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THE ENCYCLOPEDIA

Scout Cavalry

UNITS · AGE OF EMPIRES II ONLY

UNIT · STABLE

Scout Cavalry

A mobile scout and raider available early in a match.

Scout Cavalry in-game unit artwork
Scout Cavalry in-game unit artwork

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.

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 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.

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

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)
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

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