Units

Pikeman

The Pikeman is archaic Heavy Infantry built for close combat against Cavalry and buildings. It gives early armies a low-cost way to discourage mounted charges and adds siege damage when it can reach structures.

APPLIES TO Original game (2005); also in Definitive Edition
Pikeman in Age of Empires III
Pikeman
IN-GAME VALUES

Recorded values

Cost
40 Food, 40 Wood
Training
27 sec · 1 population · 8 XP per train
Durability & mobility
120 hit points · 10% hand resistance · 5.0 speed · 12 line of sight
Hand attack
8 damage · 1.5 attack interval · bonuses: 5.0x vs. Cavalry; 3.5x vs. Shock troops
Siege attack
32 damage · 6 range · 3.0 attack interval

Role & counters

Pikemen deal bonus melee damage to Cavalry and can attack buildings at close range. Their slow movement and limited ranged threat make them vulnerable to Skirmishers, artillery and kiting units. Production access and upgrades vary by civilization.

When to field it

Train Pikemen when enemy Cavalry threatens workers or artillery, and use them to escort slow siege units. Do not chase ranged Infantry across open ground without support. Keep them near the units or routes they are meant to protect.

Availability and age timing

The Pikeman is archaic heavy infantry available to most European civilizations from Commerce Age. It is trained at Barracks, Forts, and, for the relevant naval production options, Galleons or Dutch Fluyts. The Ottomans use Azaps instead, while the Russians do not have the standard Pikeman. Early access is one of the unit’s key advantages: it can threaten cavalry and buildings before most civilizations have fielded much artillery. This makes it most relevant in the opening stages of a match or as a small specialist detachment, rather than as a unit expected to scale into every later army.

Low-cost resource profile

A Pikeman costs 40 Food and 40 Wood, trains in 27 seconds, and uses one population. It requires no Coin, which can preserve that resource for an age advance or other units. In raw resources the price is about 20% lower than a Musketeer, but the Wood component takes time to gather and the unit’s role is narrower. A low sticker price should therefore be compared with the opportunity cost of woodcutting and the building needed to train it. It is an economical specialist when the enemy’s cavalry or buildings justify it, but not automatically the most efficient general-purpose infantry.

Durability and movement

The base profile lists 120 hit points, 10% hand resistance, 5.0 movement speed, and 12 line of sight. Its movement is comparatively fast for infantry and helps it respond to a nearby cavalry threat or move toward a building. However, it is still slower than cavalry and should not be expected to chase mounted units across the map. Its hit points are serviceable, but ranged infantry and artillery can attack it before it reaches melee range. Use the speed to intercept or withdraw from unfavorable infantry fights rather than treating the unit as a durable frontline against every target.

Anti-cavalry attack values

The Pikeman’s hand attack deals eight damage at range two, with a 5.0 multiplier against Cavalry and 3.5 against Shock Troops. Those bonuses are the core reason to train the unit. The attack is much more effective when the target must pass through the Pikeman’s melee reach, so place it near the route or protected units the cavalry wants to reach. Small groups can deter a charge and punish cavalry that commits, while a larger mass can threaten heavy targets more directly. The same base damage is modest against units without those bonuses, so focus on the intended classes rather than pursuing unrelated targets.

Siege output against buildings

Its siege attack deals 32 damage at range six. Combined with early availability, this lets Pikemen threaten buildings before dedicated artillery is common. A small group can damage a forward Barracks, Outpost, or other exposed structure while the main force draws defenders away. The siege profile does not make them safe siege engines: they must approach the target, remain close, and can be counterattacked. Bring enough units to create pressure and keep a retreat route open. If the opponent can field artillery or ranged infantry, do not leave Pikemen stationary beneath fire in an effort to finish a building.

Why the unit is not a general infantry choice

Pikemen have low hand damage against ordinary infantry and lack a ranged attack. Their bonus damage is concentrated against Cavalry and Shock Troops, and their siege attack is for structures. Musketeers, Dragoons, or other flexible anti-cavalry units can also fight more target types, while ranged infantry can damage Pikemen before contact. A Pikeman force can therefore be countered by units that do not need to enter its reach. Train them when the specialized role matters, not because the unit’s Commerce Age access makes it a default replacement for all infantry.

