UNIT · BARRACKS
Man-at-Arms
An Feudal Age improvement that turns the militia into a sturdier early pressure unit.


Overview
An Feudal Age improvement that turns the militia into a sturdier early pressure unit.
Availability and investment
Man-at-Arms becomes available in Feudal Age. Its listed production context is Barracks. The listed cost is 50 Food, 20 Gold and the training time is 21 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.
- Upgrade path: Militia → Man-at-Arms → Long Swordsman → Two-Handed Swordsman → Champion
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: 6
- Hit points: 45
- Melee armor: 0
- Pierce armor: 1
- Line of sight: 6
- Reload time: 2 seconds
- Movement speed: 0.96
- Bonus damage vs. Shock Infantry: 3
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
- Man-at-Arms deals +3 bonus damage to units in the Shock infantry class
- Man-at-Arms deals +2 bonus damage to units in the Standard building class
Related unit plan: Man-at-Arms early pressure timing
Man-at-Arms upgrade turns early Militia into a stronger Feudal force that can harass Villagers, pressure unfinished walls, and create room for a ranged follow-up. Their value depends on arriving before the defender is ready Research the upgrade as the Feudal Age begins when the economy can still support the next step. Gather the group, attack an exposed resource or walling Villager, and use the pressure to scout the opponent’s response before adding an Archery Range or advancing The upgrade and units compete with the Age advance and defense for resources. Town Centers and ranged counters punish lingering; stop reinforcing once the opponent has contained the opening
Battlefield role and use
An Feudal Age improvement that turns the militia into a sturdier early pressure unit. Available in the Feudal Age. Training cost: 50 Food, 20 Gold. Training time: 21 seconds. Its upgrade path is Militia → Man-at-Arms → Long Swordsman → Two-Handed Swordsman → Champion. It must close to attack, so formation support and the opponent’s bonus-damage counters determine whether it trades efficiently in a prolonged fight.
Base unit statistics
- Age
- Feudal Age
- Training time
- 21 seconds
- Melee attack
- 6
- Reload time
- 2 seconds
- Movement speed
- 0.96
- Bonus damage vs. Shock Infantry
- 3
Base values before civilization bonuses or researched technologies.
- Also known as
- Man-at-Arms (Age of Empires II)
- Focus
- Infantry · melee
- Signature / category
- Barracks
- Release / context
- Core roster
- Region
- Barracks
- Classification
- Units
upgrade Line: Militia → Man-at-Arms → Long Swordsman → Two-Handed Swordsman → Champion