UNIT · ARCHERY RANGE
Skirmisher line
A low-cost counter to archers, with bonus damage against ranged units and strong pierce armor.



Overview
A low-cost counter to archers, with bonus damage against ranged units and strong pierce armor.
Availability and investment
Skirmisher line becomes available in Skirmisher: Feudal Age · Elite Skirmisher: Castle Age · Imperial Skirmisher: Imperial Age. Its listed production context is Archery Range. The listed cost is Skirmisher: 25 Food, 35 Wood · Elite Skirmisher: 25 Food, 35 Wood · Imperial Skirmisher: 25 Food, 35 Wood and the training time is Skirmisher: 26 seconds · Elite Skirmisher: 22 seconds · Imperial Skirmisher: 22 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: Skirmisher: 2 · Elite Skirmisher: 3 · Imperial Skirmisher: 4
- Hit points: Skirmisher: 30 · Elite Skirmisher: 35 · Imperial Skirmisher: 35
- Melee armor: Skirmisher: 0 · Elite Skirmisher: 0 · Imperial Skirmisher: 0
- Pierce armor: Skirmisher: 3 · Elite Skirmisher: 4 · Imperial Skirmisher: 5
- Ranged attack: Skirmisher: 2 · Elite Skirmisher: 3 · Imperial Skirmisher: 4
- Range: Skirmisher: 4 · Elite Skirmisher: 5 · Imperial Skirmisher: 5
- Minimum range: Skirmisher: 1 · Elite Skirmisher: 1 · Imperial Skirmisher: 1
- Line of sight: Skirmisher: 6 · Elite Skirmisher: 7 · Imperial Skirmisher: 7
- Reload time: Skirmisher: 3 seconds · Elite Skirmisher: 3 seconds · Imperial Skirmisher: 3 seconds
- Movement speed: Skirmisher: 0.96 · Elite Skirmisher: 0.96 · Imperial Skirmisher: 0.96
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.
Battlefield role and use
A low-cost counter to archers, with bonus damage against ranged units and strong pierce armor. Availability across the line: Skirmisher: Feudal Age · Elite Skirmisher: Castle Age · Imperial Skirmisher: Imperial Age. 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.
Upgrade-line comparison
- Cost
- Skirmisher: 25 Food, 35 Wood · Elite Skirmisher: 25 Food, 35 Wood · Imperial Skirmisher: 25 Food, 35 Wood
- Training time
- Skirmisher: 26 seconds · Elite Skirmisher: 22 seconds · Imperial Skirmisher: 22 seconds
- Hit points
- Skirmisher: 30 · Elite Skirmisher: 35 · Imperial Skirmisher: 35
- Ranged attack
- Skirmisher: 2 · Elite Skirmisher: 3 · Imperial Skirmisher: 4
- Melee armor
- Skirmisher: 0 · Elite Skirmisher: 0 · Imperial Skirmisher: 0
- Pierce armor
- Skirmisher: 3 · Elite Skirmisher: 4 · Imperial Skirmisher: 5
- Range
- Skirmisher: 4 · Elite Skirmisher: 5 · Imperial Skirmisher: 5
- Minimum range
- Skirmisher: 1 · Elite Skirmisher: 1 · Imperial Skirmisher: 1
- Line of sight
- Skirmisher: 6 · Elite Skirmisher: 7 · Imperial Skirmisher: 7
- Reload time
- Skirmisher: 3 seconds · Elite Skirmisher: 3 seconds · Imperial Skirmisher: 3 seconds
- Movement speed
- Skirmisher: 0.96 · Elite Skirmisher: 0.96 · Imperial Skirmisher: 0.96
- Accuracy
- Skirmisher: 90% · Elite Skirmisher: 90% · Imperial Skirmisher: 95%
Base values before civilization bonuses or researched technologies.
- Focus
- Ranged infantry · counter unit
- Signature / category
- Archery Range
- Release / context
- Core roster
- Region
- Archery Range
- Classification
- Units