Halberdier
The Halberdier is an advanced Heavy Infantry unit focused on melee combat against Cavalry. For civilizations that can train it, it offers a stronger late-game form of the pike role.

Recorded values
- Available
- Fortress Age · European Barracks; Fort; Galleon; Fluyt (Dutch) ; American Citadel
- Training
- 33 sec · 1 population · 12 XP per train
- Durability & mobility
- 200 hit points · 20% hand resistance · 4.25 speed · 12 line of sight
- Hand attack
- 28 damage · 1.5 attack interval · bonuses: 2.0x vs. Cavalry; 1.5x vs. Shock troops
- Siege attack
- 36 damage · 6 range · 3.0 attack interval
Role & counters
Halberdiers deal bonus damage to Cavalry and can contribute siege damage at close range. They remain vulnerable to ranged Infantry and artillery, and they cannot catch units that retreat with support. Their access and upgrade timing depend on civilization and Age.
When to field it
Use Halberdiers to anchor a line against cavalry-heavy armies or protect artillery from a direct charge. Add ranged units to answer the Infantry that counters them, and avoid chasing mobile targets away from the force they are meant to defend.
Training profile and melee statistics
The Halberdier is a Fortress Age Heavy infantry unit trained by several European civilizations. It costs 50 Food and 70 Coin, takes 33 seconds to train, uses one population and has 200 hit points, 20 percent hand resistance, speed 4.25 and line of sight 12. Its hand attack deals 28 damage every 1.5 seconds, with a 2 times multiplier against Cavalry and 1.5 times against Shock troops. The unit also deals 36 siege damage at range 6. These numbers give the Halberdier high damage and durability for ordinary infantry, but its slow movement makes it difficult to reach a target that can retreat. Its value is strongest when defending a position or protecting vulnerable units rather than pursuing across open ground.
Cavalry and Shock troop counter
Halberdiers are designed to punish Heavy cavalry and Shock troops that enter melee range. Their high base hand damage also makes them effective against many other melee infantry, not just cavalry. A small group behind artillery can stop a cavalry flank and is often a cost-effective way to preserve expensive guns. The unit’s bonus does not help if it cannot reach the target, so position it between the enemy and the protected force. Use walls, buildings or terrain to narrow the approach and let the cavalry come to the Halberdiers. If the opponent refuses the melee, the Halberdiers still occupy space but may contribute little damage.
Weakness to range and artillery
Halberdiers have no ranged attack and move slowly. Skirmishers and artillery can damage them while staying outside their reach, and a mass of ranged units can erase the group before it protects the army. Keep Musketeers, cavalry or artillery nearby to answer ranged counters. Do not march Halberdiers alone through a defended lane; use a screen and select a route where their melee role can matter. Their siege damage is useful against a nearby building, but their cost and movement make them less efficient than units specialized for a sustained structure attack.
Compare with Pikemen
Halberdiers and Pikemen both fill hand infantry and anti-cavalry roles, but the Halberdier has more hit points and much higher damage against non-cavalry targets. It can be upgraded through Guard and Imperial levels, while its movement and siege output are lower relative to cost in the source comparison. Choose Pikemen when early access, building damage or a cheaper anti-cavalry line matters; choose Halberdiers when the army needs a durable melee guard that can defeat more types of close-range units. The exact comparison depends on civilization cards and upgrades.
Dutch early access and defensive positioning
In Definitive Edition, the Dutch can obtain Veteran Halberdiers as early as the Commerce Age by choosing The Logistician. Because they arrive already Veteran, they do not receive another upgrade upon reaching the Fortress Age in the same way as a standard Halberdier. This creates a civilization-specific timing and should not be applied to every Dutch opening or other civilizations. More generally, Halberdiers work well in groups of five to ten stationed behind artillery or near a narrow entrance. Their role is to intercept the cavalry that tries to reach the guns, not to lead the entire army.
Cards and special promotions
Home City cards can improve Halberdiers, and the French Royal Army card can grant Combat Promotion after defeating enemy military units, up to the listed promotion limit. Promotions increase hit points and damage according to their rank. Dutch movement improvements, including Military Reforms and Military Drummers in the source strategy, can reduce the unit’s mobility weakness. These are specific civilization or card interactions; do not assume every Halberdier receives the same speed or promotion. Upgrade the line only if it will remain in the army and the enemy is still offering valuable melee targets.
Practical use by phase
Train Halberdiers when a cavalry threat is visible or when the army needs a durable melee reserve. Keep them close to artillery, ranged infantry or a defended building, then let the opponent’s charge create the engagement. If the enemy shifts to ranged infantry, pull the Halberdiers back and produce the appropriate counter rather than marching into volleys. In later Ages, use upgrades and cards to preserve a group that has already established a defensive position. Their effectiveness comes from being placed where opponents must approach, not from chasing targets they cannot catch.
Upgrades and promotions
Halberdiers can improve through the standard infantry age upgrades, gaining hit points and damage as the civilization advances. Guard and Imperial upgrades keep the unit relevant in later fights, but the player should compare their cost with the opponent’s current composition. A promotion can add further strength when available, and Dutch movement improvements can reduce the speed disadvantage. These effects are not shared by every civilization: a Dutch Commerce Age Logistician reward, a French Combat Promotion card and ordinary age upgrades each use different conditions. Confirm the active card and technology before planning a Halberdier timing.
