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THE ENCYCLOPEDIA

Man-at-Arms

UNITS · AGE OF EMPIRES II ONLY

UNIT · BARRACKS

Man-at-Arms

An Feudal Age improvement that turns the militia into a sturdier early pressure unit.

Man-at-Arms in-game unit artwork
Man-at-Arms in-game unit artwork

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.

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

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.

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

Cost
50 Food, 20 Gold
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

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