Archers win Feudal and early Castle fights vs melee. Knights win vs archers that get caught. Making both is how you stop the opponent from picking the one unit that beats your first plan.
When to use it
Open maps. You opened Archery Ranges. They added Skirmishers, or you expect Castle Age cavalry, or you need something that can raid.
Suitable civilizations
Britons: stay on foot archers longer, but still need Knights or Cavalier as a tool. Franks: do not stay on archers. The Knight is the plan. Khmer: Arbalester without Thumb Ring, Cavalier with Bloodlines. Mongols: often skip this for Scouts into CA.
Map, mode, and patch
Open land 1v1. Upgrade holes are verified: Britons and Khmer miss Thumb Ring. Franks miss Arbalester.
Steps and priorities
- Mass archers with Fletching. Add a few spears vs Scouts.
- When they add Skirmishers, do not keep trading archers into Skirms. Add your own Skirmishers or click toward Knights.
- In Castle Age research Crossbow and Ballistics if you are still shooting.
- Place a Stable. Knights catch Skirmishers and raid. Keep a few spears so their Knights cannot do the same to you.
- Imperial Age: Britons can stay on Arbalesters and Longbows. Franks should be on Paladin. Khmer should decide Cavalier vs Scorpions, not both as a default.
Approximate timing
The switch happens when you see Elite Skirmishers, when gold is tight, or when you need to move across the map. There is no universal minute.
How opponents counter it
Pikes plus Skirmishers. Monks on the Knights. Onagers on the archer clump. A better Knight upgrade (Frank HP, Paladin).
How to adapt
If their Skirmishers win, the Knights had to come earlier. If their Knights win, you needed more spears or monks, not more ranges. If both of you have xbows, Ballistics and a Mangonel decide it.