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Man-at-Arms

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Man-at-Arms
ManAtArmsIcon
Unit Info
Type Infantry
Introduced In KingsIcon The Age of Kings
Civilization All civilizations
Age Feudal-age-reseach Feudal Age
Trained At Barracks-logo Barracks
Training Time 21 seconds
Training Cost
Food 60
Gold 20
Stats
Hit Points 45
Attack 6 melee
Attack Bonuses +2 vs Eagle Warrior
+2 vs Standard Building
Rate of Fire 2.03
Melee Armor 0
Pierce Armor 1
Armor Classes Infantry
Speed 0.9
Line of Sight 4
Unit Evolution
Upgraded From MilitiaIcon Militia
Upgrades To LongswordsManIcon Long Swordsman
Upgrade Cost Long-swordsman-research 200 Food, 65 Gold
Upgrade Time 45 seconds

"Stronger than Militia. Cheap and quick to create."

Age of Empires II description

The Man-at-Arms is an infantry unit in Age of Empires II that can be trained at the Barracks once the Feudal Age is reached. They hold a strong advantage against most units in the Feudal Age, making them an effective unit at disrupting an opponent's economy.

Tactics Edit

As a military unit, the Man-at-Arms fills a similar niche to the Militia, being well-rounded enough to serve both as scouts and occasional raiders. Statistics-wise, they are better than the Militia when it comes to worker line harassment and base razing, though in practice whether or not they are efficient depends largely on the development status of one's enemy. As they are slow, they are particularly weak against Archers. Also, while somewhat effective against Scout Cavalry, they are susceptible to mobbing and will die very easily if outnumbered.

Men-at-Arms work best when complimented with additional support troops. A good raiding party composition should be of around a dozen Men-at-Arms, some Skirmishers to counter enemy Archers, and optionally some Spearmen if the enemy employs a large number of Scout Cavalry (e.g., when playing against a Frankish AI). As Murder Holes is not available in the Feudal Age, their weakness towards Towers can be circumvented by zig-zagging towards the structures' bases where they cannot target one's units. If possible, having several of the player's own Archers mixed in can yield much greater raiding results.

Men-at-Arms should be upgraded as quickly as possible when transitioning towards the Castle Age due to the enemy's greatly expanded tech tree providing them with many effective counters.

Further Statistics Edit

Unit Strengths and Weaknesses
Strong vs. Skirmishers, Scout Cavalry, Eagle Scouts, Spearmen, Villagers
Weak vs. Archers, Scorpions
Upgrades
Attack Forging, Iron Casting, Blast Furnace, Arson (increases attack against buildings), Garland Wars (Aztecs only), Druzhina (Slavs only, gives trample damage), Chieftains (Vikings only, gives attack bonus against cavalry and camels)
Armor Scale Mail Armor, Chain Mail Armor, Plate Mail Armor
Speed Squires
Sight Tracking
Conversion Defense Faith, Heresy
Creation Speed Conscription, Perfusion (Goths only)
Train Cost Forced Levy (Malay only, eliminates the gold cost)
Upgrades Man-at-Arms can be upgraded to Long Swordsmen

Civilization Bonuses Edit

Team Bonuses Edit

Changelog Edit

The Age of Kings Edit

  • Men-at-Arms have +1 attack against buildings.
  • Men-at-Arms have 0 pierce armor.
  • Goths: Men-at-Arms are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.

The Conquerors Edit

  • Men-at-Arms now have 1 pierce armor.
  • Heresy introduced.
  • Goths: With patch 1.0c, Men-at-Arms are 35% cheaper. Perfusion introduced.

The Forgotten Edit

  • Men-at-Arms now have +2 attack against buildings.

The African Kingdoms Edit

Trivia Edit

  • The Man-at-Arms is one of only four upgraded forms of military units (the other three being the Long Swordsman, the War Galley, and the Capped Ram) to be available to all civilizations.
  • The Militia line is the only unit line in the game with more than three stages.
  • The name "Man-at-Arms" is incorrect, as in the history, Man-at-Arms was a soldier from the High Medieval to Renaissance periods who was typically well-versed in the use of arms and served as a fully armored heavy cavalryman. A more correct term would be Short Swordsman.
  • The Malay is the only civilization to have the Militia line (except the Champion) as trash unit (once the Forced Levy is researched).

History Edit

"Men who had received weapons training and wore armor of some sort in battle were referred to as men-at-arms. By definition, all knights were men-at-arms, but not all men-at-arms were knights. The class of men-at-arms also included professional fighting men of no nobility called sergeants and knights in training called squires. The armies of feudal lords were divided into two distinct groups, the men-at-arms of all classes and the peasant militia. The training fighting men provided the principal fighting power of the army. Men-at-arms on foot fought with swords. This was an effective weapon and helped distinguish the men-at-arms from soldiers of lower social standing like Spearmen, Skirmishers, and missile troops. Men-at-arms wore armor, usually from head to toe, and were highly trained. They were especially effective against Spearmen if they could close under the spear points. They fought beside dismounted knights under certain conditions, such as castle assaults. During the Hundred Years War, the English often fought dismounted because the French knights usually outnumbered them by a large margin. On the open battlefield, a man-at-arms was at a great disadvantage against a mounted knight. Knights kept a body of men-at-arms on retainer to help maintain local order within the local fief and to accompany the knight when called up for military service."

Gallery Edit

Unit Evolution: Militia

MilitiaIcon Militia --> ManAtArmsIcon Man-at-Arms --> LongswordsManIcon Long Swordsman --> 2HandedswordsmanIcon Two-Handed Swordsman --> ChampionIcon Champion

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