Buildings and settlers as targets

Pikemen can threaten buildings efficiently for their age, but they should not be used to chase Settlers or Villagers. Their attack is designed for cavalry and structures; the reference notes that Settlers can actually defeat Pikemen in a direct duel because of their higher hand damage. A worker raid by Pikemen can still work if the opponent is distracted or the target cannot escape, but the unit’s speed does not make it a dedicated raider. Choose a building or cavalry target where its attack profile provides a clear advantage.

Defensive response versus cavalry

The unit’s movement and cavalry multiplier make it useful as a defensive response. Keep Pikemen near the ranged units or workers an enemy cavalry group is likely to attack. They can threaten a charge without forcing the whole army to change its composition. Do not send them far ahead in pursuit: cavalry can disengage and then attack somewhere else, leaving the Pikemen out of position. A defensive role also lets the player maintain small numbers rather than paying to mass a unit that has limited value against the rest of the enemy army.

Supporting a ranged army

Pikemen can serve as a screen in front of Crossbowmen or other ranged units when cavalry is a serious threat. Their presence can make a direct cavalry dive costly, while the ranged line deals damage to infantry approaching through the melee zone. This combination works only if the Pikemen stay between the threat and the fragile backline. Against enemy ranged infantry, the screen itself may take damage before it can engage; use terrain and positioning to reduce that exposure. Replace Pikemen with more flexible anti-cavalry units as later ages and the opponent’s army make those options available.

Small groups and timing attacks

Pikemen are commonly produced in small numbers and are most useful in Commerce Age. A few can guard an early ranged mass, protect a siege push, or threaten an exposed building. Their early timing can force an opponent to respect cavalry defense even before a large army exists. When the enemy has no cavalry and no vulnerable building, the same resources may be better spent on a unit that can fight the opponent’s actual force. Make the shipment or production choice in response to scouting rather than adding Pikemen automatically to every queue.

Why their role declines in later ages

As armies grow, dedicated siege units can threaten buildings more safely and efficiently. Musketeers and Dragoons provide more flexible anti-cavalry options, and those lines often remain useful through later upgrades. Pikemen are archaic infantry and usually cannot be upgraded beyond Veteran, with the Spanish as an exception in the source description. This limits their scaling relative to units with stronger later-age improvements. Their basic siege role is increasingly covered by artillery, while their cavalry role can be covered by other units. Keep a few if the matchup still calls for them; do not continue mass production simply because the early investment was useful.

Countered by ranged infantry and artillery

Ranged infantry can attack Pikemen before they reach their melee target, and artillery can inflict heavy damage on a formation that advances together. If either appears, avoid marching Pikemen alone into open ground. Use cavalry or your own ranged units to pressure the shooters, and keep Pikemen near the unit or building they are meant to defend. Their 10% hand resistance does not protect them from a concentrated ranged volley. Their strength is conditional on reaching an appropriate target, so the army must create that opportunity.

Cost comparison and gathering economy

The 40 Food and 40 Wood price preserves Coin but requires woodcutting or an existing Wood supply. During Commerce Age, Wood may also be needed for Houses, military buildings, or shipments, and a low unit price can still delay those investments. Compare a Pikeman batch against the value of a Musketeer or another unit that can answer more threats. If cavalry is the opponent’s main investment, paying for the specialist can be worthwhile; if the opponent is mostly ranged infantry, the same resources do little to solve the matchup. Keep the unit count proportional to the threat.

Use siege damage with protection

A Pikeman group can help finish an exposed building while allied ranged units and cavalry keep defenders occupied. The unit’s six-range siege attack means it does not need to stand directly against the structure, but the target may still be protected by Town Center fire or enemy troops. Watch for a counterattack and withdraw before the group is trapped. When artillery becomes available, use dedicated siege to attack fortified positions and preserve Pikemen for cavalry interception or close support. Their building damage is a timing advantage, not a substitute for a full siege plan.

Civilization-specific access and exceptions

The standard unit belongs to the European roster with named exceptions: Ottoman Azaps fill an alternative anti-cavalry role, and Russians do not train Pikemen. Some civilization-specific Home City Cards or unit variants can further affect Pikemen, and Spanish access to later upgrades differs from the general archaic-infantry limit. Do not assume another civilization’s shipment, cost, upgrade, or production method applies to every Pikeman. Check the selected civilization’s Barracks, Fort, and card options before planning a composition.

