UNIT · STABLE
Scout Cavalry
A mobile scout and raider available early in a match.



Overview
A mobile scout and raider available early in a match.
Availability and investment
Scout Cavalry becomes available in Feudal Age. Its listed production context is Stable. The listed cost is 80 Food and the training time is 30 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: Scout Cavalry → Light Cavalry → Hussar
- Upgrade path: Scout Cavalry → Light Cavalry → Raider
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: 5
- Hit points: 45
- Melee armor: 0
- Pierce armor: 2
- Line of sight: 6
- Reload time: 2 seconds
- Movement speed: 1.55
Field use
Use its mobility to choose the engagement: pressure exposed economy, reinforce quickly, or withdraw from a prepared counter. Avoid trading its movement advantage for a stationary fight unless the target justifies 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: Cavalry
- Scout Cavalry deals +6 bonus damage to units in the Monk class
Related unit plan: Scout Cavalry vision-and-pressure loop
Scout Cavalry reveal openings and can turn into light pressure against exposed Villagers or Archers once Feudal Age begins. Their early value is information: a living Scout shows walls, production, and where the opponent gathers Use the starting Scout Cavalry to check the nearest resources and likely wall gaps. Return after an Age advance to see which production buildings appeared, then send a small group toward an undefended resource if a safe route exists. Keep the Scouts mobile so they can leave when a Spearman or Town Center blocks the approach Their attack is weak and a long dive under defensive fire loses both health and vision. Do not confuse scouting with a requirement to fight; withdraw when the opponent has prepared a counter
Battlefield role and use
A mobile scout and raider available early in a match. Available in the Feudal Age. Training cost: 80 Food. Training time: 30 seconds. Its upgrade path is Scout Cavalry → Light Cavalry → Hussar. Mobility gives it options to choose engagements, threaten exposed Villagers, and reinforce distant fronts; avoid leaving it committed where counters can surround it.
Base unit statistics
- Age
- Feudal Age
- Cost
- 80 Food
- Training time
- 30 seconds
- Melee attack
- 5
- Reload time
- 2 seconds
- Movement speed
- 1.55
Base values before civilization bonuses or researched technologies.
- Also known as
- Scout Cavalry (Age of Empires II)
- Focus
- Light cavalry
- Signature / category
- Stable
- Release / context
- Core roster
- Region
- Stable
- Classification
- Units
upgrade Line: Scout Cavalry → Light Cavalry → Hussar
chronicles Upgrade Line: Scout Cavalry → Light Cavalry → Raider