[ AOE2 CIVILIZATION ]
Tatars
Steppe cavalry-archer civ with a gold-regenerating Keshik and an elevation bonus that rewards map-reading.
[ IDENTIDAD ]
Tatars are a cavalry-archer civilization with a hybrid economic twist. Their herdable and hunting bonuses accelerate the early game, their Keshik (Castle Age unique cavalry unit) regenerates gold while attacking — up to half its gold cost — which makes a Keshik mass self-funding under sustained pressure. Military units gain +25% damage when attacking from elevation, rewarding players who fight uphill in their favor. Their Trebuchets have +1 range (+2 with Timurid Siegecraft), which combines with a unique Tower bonus: Towers train Skirmishers AND Keshiks, turning defensive structures into mobile military producers. Tatars have a full cavalry archer line (with Parthian Tactics), Hussar, full camel line, and Hand Cannoneer + Bombard Cannon for gunpowder, but they stop at Cavalier (no Paladin) and Pikeman (no Halberdier). They lack eagles and elephants. The result is a B-tier open-map civ with a high skill ceiling — players who master hill positioning and Keshik gold management outperform the civ's raw statistics.
Datos clave
⚡ Civ bonuses
Consorts (Flaming Camel) available to all allies — Castle-age suicide anti-elephant unit produced at Castle when available.
Herdable animals (sheep, goats, turkeys, cows) contain +50% food.
Sheep carry 150 food instead of 100, effectively extending the early-game food supply and reducing time spent luring additional sheep.
Hunters (villagers on deer/boar/wild animals) work 50% faster.
Boar/deer lures and wild food collection complete roughly 33% quicker — measurable impact on Feudal timing.
Military units deal +25% damage when attacking from higher elevation.
On hills and ramps, any Tatar military unit (melee or ranged) deals 25% extra damage to targets below them. Stacks with the standard base-game elevation bonus (33% damage) for a combined effect.
Trebuchets gain +1 range (from 16 to 17).
Base Tatar Trebuchet fires one tile farther than standard. With Timurid Siegecraft, stacks to +2 (range 18).
Towers (Watch Tower, Guard Tower, Keep) can train Skirmishers and Keshiks.
Towers gain a unique production queue: Skirmisher line (feudal/castle/imperial variants) and Keshiks (castle onward). The tower garrison+production synergy gives defensive structures mobile counter-attack potential.
- · Paladin — Stop at Cavalier — cavalry caps below the top tier. Tatars are NOT a Paladin civ despite having knights; plays Keshik + Hussar instead.
- · Halberdier — Stop at Pikeman — vulnerable to Paladin mirrors and elephant civs despite having full camel line as partial mitigation.
- · Eagle line — N/A — steppe civ; no eagles expected.
- · Battle Elephant line — N/A — no elephant option; Flaming Camel is the anti-elephant tool.
- · Siege Onager — [VERIFY] — Tatars believed to stop at Onager. Siege limited to Onager + BBC.
- · Heavy Scorpion — [VERIFY — Tatars may lack Heavy Scorpion; confirm.]
- · Plate Mail Armor / Plate Barding Armor — [VERIFY — full armor list pending confirmation.]
- · Bracer — [VERIFY — believe Tatars have Bracer given CA identity; confirm.]
Keshik
Castle-age cavalry that regenerates gold while attacking; anti-cavalry hybrid raider
- · Core Castle-age raiding unit — regen gold funds continuous production
- · Anti-cavalry specialist in mirror matchups (vs Franks, Magyars, Lithuanians)
- · Trained from Towers + Castle — flexible production sites
Camello Llameante
Team-unique suicide anti-elephant unit; explodes on contact, dealing massive area damage to elephants
- · Suicide charge into massed elephant pushes — one Flaming Camel can trade positively vs 2-3 Elephants
- · Team game anti-elephant tool — Khmer, Bengali, Dravidian, Vietnamese BE matchups
- · Niche 1v1 use — occasionally deployed vs Persian War Elephant pushes
Armadura de Seda
Scout Cavalry line (Light Cav/Hussar) and Cavalry Archers gain +1 melee armor and +2 pierce armor.
