Click on a unit
below or on a units name for detailed information. Infantry, Archery, Cavalry, Siege, Ships, Castle, Town Center, Towers, Villagers ++. Note: Because Castles, Towers and Town Centers have an attack value I have included them in the units section. If a units appearance does not change by upgrading, only one images of the unit is provided, but a full breakdown is provided in the details section. |
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Infantry: Militia - Man-At-Arms
- Long Swordsman - 2Handed Swordsman - Champion
- Spearman - Pikeman - Beserker - Archers:
Archer - Crossbowman
- Arbalest - Skirmisher
- Elite Skirmisher - Cavalry Archer - Heavy
Cavalry Archer - Cavalry:
Scout Cavalry - Light Cavalry - Knight -
Cavalier - Paladin - Camel - Heavy Camel
- Cataphract - War Elephant -
Siege: Scorpion - Heavy Scorpion
- Bombard Cannon - Battering Ram - Capped Ram -
Siege Ram - Mangonel - Onager - Ships: Galley
- War Galley - Galleon - Fire Ship - Fast Fire
Ship - Demolition Ship - Heavy Demolition Ship -
Cannon Galley - Attack Buildings: Town Center - Castle - Watch Tower - Guard Tower - Keep - Bombard Tower Villagers & Other Units: Villagers - Fishing Ship - Trade Cart - Trade Cog - Transport Ship - Monk - King |
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Key Ar - Attack Rate per second ( if a unit has an Attack Rate of 2, this means he attacks once every 2 seconds). LOS - Line Of Sight(how far a unit can see per game tile). F - Food. G - Gold. W - Wood. S - Slow moving unit. M - Moderate moving unit. F - Fast moving unit. el - Elite Unit. 0:00 - Minutes/Seconds. 0.00 How fast a units moves per game tile, per second. *** - Plus Civilization Bonus. |
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Archer Techs Feudal Age - Fleching +1 attack/range, Padded Archer Armor +1 armor +1 piercing armor. Castle Age - Bodkin Arrow +1 attack/range, Leather Archer Armor +1 armor +1 piecing armor, Ballistics track moving units. Imperial Age - Bracer +1 attack/range, Ring Archor Armor +1 armor +2 piercing armor, Chemistry +1 attack (required for gunpowder units). |
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Archer - Feudal Age unit. Upgrades to Crossbowman for 125F, 75G in Castle Age. Strong vs barracks units, cavalry archers, Monks, Teutonic Knights and War Elephants. Weak vs skirmishers, knights, mangonels, Woad Raiders and Huskarls. The first archer unit available. If your going to Feudal rush with archers, make sure you build allot of them, and a few militia to kill the enemy skirmishers. A few well placed towers can defeat early archer rushes because they must stand still and fire they take more hits than other units. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crossbowman - Castle Age unit. Upgrades to Arbalest for 350F, 300G in Imperial Age. Strong vs barracks units, cavalry archers, Monks, Teutonic Knights and War Elephants. Weak vs skirmishers, knights, mangonels, Woad Raiders and Huskarls. Archers no longer rule the 3rd age as they did in Rise of Rome. Unless your enemy is defenseless or you have at least 2 to 1 odds, armies composed of just archers die very easy. Critical mass can be achieved ( enough archers to kill everything that comes at them, taking little or no damage to themselves) but it is much more resource intensive and takes longer than in previous AOE games. Archers are great at : supporting other units from the second line in battle, defense behind walls, buildings or in towers, they can take advantage of terrain using cliffs (attack bonus) or use trees to limit exposed areas of their formation to the enemy. Don't use archers to destroy buildings (unless you are the Mongols), take way to long. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Arbalest - Imperial Age unit. Top of the line bow unit from the archery range. Strong vs barracks units, cavalry archers, Monks, Teutonic Knights and War Elephants. Weak vs skirmishers, knights, mangonels, Woad Raiders and Huskarls. This is a must have if your using an archer civ like Britons or if your strategy involves use of archers in large numbers. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hand Cannoneer - Imperial Age unit. Requires Chemistry Technology. Does not receive archer attack upgrades, but gets all the defensive upgrades. Cost 450F,200G. Strong vs barracks units, Monks, Teutonic Knights. Weak vs archers and magonels. Slow Firing unit with a big punch(17 attack) Powerful close attack, inaccurate at range. Need to win those close hand to hand combat battles, put some of these guys behind your front line. