Strengths
- Range.
- Cheap for a unique unit.
- Pairs with Briton foot archer bonuses.
unique · Castle · castle Age
Briton unique foot archer. Extra range is the whole identity.
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 map control by shooting first. Keep spears vs Knights.
Strategic advice built on verified armor classes and unit access. Not unconditional.
Skirmisher · cost-effective · can win in equal numbers
Still an archer. Skirms work. Range means you need to take the fight, not stare from 10 tiles away.
Mangonel · cost-effective · needs numbers, surround, or micro
Onagers punish the clump that Longbows like to stand in.
Knight · spends gold to win · can win in equal numbers
Knights win if they arrive. Briton range makes the arrival harder.
No published reverse rows yet. Use the strengths list above.
Range lets them fire more volleys before melee arrives. Skirmishers still have the archer bonus.
Verified fact from the aoe2techtree dat extract. Base stats, no civ bonuses.
| Unit | Age | HP | Attack | Range | Armor | Cost |
|---|---|---|---|---|---|---|
| Longbowman | castle | 35 | 6 pierce | 5 | 0/0 | 35w 40g |
| Elite Longbowman | imperial | 40 | 7 pierce | 6 | 0/1 | 35w 40g |
Foot archers and Skirmishers +1 range. Towers +2 attack.
+1/+2 range in Castle/Imperial for foot archers except Skirmishers.
These sit on top of the generic matchup, not inside it.
Only Britons train Longbowmen.
verified fact