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Vikings

Dive Raze starts in Castle Age — feed them razes first.

Spawn unit Starting age Kills to Castle Kills to Imp Razes to vill Cap Interval
Berserk Castle 75 500 2 90 8 s

⚡ Quick reference

  • Baseline: free Wheelbarrow + Hand Cart, infantry +20% HP from Feudal, cheaper warships. UU Berserk (20 HP/min regen, 40 with Berserkergang). UTs Chieftains, Berserkergang, Bogsveigar.
  • Requiem v294: starting age Castle; kills-to-Castle 75; razes-to-vill 2.
  • CBA role: starts in Castle Age — feed them razes first.
  • Post-vill: Berserk + Spear + Archer-line + siege.
  • Weak vs: Hand Cannoneers, ranged kite.

📜 Deep playbook

🏛️ Standard DE profile

  • Civ bonuses:
  • Infantry +10%/15%/20% HP (Feudal/Castle/Imperial).
  • Wheelbarrow and Hand Cart free.
  • Warships (Longboat) fire faster, cost less (verify).
  • Docks cost –25%.
  • Team bonus: Docks +25% HP (or similar; verify current DE).
  • Unique units:
  • Castle UU: Berserk (regenerating heavy infantry).
  • Dock UU: Longboat (multi-projectile warship).
  • Unique techs:
  • Castle Age: Chieftains — Infantry deal bonus damage vs. cavalry.
  • Imperial Age: Berserkergang — Berserks regenerate faster.
  • Notable missing techs: no Camel line, no Halberdier (has Halb — verify current DE; Vikings have Halb), no Heavy Camel, no Paladin (Cavalier — wait, Vikings have NO Stable UU beyond basic; verify: Vikings have Cavalier but no Paladin), no Bracer, no Plate Barding Armor.
  • Wall availability: Palisade, Stone, Fortified.

🏰 CBA REQUIEM v294 profile

(v294 numbers: Fandom wiki, retrieved 2026-08-21)

  • Starting age: Castle (Requiem v294 start table).
  • Spawn unit: Berserk.
  • Spawn interval: 8 s per Castle.
  • Unit cap: 90.
  • Kills to Castle: 75.
  • Kills to Imperial: 500.
  • Razes to first villagers: 2.
  • Subsequent raze payoff: not listed in the v294 wiki table — ask in the Requiem Discord.
  • Free starting tech: Squires; Silver unique tech enabled in Imperial Age. Base civ free Wheelbarrow/Hand Cart irrelevant pre-villager.
  • Elite trigger: silver-UT flips Berserk to Elite Berserk.
  • Silver-UT unlock: not listed in the v294 wiki table — ask in the Requiem Discord.
  • Available buildings / disabled units after villagers: standard whitelist. No elephants. BBC availability not listed in the v294 wiki table — ask in the Requiem Discord (Vikings have BBC in DE — verify).

CBA role & archetype

  • Primary role: Regenerating melee bruiser. Berserk regens between fights, so Viking players can sustain more engagements than any other melee UU civ.
  • Secondary role: infantry HP bonus scales the entire post-villager comp.

🌅 Opening play (pre-villager)

  • Minute 0–3: set spawn mid, patrol into melee engagements. Berserk regens out of combat — pull back to regen between fights.
  • Preferred fights: melee balls, medium-armor targets. Berserk trades well due to HP bonus + regen.
  • Fights to refuse: mass ranged kite (Berserk regen doesn't help if you never disengage), Onager stacks.

⚔️ Kill accumulation strategy

  • Safest kill farm: melee UUs (TK, Samurai, Jaguar, Boyar melee).
  • Avoid feeding: kite civs, Mameluke (anti-cav bonus doesn't hit Berserk, but Mameluke still out-DPSes Berserk in melee).

🏚️ Raze allocation

  • Standard 1-raze pool. Vikings' infantry HP bonus scales their post-villager Halb/Champion comp strongly.
  • Feed razes normally.

👷 Post-villager composition

  • Wall order: backwall + front gate.
  • Standard build: 2 Barracks (Berserk + Halb + Champion), 1 Archery Range, 1 Stable, 1 Siege Workshop.
  • Imperial composition: Elite Berserk + Halberdier + Champion + Ram. Vikings have Champion with full infantry HP bonus — one of the strongest Champion civs. Add Onager vs. mass.
  • Silver-UT priority: Berserkergang (faster regen = more sustain in extended fights).

⚖️ Strong against / Weak against

  • Strong vs.: melee UUs, cavalry (Chieftains bonus), any comp that trades hits over time.
  • Weak vs.: mass ranged kite, Onager, Mameluke.

🤝 Team synergies

  • Best pairs: Britons (Longbow behind Berserk), Mongols (Mangudai behind Berserk), Ethiopians (Shotel dive + Berserk tank).
  • Conflicts: another slow melee civ (Vikings + Teutons = double slow front with no ranged).

🎮 Key micro rules

  1. Disengage to regen — Berserk's key strength.
  2. Front-tank Berserk.
  3. Post-villager Champion is elite due to HP bonus.
  4. Get Chieftains vs. cavalry teams.
  5. Spread vs. Onagers.

⚠️ Common mistakes

  • Never disengaging — regen is wasted if Berserk dies in every fight.
  • Skipping Champion post-villager (Viking Champion is top-tier).
  • Forgetting Berserkergang — the regen boost is huge.

🔒 Version-locked (Requiem v294)

  • Berserk regen rate has been tuned across DE patches; v294 may pin a specific value.

Appendix C — Group 4 summary table

Civ Spawn UU Archetype Raze priority Post-vill anchor
Poles Obuch Melee dive / anti-armor Standard Winged Hussar + Ram
Portuguese Organ Gun Ranged siege Priority BBC + HC
Romans Legionary (not listed in the v294 wiki table — ask in the Requiem Discord) Melee tank / aura Standard Scorpion + Legionary
Saracens Mameluke Anti-cav / raze Delayed Mameluke + CA + BBC
Sicilians Serjeant Melee tank Standard Serjeant + Cavalier
Slavs Boyar Heavy melee Priority Boyar + Halb + Onager
Spanish Conquistador Mounted range raze Delayed Conq + BBC + Paladin
Tatars Keshik Mobile self-fund Standard Keshik + CA
Teutons Teutonic Knight Tank Priority TK + Siege Onager
Turks Janissary Ranged gunpowder Priority Janissary + BBC + Heavy Camel
Vietnamese Rattan Archer Anti-archer kite Standard Rattan + Imp Skirm + SO
Vikings Berserk Regen bruiser Standard Berserk + Champion + Halb
  • Numeric values are from the Fandom wiki Requiem v294 table (retrieved 2026-08-21); verify against the live mod files before high-stakes tournament use.