Protect the artillery flank
A few Halberdiers placed behind Falconets or Heavy Cannons can prevent cavalry from reaching the guns. Keep the infantry close enough to engage a charge, but do not form a dense cluster that artillery can hit with area damage. If the enemy uses ranged cavalry, add another counter because the Halberdier has to enter hand range before it can deal damage. A protected cannon line can then focus on infantry and buildings while the Halberdiers cover the approach.
Economy and population decisions
The Halberdier costs 50 Food and 70 Coin and uses one population, making each replacement a significant Coin expense. Train it when the enemy’s cavalry or melee army justifies the investment. If the opponent shifts to ranged infantry, stop producing additional Halberdiers and use the existing group defensively while the economy funds a ranged counter. A small bodyguard can protect artillery more efficiently than a full army of slow melee units.
Approach routes and cover mode
Halberdiers are slow enough that route choice affects whether they reach combat in time. Move them with the main army, use buildings or walls to funnel cavalry toward their position and avoid crossing an open field where ranged units can kite them. Cover mode can increase their durability, helping the group hold a defensive spot while artillery fires. Use the mode when the enemy must approach; switch back when the Halberdiers need to move or pursue. A few units placed at the correct choke point can protect the army better than a larger group that arrives after the battle is over.
Do not overcommit to the melee line
The unit’s high hand damage makes it tempting to lead an assault, but it has no ranged pressure and its speed is only 4.25. If the opponent withdraws, the Halberdiers may be left behind while faster allies continue. Keep them near the artillery, Town Center or passage they are defending. Add a faster unit if the plan requires chasing, and stop training Halberdiers when the opponent changes to ranged counters.
Matchups, formations and army composition
Halberdiers are a dedicated melee answer to cavalry, and their value comes from reaching the right target rather than dealing broad damage. Their 2 times multiplier against Cavalry makes them threatening to ordinary mounted units, while the 1.5 times multiplier against Shock Infantry supports the same role against charge units. The bonus does not make them a universal frontline: ranged Infantry can damage them before contact, and artillery can punish a slow formation. A practical army pairs them with ranged Infantry that can attack opposing infantry, plus artillery that pressures buildings or clustered troops. The Halberdiers then guard the guns and deny a cavalry dive. Their 20 percent melee resistance helps them stay in a hand fight, but does not protect them from ranged fire. Keep the group close to the units it is meant to protect and use terrain to shorten the approach. If the enemy switches to ranged units, stop reinforcing the Halberdier line and invest in a unit that can close distance or return ranged damage. In a defensive fight, hold a narrow route; while attacking, walk with the main force and avoid sending the Halberdiers ahead alone.
When the opponent changes unit mix
Check the opposing army after each engagement. If Cavalry remains its main investment, veteran Halberdiers can continue to secure the artillery line and punish a charge. If the opponent transitions into ranged Infantry, use the Halberdiers as a screen only and shift spending toward a mobile or ranged answer. Their role is strongest when the opponent is forced to come through them; chasing a retreating army wastes their time and exposes them to volleys.
A defensive role beside artillery
A small reserve can remain beside the guns until cavalry commits, then intercept the attackers.
Fortress Age melee counter unit
The Halberdier is a Fortress Age Heavy Infantry unit available to several European civilizations, with access varying by roster and Home City effects. It costs 50 Food and 70 Coin, takes 33 seconds to train and uses one population. It has 200 hit points, 20% hand resistance, speed 4.25 and sight 12. Its 28-damage hand attack fires every 1.5 seconds and deals 2× damage against Cavalry and 1.5× against Shock troops; its 36-damage Siege attack can help finish structures. Compared with the Pikeman, the Halberdier arrives later and costs Coin, but has more health and damage. It is a melee defender for valuable units, not a fast pursuit unit.
Hold a line rather than chase
Position Halberdiers between enemy Cavalry and artillery, Skirmishers or workers. Their hand resistance helps them stay in a close fight, but ranged Infantry can attack them before they connect and artillery can punish a stationary group. Use Skirmishers or other ranged support against Heavy Infantry and keep the Halberdiers near the units they are meant to protect. If Cavalry withdraws, do not chase so far that the screen breaks and leaves the guns exposed. Their Siege attack contributes once the army controls the position, while dedicated artillery should handle a defended structure. Production access and Age requirements differ by civilization, so check the current unit tree and cards before planning a timing.
Use a mixed composition against changing counters
A Halberdier mass can deter Cavalry but cannot cover every threat. Pair it with ranged Infantry against units that kite the melee line and with Culverins or mobile troops when enemy artillery is present. The unit’s one-population cost allows room for this support, but its Food and Coin demand still competes with the rest of the army. Add Halberdiers when scouting confirms mounted pressure; if the opponent transitions to ranged Infantry, redirect production rather than continuing a counter that no longer solves the matchup.
Melee resistance and movement across versions
The Halberdier’s current profile has 20% hand resistance and 4.25 movement speed. Before the Definitive Edition its hand resistance was 10%; before update 50830 its speed was 4.0. Its present hand attack deals 28 damage, compared with 25 before the Definitive Edition. These values reinforce its role as a durable close-range answer to Cavalry, but they do not make it a general-purpose frontline against ranged Infantry. Older references may understate its current resistance or overstate how quickly it moves; use the current speed to judge whether it can intercept a charge and keep supporting ranged units close enough to cover its weaknesses.