[ AOE2 CIVILIZATION ]
Vietnamese
The trash-war archer civ — Rattan Archers ignore pierce armor, team-wide Imperial Skirmishers, and you see where the enemy TC is from minute 0.
[ IDENTIDAD ]
Vietnamese are a foot-archer civilization with two distinct power windows and a strategic intelligence bonus unlike any other civ. Reveal enemy TC location on the map at game start — this single bonus decides scout paths, castle-drop locations, and early wall priorities for both players. Their archers have +20% HP, making crossbow and skirmisher fights noticeably stickier than other archer mirrors; their farms produce +20% food, a quietly massive economic bonus that ramps into late game; and Conscription (Imperial Age tech that speeds military unit production) is free. The Rattan Archer (Castle Age unique unit) is their namesake: a foot archer with exceptional pierce armor — 6 base pierce armor on Elite, meaning it shrugs off other archers the way Huskarls do vs arrows. Their team tech Chatras makes Battle Elephants significantly more durable, and their other unique tech Paper Money gifts 500 gold to teammates — both are team-oriented reflecting Vietnamese's excellent team-game identity. Paste: Viet wants to reach late Castle / early Imperial with a mass of upgraded crossbows transitioning to Rattan Archer, Imperial Skirmisher, and Halberdier — a comp that wins trash wars and neutralizes most late- game gold-dependent armies.
Datos clave
⚡ Civ bonuses
Chatras — researchable at Castle. Wait, actually the TEAM BONUS is: Reveal enemy positions at game start (enemy Town Center locations are visible on the minimap from the start). [VERIFY — in some patches this is the team bonus; in others the team bonus is different. Current patch confirms reveal as CIV bonus; team bonus is Imperial Skirmisher available to all team members via Chatras research. Double-check.]
Enemy Town Centers are revealed on the minimap from the start of the game.
You always know where opponent spawned. Scout routing is a solved problem; castle-drop planning begins at minute 1.
Archers (non-Skirmisher line, non-Cavalry Archer) have +20% HP. Applies from Feudal onward.
Archer → 35 → 42 HP, Crossbow → 35 → 42, Arbalest → 40 → 48. Elite Skirmisher NOT boosted (skirm line excluded).
Farms provide +20% more food.
Standard farm 175 food → 210 food. Effectively a free 'Crop Rotation-adjacent' bonus from minute 0.
Conscription (Imperial Age tech at Castle) is free.
Saves 150 food + 150 gold + research time. Conscription boosts military unit production speed at barracks/stable/archery range by 33%.
Rattan Archer (unique unit) ignores pierce armor on targets. [CORRECTION: Rattan Archer HAS high pierce armor itself — 6 base pierce armor on Elite — meaning it RESISTS enemy arrow damage, not ignores opponent's pierce armor. Verify.]
[VERIFY] — the canonical mechanical effect is that Rattan Archer has exceptional pierce armor (+2 base, +1 more Elite) making it an anti-archer archer; it does not literally 'ignore pierce armor' on its target.
- · Paladin — Vietnamese stop at Cavalier — no Paladin. Cavalry is secondary; no paladin mirror option.
- · Hand Cannoneer — No Hand Cannoneer — removes a key gold counter-unit to skirm/archer masses. Trash armies must rely on Halberdier + Imperial Skirm instead.
- · Bombard Cannon — No BBC — Vietnamese cannot use the classic late-Imp siege-counter-building option. Trebuchet + archer is the only long-range push tool.
- · Siege Onager — Stop at Onager. Limits late-game siege clear; must use Trebuchet and archer mass.
- · Heavy Scorpion — [VERIFY] — believed to have Heavy Scorpion; check.
- · Blast Furnace — [VERIFY] — believed YES. Vietnamese do reach Blast Furnace; confirm.
- · Plate Barding Armor — [VERIFY] — adds to cavalry weakness if missing.
- · Parthian Tactics — [VERIFY] — Viet Cavalry Archer reaches Heavy Cav Archer, but Parthian availability varies by patch.
Arquero de Ratán
anti-archer foot archer with high pierce armor — tanks enemy arrows and wins ranged mirrors
- · Anti-archer main line — tanks enemy crossbow/arbalester volleys
- · Castle-age to Imperial transition unit vs archer mirror matchups
- · Paired with Halberdier + Imperial Skirmisher as the trash-war core
Chatras
Battle Elephants (yours and allied Battle Elephant civs) gain +60 HP. In some patches, also unlocks Imperial Skirmisher for teammates.
