UNIT · GOTHS
Huskarl
Heavily protected infantry designed to advance through archer fire.

Overview
Heavily protected infantry designed to advance through archer fire.
Availability and investment
Huskarl becomes available in Castle Age. Its listed production context is Goths. The listed cost is not separately recorded and the training time is 13 seconds. 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 attack: 10
- Hit points: 60
- Melee armor: 0
- Pierce armor: 6
- Line of sight: 5
- Reload time: 2 seconds
- Movement speed: 1.05
Field use
Preserve space between this unit and melee attackers so it can keep firing. Pair it with a screen, focus fire on reachable targets, and avoid letting a faster force surround it.
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
- Huskarl deals +2 bonus damage to units in the Shock infantry class
- Huskarl deals +6 bonus damage to units in the Archer class
- Huskarl deals +2 bonus damage to units in the Standard building class
Related unit plan: Huskarl archer-raiding route
Huskarl: Huskarls can cross ranged fire more safely than most infantry, making them strong raiders against archer-heavy defenses. Their building pressure also gives them a way to turn a successful breach into damage against production and economy structures Use a scout or forward unit to find a weak wall, then send Huskarls through the opening toward archers or exposed buildings. Keep them moving between targets so the opponent must split defenders, and support the raid with a screen that deals with melee counters Pierce resistance does not make Huskarls invulnerable to melee units or defensive structures. Avoid running them into a Castle or a prepared infantry line, and protect the approach if the opponent has closed the wall
Battlefield role and use
Heavily protected infantry designed to advance through archer fire. Available in the Castle Age. Training time: 13 seconds. This civilization-specific unit is available to the Goths. 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
- Castle Age
- Training time
- 13 seconds
- Reload time
- 2 seconds
- Movement speed
- 1.05
- Melee attack
- 10
Base values before civilization bonuses or researched technologies.
- Also known as
- Huskarl (Age of Empires II)
- Focus
- Unique unit · Goths
- Signature / category
- Goths
- Release / context
- Civilization roster
- Region
- Goths
- Classification
- Unique units