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Longbowman - Castle unit. Elite upgrade for 850F,850G. Strong vs barracks units, cavalry archers, Monks, Teutonic Knights and War Elephants. Weak vs skirmishers, knights, mangonels, Woad Raiders and Huskarls. Has the longest range of any archer unit. Minion converts form AOE1 love this unit. If your opponent builds this unit exclusively counter with rams. He may just run away, but you can then proceed to destroy his town. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Chu Ko Nu - Castle unit. Elite upgrade for 760F,760G. Strong vs barracks units, cavalry archers, Monks, Teutonic Knights and War Elephants. Weak vs skirmishers, knights, mangonels, Woad Raiders and Huskarls. At first glance this archer seams like the most powerful archer unit with 3 arrows fired at a time, however it has a long gap between firing (3 seconds) and in my personal testing of the unit it misses with all 3 arrows 15% / 2 arrows 33% / 1 arrow 65% on each firing. The combination of a long gap in firing and arrows missing their mark reduces this unit to more like 3 x 2 instead of 3 x 3. This unit is most effective firing into large tightly pack units like infantry, where missed arrows may hit a unit close to the intended target. When attacking this unit spread your formations out. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Janissary - Castle unit. Elite upgrade for 850F,750G. Strong vs barracks units, Monks, Teutonic Knights. Weak vs archers and magonels. Does not receive archer attack upgrades, but gets all the defensive upgrades. Highest attack value of any archer unit(18 elite Imperial Age). Slow Firing unit with a big punch, powerful close attack, inaccurate at range. With a 15 attack and 8 range in castle age you can mow down just about anything if you mass allot of these. One of the best defences against this is archers and mangonels. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Skirmisher - Feudal Age unit. Upgrade to elite skirmisher for 250W,160G. Strong vs archers, Monks and cavalry archers. Weak vs barracks and magonels. Single purpose unit, to kill archers. If you enemy is building archery ranges outside of your town start building thes dudes. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Elite Skirmisher - Castle age unit. powerful anti Bow archer unit. Strong vs archers, Monks and cavalry archers. Weak vs barracks and magonels. Single purpose unit, to kill archers. If the game every gets to a point where the gold is all mined and there is nothing in the reserves and you need to build a wood based unit as the back bone of your army, don't build this one. Build Pikeman. Groups of Pikeman Defeat equal groups of Elite Skirmishers. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Cavalry Archer - Castle Age unit. Upgrades to Heavy Cavalry Archer for 900F, 500G. Strong vs swordsman, Monks,Teutonic Knights and War Elephants. Weak vs Archers Skirmishers and Light Cavalry. What a difference from previous version of AOE where Chariot Archers and Horse where a sizable part of most armies. In AOK Cavalry archers are seldom used (except random civ games when someone gets Mongols as a civ). This may be the only unit that is not quit balanced properly. The only time I use cavalry Archers is when I do a Castle Rush (I can micromanage the Cav Archers easily killing Pikeman while my knights hunt down villagers) or with the Mongols (see Mangudia below). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Heavy Cavalry Archer - Imperial Age unit. Strong vs swordsman, Monks,Teutonic Knights and War Elephants. Weak vs Archers Skirmishers and Light Cavalry. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mangudia - Castle unit. Upgrades to Elite for 1100F,675G. Strong vs siege weapons, swordsman, Monks,Teutonic Knights and War Elephants. Weak vs Archers Skirmishers and Light Cavalry. I Personally feel the Cavalry Archers and Mangudia are a little under powered. This is a hard unit to work as is the Mongol Civilization. However for more advanced players, the Mongols with their Light Cavalry and Mangudia unit can be dominate fast moving hit and run civ. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
More Unit Breakdowns - Infantry- Cavalry - Siege - Ships - Attack Buildings - Villagers+ Main Page | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||