UNIT · BURGUNDIANS
Flemish Militia
A temporary infantry army created by Burgundian research, useful for a sudden surge in defenders.

Overview
A temporary infantry army created by Burgundian research, useful for a sudden surge in defenders.
Availability and investment
Flemish Militia becomes available in Feudal Age. Its listed production context is Burgundians. The listed cost is 35 Food, 25 Gold and the training time is not separately recorded. This tells you when it can first join an army and which resources must be reserved alongside Villager production, upgrades, and other military lines.
Combat profile
The available combat values are included here so the numbers can be read as a profile rather than an isolated list. Hit points and armor describe how long the unit can remain exposed; attack and any bonus damage describe what it threatens; range, reload, accuracy, and movement describe how reliably it can engage or disengage. A value shown for a whole upgrade line applies to the listed stages as recorded, so compare the stage names instead of treating the line as one base unit.
- Melee armor: 1
- Pierce armor: 1
- Line of sight: 7
- Reload time: 2 seconds
- Movement speed: 0.94
Field use
Use it to hold space, protect support units, or pressure an opponent that cannot kite it safely. The listed armor and bonus-attack classes determine which opponents it can trade with efficiently.
Armor classes and counters
Armor-class bonuses are separate from base attack and the target’s melee or pierce armor. The class list below shows the unit’s documented combat categories and bonus-damage relationships; use it to judge matchups instead of relying on the unit label alone.
- Armor class: Infantry
- Armor class: Unique unit
- Flemish Militia deals +2 bonus damage to units in the Shock infantry class
- Flemish Militia deals +8 bonus damage to units in the Cavalry class
- Flemish Militia deals +6 bonus damage to units in the Camel Units class
- Flemish Militia deals +6 bonus damage to units in the Elephant Units class
- Flemish Militia deals +6 bonus damage to units in the Ship class
Related unit plan: Flemish Militia decisive-surge plan
Flemish Militia can create a sudden infantry mass that trades well against many foot units and siege. Their gold cost makes them a commitment for a decisive timing, not a cheap replacement for Spearmen Use the Militia surge when the opponent’s army or defenses are vulnerable to a large infantry wave. Keep them together, cover their approach with ranged units, and use the temporary numbers advantage to clear a position or protect siege They consume gold and can lose value if the opponent has time to prepare a dedicated counter. Do not trigger the infantry surge without a target or assume the units are a cost-efficient long-term army
Battlefield role and use
A temporary infantry army created by Burgundian research, useful for a sudden surge in defenders. Available in the Feudal Age. Training cost: 35 Food, 25 Gold. Use its listed battlefield role to decide when to add it: compare the opponent’s composition, the target it can threaten, and the support needed to keep it effective.
Base unit statistics
- Age
- Feudal Age
- Reload time
- 2 seconds
- Movement speed
- 0.94
Base values before civilization bonuses or researched technologies.
- Focus
- Distinctive unit · Burgundians
- Signature / category
- Burgundians
- Release / context
- Civilization roster
- Region
- Burgundians
- Classification
- Unique units