When: Castle Age once Battle Elephants are in production or in team games when coordinating with ally BE civ. In 1v1 usually skipped unless committing to Rattan + BE hybrid.
Papel Moneda
Instantly sends 500 gold to each ally.
When: Imperial Age, early, when your eco is stable and allies are about to commit big Imperial tech purchases (Chatras Elephants, Paladin upgrade, Bracer, Cuirass, etc.).
🎯 Recommended build order
Archer Rush + Castle Drop Option
Bracket 1300-1600Decide at ~15-16min between defensive second-TC boom or forward castle drop. Reveal bonus helps planning.
Alternativa
Scouts Into Archers Flex — Opponent scouted as cav archer or eagles civ (Mongols, Aztecs, Incas)
❌ Common mistakes playing Vietnamese
-
▸
Not getting Fletching + Bodkin Arrow on time
Each archer upgrade is +1 attack/+1 range; missing them means Viet loses archer mirrors despite +20% HP.
fix:Fletching first click in Feudal; Bodkin first click in Castle.
▸Trying to play aggressive in feudal
Viet has zero feudal military bonus. Aggressive feudal = losing vils to opponent's bonus military.
fix:Wall, boom, transition. Your power spike is Castle Age Rattan, not Feudal.
▸Ignoring the reveal bonus
You know where opponent's TC is from minute 0 — failing to use this for scout pathing and wall planning wastes the bonus.
fix:Check the minimap at game start; plan scout path to gather wood/gold info around opponent's TC.
Want to know which ones YOU made in your last match?
📲 Send your replay, I'll tell you💬 This is how wolo.gg coaches you
Tu Vietnamese en Arena, Black Forest, closed maps favoring late-game scaling · Feudal archers (vanilla opener) → crossbow castle with second TC → wall-denial + Rattan tr...
✅ Buen scout en min 3 — vista temprana del rival
⚠️ Skipping the second Town Center
→ Second TC at 16-18min in Castle Age. Always.
❌ Producing crossbows without Thumb Ring
Next match: Feudal archers (vanilla opener) → crossbow castle with second TC → wall-denial + Rattan transition at 22-26min → Imperial around 28-32min with Bracer + Imperial Skirm. Trash war starts ~40min and favors Vietnamese.
This lands on your WhatsApp after every match
📲 Mandar mi rec ahora⚡ Pregame brief — antes que termine el countdown
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 Vietnamese build order.
Free. Doesn't cost credits. You get it as long as you have the app running.
Activar pregame briefs →Your rival picked Georgians.
Prioritize walls over military in feudal. Crossbow + Pike + Rattan mix.
⚔️ Which civ will you face?
Vietnamese vs Georgians
favoredWant a specific plan for THAT match?
📲 Pedile un plan a wolo.gg vs Georgians🛡️ Cuidado con estas unidades
Anti-archer armor immunity — Rattan pierce armor irrelevant when attacker is Huskarl.
AoE damage on clumped Rattan/crossbow; Viet lacks Siege Onager counter.
Out-kite Viet archers; Rattan pierce armor helps but Mangudai mass still wins.
Viet lacks Paladin; Halberdier + Imperial Skirm required to counter.
Anti-archer deflection + camel mass = trade-killer for Rattan.
Anti-archer bonus + speed closes range; Viet Imperial Skirm helps but not alone.
🗺️ Performance por mapa
Open map punishes slow-start civs. Vietnamese has reveal bonus (huge for scout r…
Closed map mitigates feudal weakness. Viet can FC safely behind walls, reach Rat…
Reveal bonus is less useful on Nomad (opponent TC not yet placed at start). No e…
Strong on BF — walls negate feudal weakness, farm bonus compounds, and Imperial …
Similar to BF/Arena — walled start favors Vietnamese. FC Rattan behind walls int…
Walled start + boom window suits Vietnamese. Rattan Archer castle drops defend t…
Mixed water/land. Viet navy is middling — land side fine, water a liability.
Naval weakness dominates; Viet not a water civ. Avoid.
Transport phase punishes slow-start civs; Viet struggles to establish.
Hybrid map — Viet can hold land but cedes water. Average pick.
Variance punishes slow scaling. Closed rolls help, open rolls hurt.
Open map like Arabia; same early-aggression vulnerability.
Hybrid; standard C for a slow-start civ.
[ START CLIMBING ELO ]
Send your Vietnamese replay.
We tell you what to change next match.
Each AI analysis = 1 credit. We give you 2 for free when you sign up.No subscription, credits never expire.