Practical deployment checklist

Train Pikemen when scouting reveals cavalry pressure, when the army needs an inexpensive melee screen, or when an early exposed building can be punished. Use their 5.0 speed to reach the threatened area, then keep them near the units they protect. Focus attacks on Cavalry and Shock Troops, or use their siege damage on a structure when the opponent cannot punish the group. Avoid chasing cavalry, dueling workers, or advancing alone against ranged infantry and artillery. As the game reaches later ages, reassess whether Musketeers, Dragoons, or artillery now perform the needed job more effectively.

Summary: a narrow early-game specialist

The Pikeman offers early, Coin-free access to strong anti-cavalry and siege damage, with 120 hit points and 5.0 speed. Its 5.0 Cavalry and 3.5 Shock Troop multipliers give it a clear target profile, while 32 siege damage helps pressure buildings before artillery becomes common. Low base hand damage, no ranged attack, and limited upgrades prevent it from becoming an all-purpose late-game unit. Use a small group to defend a ranged army or punish a specific target, and replace it when the enemy’s composition or age makes its narrow role less valuable.

Target selection during a mixed fight

Against a mixed force, direct Pikemen onto the cavalry that threatens the backline rather than allowing them to attack whatever is closest. Their large Cavalry multiplier makes a brief contact valuable, but their low ordinary damage means an infantry screen can tie them up without suffering much. If no mounted target is approaching, keep the Pikemen in reserve or move them toward an exposed structure instead of forcing an unfavorable duel. This preserves their health and lets the ranged army choose when to fight.

Protect their approach

Pikemen need to reach melee range to apply their strongest attack, so use allied ranged fire or terrain to discourage enemy infantry from stopping them before contact. Against a cavalry charge, position them where the opponent must pass nearby; do not trail them behind the army where they arrive after the attack. If enemy artillery is present, split the approach or wait until the guns are pressured. Their 5.0 speed is helpful for infantry but does not make them immune to being kited or outranged.

When to stop training them

Stop adding Pikemen once the opponent’s cavalry threat has been answered or when artillery and ranged infantry dominate the field. A small surviving group can continue to guard siege or workers, but fresh resources may be more effective in Musketeers, Dragoons, or artillery. Recheck the civilization’s upgrade options as the game advances; the unit’s archaic profile usually limits late-game scaling, with the Spanish exception noted for Veteran upgrades. Changing production is not a retreat from the original plan; it is a response to the narrower value of the unit in later fights.

Use the siege window before artillery

The Commerce Age siege attack is most distinctive before dedicated artillery becomes common. A small Pikeman group can punish a forward building while the opponent is still investing in early units, but it should withdraw if ranged defenders or cavalry can trap it. As artillery enters the match, shift the Pikemen back toward their anti-cavalry role or replace them with a more scalable siege option.

Commerce Age anti-Cavalry Infantry

The Pikeman is Commerce Age archaic Heavy Infantry available to most European civilizations, with civilization-specific replacements and exclusions. It costs 40 Food and 40 Wood, trains in 27 seconds and uses one population. Its profile has 120 hit points, 10% hand resistance and speed five. The short-range hand attack deals eight damage every 1.5 seconds with 5× damage against Cavalry and 3.5× against Shock troops. Its 32-damage Siege attack can threaten buildings if it reaches them. The low cost and one-population use make Pikemen useful in early armies, but their slow melee approach leaves them vulnerable to Skirmishers, artillery and ranged units that can kite them.

Escort the unit it is meant to protect

Pikemen are most valuable near workers, artillery or a route where enemy Cavalry must pass. Their speed five helps them reposition, but it does not let them chase a fast mounted unit across open ground. Use ranged Infantry to pressure the opponent’s screen while Pikemen hold the approach, and keep them close enough to punish a Cavalry dive. Their Siege attack adds damage to a structure push, but they are not a substitute for artillery against defended buildings. Several civilizations have a different unit in this role: the Ottomans use Azaps, and Russian access differs from ordinary European production. Check the selected faction’s roster before assuming Pikemen are available or share the same upgrades.

Balance Food and Wood production

The Pikeman’s 40-Food and 40-Wood cost can fit an economy that is short on Coin, but Wood is also needed for Houses, production buildings and ranged units. Train them in response to the opponent’s Cavalry rather than making an oversized batch that leaves the army without ranged damage. Their one-population cost supports a broad screen, yet each unit still needs an army behind it to reach its target. If the opponent changes to massed Infantry or artillery, move resources toward units that can answer those threats instead of continuing a fixed Pike queue.