When: Mid-Castle Age once Cavalry Archer production is online, or late Castle if planning a Hussar-heavy Imperial. On Arabia at 1500+ ELO, Silk Armor is a high-priority tech after Bloodlines + Forging + Thumb Ring.
Poliorcética Timúrida
Trebuchets gain +2 range (stacking with the civ bonus for a total of +3 range over default, reaching range 18). Villagers can construct Bombard Towers (if Chemistry + Tower prerequisites met).
When: Imperial, when transitioning to siege-heavy pushes or when defending behind walls. Not researched in pure-raid Tatar games.
🎯 Recommended build order
Scouts → Keshik + Castle Drop Option
Bracket 1300-1600Decide at ~15-16min between standard Keshik Castle or forward Castle drop based on map elevation.
Alternativa
M@A Archer Hybrid — Opponent scouted as archer civ (Britons, Mayans) — 56.7% WR small-sample bump per aoe2meta.com
❌ Common mistakes playing Tatars
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▸
Not luring boars early — wasting the 50% faster hunter bonus
Tatars' best early-game bonus is hunter speed; ignoring it means Feudal is slower than it should be.
fix:Lure both boars by minute 10 at latest. The bonus demands active food collection.
▸Attempting Cavalry Archer play without micro practice
CA kiting requires advanced micro; at 900 ELO it routinely fails.
fix:Stick to Knight + Keshik until 1100+ ELO. Simpler is better.
Want to know which ones YOU made in your last match?
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Tu Tatars en Arabia, Lowland, Steppe, Graveyards · Scouts opener → Castle Keshik → Imperial CA/Keshik/camel hybrid with Silk Armor. Push map ...
✅ Buen scout en min 3 — vista temprana del rival
⚠️ Playing on flat ground without hill awareness
→ Scout map for hills before Castle Age. Plan engagements on elevation.
❌ Drafting Tatars on Arena
Next match: Scouts opener → Castle Keshik → Imperial CA/Keshik/camel hybrid with Silk Armor. Push map control via raids; deny opponent booming. On hilly maps, bait fights uphill to force bonus activation.
This lands on your WhatsApp after every match
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As soon as we detect you started a ranked match, a strategic brief lands on you in ~10 segundos. We tell you who your rival is, what they usually do on that map,and what to adapt in your Tatars build order.
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Activar pregame briefs →Your rival picked Burgundians.
Play your standard plan and watch min 8-12 to react.
⚔️ Which civ will you face?
Tatars vs Burgundians
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Anti-cavalry specialist; Tatars rely on Keshik/Hussar/Camel, all cavalry-typed.
No Paladin mirror; only camel + Keshik covers.
Bonus damage vs cavalry shreds Keshik and camel.
High damage output shreds Tatar cavalry; hard counter to Keshik.
AoE on Keshik/CA clumps; Tatars lack Siege Onager to mirror.
Out-ranges Tatar CA; Bracer + Yeomen out-micros Silk Armor.
🗺️ Performance por mapa
Standard open map play. Hills bonus active on most Arabia rolls. Hunters + herda…
One of the worst Arena civs. No Paladin, no Halberdier, hills bonus inactive beh…
Herdables bonus helps early TC food; hunters bonus helps on forested maps. Caval…
Hills bonus irrelevant in corridor fights; no Paladin/Halberdier hurts late game…
Similar to Arena — closed map disadvantages Tatars' open-field identity. Bombard…
Hybrid map — cavalry archer play on land sides works. Tatar navy is weak but lan…
Weak navy; no water-specific bonus. Avoid.
Transport phase hurts cavalry civ. Land game arrives too late.
Mixed water/land; naval weakness limits impact.
Variance — on hilly rolls Tatars thrive; on flat rolls they underperform.
Open map with elevation favors Tatars' hill bonus. One of the civ's best maps.
Plays like Arabia with more terrain variance; Tatars' hill bonus active; favored…
Natural cavalry map; sparse woodlines reward raiders. Tatars thrive with Keshik …
Open map similar to Arabia — cavalry archer identity works.
Hybrid map; Tatars fine on land, weak on water.
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