Units
| Name | Units Covered/Description |
| Base Stats |
The base stats of all units |
| Swordsmen |
Militia, Man-at-Arms, Two-Handed Swordsman, Long Swordsman, Champion |
| Archers |
Archer, Crossbowman, Arbalest |
| Trebuchets |
Trebuchet |
Swordsmen
Militia units are the most primal of attack units. Using only brute strength,
Militia units just club at the enemy at close range as opposed to using a fancy
bow. They are the first military unit that you can create, making them useful
for early rushes. The force of Militia units in numbers is unmatchable by other
units in the Dark Age, especially when the opponent's buildings are not in range
of their Town Center. Such buildings are prime targets for Militia bands, and
when the opponent runs out of their own Militia they are crippled. To recover and
prevent such an attack, the recoverer must build their buildings near their Town
Center and make sure their army is strong.
When they are upgraded to Men-at-Arms, they become much stronger. A Man-at-Arms
rush is much more effective than a Militia rush, although in the Feudal Age
60 food and 20 gold is very precious and can go toward the Castling Fund.
In the Castle Age, Long Swordsmen are priceless when used in conjunction with
mounted units. They can take out Pikemen and Camels with ease; rushing with them
and a mounted archer force (like Mangudai) can be very effective.
Once in the Imperial Age, 2-Handed Swordsmen become priceless. They protect
everything from Pikemen rushes, and are very cheap. A small tactic is the upgrade
while you run: Build 2-Handed Swordsmen then move in towards the enemy's base.
While waiting, you can upgrade them to Champions; saving much needed time!
The disadvantage of Militia units is that they're sitting ducks to archers.
They also they are sort of weak but as time progresses such footmen can prove
to be useful.
The advantage is the power of these units. When no opposing unit is in the
Militia band's way, they can take down buildings pretty well.
The strongest point of a Militia is the ability to take out sieges and
Trebuchets when up close.
The weakest point of a Militia is the inability to attack from a range.
| Built at
| Barracks
| | Strong against
| Siege Weapons (when up close and when against Trebuchets), Skirmishers and
Spearmen |
| Weak against
| Range Units (in general)
| | Upgrades
|
Unit Upgrades; Men-at-Arms, Long Swordsmen, Two-Handed Swordsmen,
Champions (Barracks)
Attack; Forging, Iron Casting, Blast Furnace (Blacksmith)
Armor; Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
(Blacksmith)
Sight; Tracking (Barracks)
Speed; Squires (Barracks)
Creation Speed; Conscription (Castle)
Resistance to Conversion; Faith (Monastery)
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