Infantry: Militia - Man-At-Arms - Long Swordsman -
2Handed Swordsman - Champion
- Spearman - Pikeman -
Beserker -
Samurai - Teutonic Knight
- Throwing Axeman - Woad
Raider - Huskarl Archers:
Archer - Crossbowman - Arbalest -
Skirmisher - Elite Skirmisher - Cavalry Archer -
Heavy Cavalry Archer -
Chu Ko Nu - Janissary - Longbowman
- Mangudia
Cavalry:
Scout Cavalry - Light Cavalry - Knight -
Cavalier - Paladin - Camel - Heavy Camel
- Cataphract - War Elephant -
Mameluke
Siege:
Scorpion - Heavy Scorpion - Bombard Cannon
- Battering Ram - Capped Ram - Siege Ram -
Mangonel - Onager -
Siege Onager - Trebuchet Packed
- Trebuchet Unpacked
Ships: Galley
- War Galley - Galleon - Fire Ship - Fast Fire
Ship - Demolition Ship - Heavy Demolition Ship -
Cannon Galley -
Long Boat
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
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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Militia
B
AR 2
LOS 4
|
60F,20G |
4 |
40 |
0 |
0 |
- |
M
0.9 |
:21 |
- |
Man-at-Arms
B AR 2
LOS 4 |
60F,20G |
6 |
45 |
0 |
0 |
- |
M
0.9 |
:21 |
+1 building damage |
Long Swordsman B
AR 2
LOS 4 |
60F,20G |
9 |
55 |
0 |
0 |
- |
M
0.9 |
:21 |
+2 building damage |
2Handed Swordsman B
AR 2
LOS 5 |
60F,20G |
11 |
60 |
0 |
0 |
- |
M
0.9 |
:21 |
+3 building damage |
Champion
B
AR 2
LOS 5 |
60F,20G |
13 |
70 |
1 |
0 |
- |
M
0.9 |
:21 |
+3 building damage |
Spearman
B
AR 3
LOS 4 |
35F,25W |
3 |
45 |
0 |
0 |
- |
M
1.0 |
:22 |
+15 horse/camel
+30elephant |
Pikeman
B
AR 3
LOS 4 |
35F,25W |
4 |
55 |
1 |
0 |
- |
M
1.0 |
:22 |
+22 horse/camel
+44elephant |
Throwing Axeman C
AR 2
LOS 5/6el |
55F,25G |
7
8el |
50
60 |
0 1el |
0 |
3
4el |
M
0.9 |
:17 |
1st blow vs cav&infantry except Mameluke.
+1/+2 building damage |
Samurai
C
AR 2***
LOS 4/5el |
60F,30G |
8
12el |
60
80 |
1 1 |
0 |
- |
M
0.9 |
:16 |
+5/+6 UU damage
+2/+3 building damage |
Huskarl
C
AR 2
LOS 3/5el |
80F,40G |
10
12el |
60
70 |
0 |
4
6el |
- |
M
0.9 |
:26
:16el |
+2/+3 building damage
+3/+4 archer damage |
Woad Raider
C
AR 2
LOS 3/5el |
65F,25G |
8
13el |
65
80 |
0 |
0 |
- |
M
1.04 |
:16 |
+/2/+3 building damage |
Teutonic Knight
C
AR 2
LOS 3/5el |
85F,40G |
12
17el |
70
100 |
5 10el |
2 |
- |
S
0.65 |
:19 |
+4 buildind damage |
Berserk
C
AR 2
LOS 3/5el |
65F,25G |
9
14el |
48
60
*** |
0 2el |
0 |
- |
M
0.9 |
:16 |
+2/+3 building damge
Heals over time. |
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Check out the Tactics and
Strategies Section for more information Tactics. |
Infantry Techs
Forging +1 attack / Scale Mail Armor +1/+1 armor (Feudal
Age), +1attack Iron Casting / +1/+1 armor Chain Mail Armor (Castle Age), +2
attack Blast Furnace / +2/+2 armor Plate Mail Armor (Imperial Age) at the
blacksmith. Tracking +2 LOS (Feudal Age) and Squires 10% faster (Castle Age) at the
Barracks. Conscription at your castle (Castle Age) units created 33% faster.
Faith +50% conversion resistance at
the monastery. |
Militia - Dark Age
unit. Upgrades to Man-at-Arms for 60F, 20G in feudal Age. Strong vs
Skirmishers,Light Cavalry,Camels. Weak vs Archers, Cavalry Archers, Scorpions,
Mangonels, Cataphracts. Most players avoid building this unit because it slows their
Feudal and castle times down. Good scouting
will reveal any need to build this unit for defensive purposes early on in the game.
