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Huskarl

UNITS · AGE OF EMPIRES II ONLY

UNIT · GOTHS

Huskarl

Heavily protected infantry designed to advance through archer fire.

Huskarl unit art
Huskarl unit art

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.

    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.

    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

    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
    Ⅱ

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