AOE2 Guide
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Map guide

Black Forest

closed · large · 70,658 ranked games

Ranked · Win rate

Best civs on this map

Table view
  1. 1Turks58.75%383
  2. 2Bohemians56.37%502
  3. 3Portuguese55.99%359
  4. 4Khmer53.8%539
  5. 5Romans53.28%229
  6. 6Lithuanians52.45%204
  7. 7Japanese52.07%242
  8. 8Persians51.79%392
  9. 9Mongols51.49%538
  10. 10Celts51.43%280
  11. 11Britons50.96%575
  12. 12Vietnamese49.17%360
  13. 13Byzantines48.97%243
  14. 14Ethiopians48.89%225
  15. 15Goths48.1%316
  16. 16Teutons47.03%455
  17. 17Spanish46.97%330
  18. 18Cumans46.46%226
  19. 19Franks45.02%602
  20. 20Magyars43.17%227
  21. 21Chinese41.46%205
  22. 22Burgundians41.11%253

22 civs · Ranked by win rate · 50% = average. Source: aoestats.io ranked ladder archive (all-time)

Recommended Civilizations

Team Compositions

2v2

Flank

Infantry mass in the forest chokepoints. Goths produce cheap infantry endlessly; Teutonic Knights are nearly unkillable in narrow forest corridors.

Pocket

Boom into Imperial and mass unique units or gunpowder. Aztecs' Monks + unique units are dominant; Chinese get discounted tech; Bohemians get powerful gunpowder late game.

4v4

Flank

Infantry + siege at chokepoints. Koreans get cheaper towers for chokepoint fortification; Celts produce Siege Rams faster.

Pocket

Deep boom into Imperial Age. Slavs farm faster; Chinese have tech discounts. Mass unique units or gunpowder for a coordinated Imperial push.

Black Forest is defined by dense, nearly impassable tree coverage that creates natural chokepoints between bases. It strongly favors defensive booming — once the narrow gaps between forests are walled, bases become nearly impregnable. Games are slow and decided by whichever side breaks through with the strongest siege-and-army combination. Aggressive Castle drops and monk-siege rushes that bypass walls are the primary counters to a fortified position.

Opening

Walling chokepoints is the single most important early priority. Research Loom immediately and send forward villagers to block gaps — some high-level players send 2–3 starting villagers straight to the nearest gap before building any farms. In team games, coordinate gap assignments between players. Palisade walls suffice initially; upgrade to stone in mid-game. Once walls are secured, boom: build additional Town Centers, maximize villager production, and target a fast Imperial Age (around 30–32 minutes in skilled play). Economy upgrades (Horse Collar → Heavy Plow, Wheelbarrow → Hand Cart) take full priority. Mine gold and stone from within the safe enclosed area.

Mid game

The Castle Age is primarily a preparation phase — build economy, accumulate army, and reach Imperial Age upgrades before pushing. Trebuchets are the essential offensive tool and nearly always pivot any assault. Onagers and Bombard Cannons supplement Trebs for counter-siege. A common aggressive option in Castle Age is the castle drop: transport a villager near the enemy wall and fast-drop a Castle to threaten the chokepoint. Monk rushes (3 monks + 1–2 Mangonels) through a thin gap can be devastating if the wall is not fully sealed.

Watch out for

  • Leaving a 1-tile gap unwalled — scouts will find it and exploit it with a ram rush.
  • Forgetting team gap assignments — leads to permanent vulnerabilities on shared wall sections.
  • Castle drops near your chokepoints — opponent places a Castle just beyond sight range, then sieges the wall with Trebuchets.
  • Monk-and-mangonel sneaks — a small mobile force fits through partial gaps before you finish walling.
  • Booming into no military — if your wall is breached before you have an army assembled, your boom is useless.
  • Not transitioning to stone walls — all-palisade defenses collapse quickly to Battering Rams in Castle Age.