Tang/Strategic Overview


 * Strengths: Very adept at booming. Vast number of units make the Tang a highly versatile faction.
 * Weaknesses: Army is middling only in power, too dependent on light infantry and cavalry, very predictable gameplay.

For most of history until the Industrial Age, China was the world's premier civilisation and in Swords of the Prophets, the Tang are no different. They are depicted as having a vast number of different units, as well as good economic bonuses that facilitate the early game. Many players are reluctant to refuse the Tang's ability to instantaneously create civilian units for resource gathering. This ability, thus allows them a greater edge, being capable of boosting their economy faster, as well as fine-tuning it to perfection whereso needed.

While they do not rely on archers as much as say, the Han, Song and Ming many centuries earlier or later (or even gunpowder weapons for that matter) what the Tang do possess is a vast number of mercenary units and a highly variegated number of regular units. Coupled with the immense resources that a Tang player can command, just like the Ming or the Achaemenids, a Tang player thus has more than enough counter-units that with shrewd application can easily defeat any other faction in the game.

So while the variegated nature of the Tang army can bedazzle many opponents, there are several glaring issues. The first is the Tang's heavy reliance on mercenaries. Mercenaries, while powerful, have lower i-war value than conventional standing armies. For this reason, the use of spies to turn Tang armies is highly recommended. Secondly, the Tang army may have good cavalry and some infantry, but therein lies the problem — other factions are not as variegated as Tang's roster, yet often field superior units that perform better than Tang's own elite units. For instance, the Turks and Persians often have better cavalry units that can best those of the Tang's in the field through cost and speed. In a battle against other factions, such as the Byzantines and the Norse, Tang footmen usually will have nothing going for them save cost. And while the Tang are adept on the high seas, they do not have access to the War Junk, and the Norse Longboat and Karve, although seemingly fragile, are often more cost-effective. So the best way to destroy a Tang player is either to gang up against them, or to fight and defeat Tang's units in detail. If the Tang charge with cavalry, prepare your archers and spearmen to receive them. If you see light infantry approaching, send in fast light cavalry which can outrun those of Tang. Ultimately the best weapon for use against the Tang is a generic mediaeval mix of spears and bows, protected by swordsmen and good anti-siege weapons.

Thus, for Tang, each game essentially becomes one in which sheer numbers are simply required in order to save the day, Use the Tang aggressively, and without prejudice, and endeavour to force your opponent to submit as soon as possible instead of winning each battle.