Sometimes I build a few of these in the Dark age to clean out a pack of wolves -
send them to the nearest enemy camp to chase away villagers from outlying food supply
- and just to harass the enemy. If you are planning a Feudal Rush its a good
idea to start making these in late dark age. |
Man-at-Arms
- Feudal Age unit. Ugrades to Longswordsman for
200F, 65G in Castle Age. Strong vs
Skirmishers, Light Cavalry, Camels. Weak vs Archers, Cavalry Archers, Scorpions,
Mangonels, Cataphracts. The first hand-to-hand unit that can
inflict some real damage. Most Feudal rushes will have some of these guys.
Whether your Feudal rushing with archers or
scouts include some MAA units since you already have a barracks. Not the best
unit for defence against archer rushes, especially in mid feudal age when your opponent
has little micromangment to do in his town and can play the dance hit and run
strategy. |
Long Swordsman - Castle
Age unit. Upgrades to 2Handed Swordsman for 300F, 100G in Imperial Age.
Strong vs Skirmishers, Light Cavalry, Camels. Weak vs Archers, Cavalry Archers,
Scorpions, Mangonels, Cataphracts. In early/mid Castle Age are where this unit is
most effective, because barracks units are available sooner and created faster than
archers (1/4 faster) and knights (1/3 faster) Later in Castle Age beware of
siege, knights, archers, UU. |
2Handed Swordsman
- Imperial Age unit. Upgrades to Champion
for 750F, 350G. Strong vs Skirmishers, Light Cavalry,
Camels. Weak vs Archers, Cavalry Archers, Scorpions, Mangonels, Cataphracts.
Large numbers of these can overwhelm any civ. Upgrade to champion ASAP. |
Champion - Post Imperial Age
unit. Strong vs Skirmishers, Light Cavalry, Camels. Weak vs Archers, Cavalry
Archers, Scorpions, Mangonels, Cataphracts. If used in greater numbers this unit
dominates the battle field. Beware of large formations of Elephants, Teutonic
Knights and Cataphracts. All these civilization should get the Champion upgrade
because of there civ bonus: Celts - 15% faster infantry, Goths 25% cheaper infantry,
Japanese 25% faster attack rate and Vikings 25% hit points. |
Spearman - Feudal Age
unit. Ugrades to Pikeman for 215F, 90G. Strong vs skirmishers, stable units
and elephants. Weak vs Weak vs Swordsman/infantry
UU, Archers, Scorpions, Mangonels, Cataphracts. Single purpose unit- kill
stable units & elephants. Upgrade to Pikes ASAP. |
Pikeman - Castle Age unit. Strong vs skirmishers, stable units and elephants. Weak vs Weak vs Swordsman/infantry UU, Archers, Scorpions, Mangonels,
Cataphracts. Single purpose unit- kill stable units & elephants. In
just about every game you will need some of these sooner or later unless your using allot
of camels. 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, build this one. Groups of Pikeman Defeat equal groups of
Elite Skirmishers. |
Throwing Axeman - Castle
unit. Upgrade to elite for 1000F, 850G. Strong vs Barracks units and
skirmishers. Weak vs archers. Allot of Frank players ignore this unit
in favor of their cavalry units. This unit gets the first attack in most
hand-to-hand combat situations (Mamelukes also have a ranged attack). Works great as
a second line in a formation inflicting more damage than allot of archer units would and
can fight at close range equally as good, unlike most later archer units that have a
minimum range. |
Samurai - Castle
unit. Upgrade to elite for 950F, 875G. Strong vs infantry and UU.
Weak vs archers. This is a must have for Japanese players. UU (including Longboats)
are defeated 1v1 (except War Elephants, Teutonic Knights). |
Huskarl - Castle
unit. Upgrade to elite for 1200F, 550G. Strong vs archers,skirmishers
TC, towers castles. Weak vs swordsman. Only build this unit in great numbers
if your facing an archer threat. |
Woad Raider - Castle
unit. Upgrade to elite for 1000F, 800G. Strong vs skirmishers,
camels and light cavalry. Weak vs, Archers,
cavalry archers, Scorpions, Mangonels and Cataphracts. A very fast infantry unit
great for hit and run tactics. |
Teutonic Knight - Castle unit. Upgrade to elite for 12007, 600G. Strong vs
swordsman, skirmishers and stable units. Weak vs,
Archers, cavalry archers, Scorpions, monks and Mangonels. Don't use this unit for
defense. This unit works best when the enemy is forced to stay and fight ( such as
in his town). |
Berserk - Castle
unit. Upgrade to elite for 1300F, 550G. Strong vs skirmishers, camels
and light cavalry. Weak vs, Archers, cavalry
archers, Scorpions, Mangonels and Cataphracts. Heals over time. This is nice
when no monks or buildings are around to heal in. |
More Unit
Breakdowns - Archers - Cavalry
- Siege - Ships - Attack Buildings - Villagers+ Main Page |
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