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  -
                                                     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.
tactics.gif (3258 bytes)       Check out the Tactics and Strategies Section for more information Tactics.
technologies.gif (5498 bytes)                       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