Strengths
- Safe damage from range.
- Excellent vs spearmen and villagers.
- Scales with Ballistics, Thumb Ring, and Bracer.
archers · Archery Range · feudal Age
Core ranged line. Strong vs unarmored infantry and villagers. Weak vs Skirmishers, siege, and Knights that close.
Idle Villager is current for Update 177723, with minor updates through 180059. Facts on this page were checked on 2026-09-19. Counters are not unconditional. Numbers, upgrades, terrain, and micro change the fight.
Win Feudal and Castle fights by kiting melee. Always add a few spears vs Knights and a few Skirmishers vs enemy archers.
Strategic advice built on verified armor classes and unit access. Not unconditional.
Skirmisher · cost-effective · can win in equal numbers
Skirmishers are the cheap, equal-number answer to generic archers.
Knight · spends gold to win · can win in equal numbers
Knights that arrive win. They cost more gold. If the archers kite in a forest, they lose.
Mangonel · cost-effective · needs numbers, surround, or micro
One Mangonel shot can pay for itself against a clump. Equal numbers of Mangonels vs archers is the wrong framing.
None published in this category yet.
Archers are the clean answer. Pikes do not catch them.
Archers beat militia-line on open ground after Feudal.
Archers win if they are massed and not being raided.
Archers snipe monks that wander. Cavalry is still cleaner.
Camels have no pierce armor. Archers punish them if they are not mixed with Skirms.
Low pierce armor. Archers and Crossbows melt axes.
Low pierce armor. Archers farm Woads.
Pierce attack vs low pierce armor is free damage. Skirmishers have anti-archer bonus and high pierce armor, so the same arrows bounce. Knights close the 4 to 5 tile gap and one-shot archers.
Verified fact from the aoe2techtree dat extract. Base stats, no civ bonuses.
| Unit | Age | HP | Attack | Range | Armor | Cost |
|---|---|---|---|---|---|---|
| Archer | feudal | 30 | 4 pierce | 4 | 0/0 | 25w 45g |
| Crossbowman | castle | 35 | 5 pierce | 5 | 0/0 | 25w 45g |
| Arbalester | imperial | 40 | 6 pierce | 5 | 0/0 | 25w 45g |
+1 attack and range each.
Hits moving targets.
Faster, more accurate fire. Khmer and Britons lack it.
These sit on top of the generic matchup, not inside it.
Foot archers +1/+2 range in Castle/Imperial. Yeomen adds another +1 range to foot archers and Skirmishers.
verified fact
Have Arbalester and Bracer, but no Thumb Ring.
verified fact
No Arbalester and no Thumb Ring. Archer play is a Feudal or early Castle tool, not an Imperial plan.
verified fact
No Arbalester and no Thumb Ring.
verified fact