UNIT · TURKS
Janissary
A long-ranged gunpowder infantry unit that delivers powerful attacks from a Castle.

Overview
A long-ranged gunpowder infantry unit that delivers powerful attacks from a Castle.
Availability and investment
Janissary becomes available in Castle Age. Its listed production context is Turks. The listed cost is 60 Food, 55 Gold and the training time is 16.8 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.
- Ranged attack: 17
- Hit points: 44
- Melee armor: 1
- Pierce armor: 0
- Ranged attack: 17
- Range: 7
- Line of sight: 10
- Reload time: 3.45 seconds
- Movement speed: 0.96
- Accuracy: 50%
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: Unique unit
- Armor class: Archer
- Armor class: Gunpowder unit
- Janissary deals +2 bonus damage to units in the Ram class
Related unit plan: Janissary close-range volley plan
Janissary: Janissaries deliver powerful shots in groups but are fragile and vulnerable when approached. Their volley is strongest against infantry and targets that enter their effective firing area Assemble several Janissaries behind a frontline and focus an approaching infantry group before it can reach them. Keep the formation together, then reposition after firing so cavalry cannot close freely. Use other units to handle threats that can attack from outside the Janissaries’ range Small groups lose much of their impact, and cavalry or ranged siege can punish the fragile line. Do not expose them on the front or use them to replace a better counter when the opponent changes army composition
Battlefield role and use
A long-ranged gunpowder infantry unit that delivers powerful attacks from a Castle. Available in the Castle Age. Training cost: 60 Food, 55 Gold. Training time: 16.8 seconds. This civilization-specific unit is available to the Turks. Its ranged role lets it contribute before melee units connect, but the army needs a screen and enough space to keep firing while it withdraws.
Base unit statistics
- Age
- Castle Age
- Training time
- 16.8 seconds
- Ranged attack
- 17
- Range
- 7
- Reload time
- 3.45 seconds
- Movement speed
- 0.96
- Accuracy
- 50%
Base values before civilization bonuses or researched technologies.
- Also known as
- Janissary (Age of Empires II)
- Focus
- Unique unit · Turks
- Signature / category
- Turks
- Release / context
- Civilization roster
- Region
- Turks
- Classification
- Unique units