. Very costly to produce.
Doom Slayer: The Doom Slayer has awakened to rip and tear enemy units with his Crucible. High damage, high armor / HP, fast moving, life leeching. Very high cost to produce. How can you stop him? Lots of crossbowmen, springalds, or high priests.
Machinegun APC: Think of a fast moving battering ram that can shoot a machine gun. Shreds lightly armored enemies and can transport own units quickly and deeply into the enemy base. High armor against range attacks, but very vulnerable to siege weapons.
Flamthrower APC: Same as the Machinegun APC but now armored with a flamethrower instead.
Outposts: Equipped with assault rifles than can be fired by garrisoned units. Can be upgraded to add machine guns or grenade launchers at high cost.
Bunker Gers: You can drop off resources here or garrison during emergencies. Also equipped with assault rifles that can be fired by garrisoned units, and can be upgraded to add machine guns or grenade launchers. After packing up to move, all upgrades are lost.
Field Hospital: Produces Field Medics and also has an aura that heals +1 HP per seconds for nearby units. Also boosts damage to those firing guns within the aura range.