Man-at-Arms

Article written by Leif Ericson
Published on 12-30-2016; updated on 12-31-2016
Tags: Game Statistics, Units, Infantry, Reference

Introduction

The Man-at-Arms is the basic infantry unit of the Feudal Age. However, it doesn't seem to see much use outside of infantry civs like the Goths because of its relatively high food cost and slow speed. It will often be used during Flushes. Otherwise, the Man-at-arms upgrade is often only purchased en route to the last upgrade of the unit line, the Champion. Men-at-arms are fairly effective against trash units (spearmen, skirmishers, and scouts), but they fall to archers. They are trained at the Barracks.

Overview

In-Game Description: Stronger than Militia. Attack bonus vs. buildings.

History from the Game Manual: Men who had received weapons training and wore armor of some sort in battle were referred to as men-atarms. By definition, all knights were men-at-arms, but not all men-at-arms were knights. The class of menat- 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 trained fighting men provided the principal fighting power of the army. Men-atarms 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.

Civ Bonuses and Upgrades

Statistics

Note: Click on a column header to sort the list by the selected column. Click on the Icon column header to return the table to its default state. The other units in its unit line are included for comparison.

Standard Statistics

Icon Name Age HP Att. Att. Type Reload Time M. Arm. P. Arm. LOS R Acc. Sp. Tr. Time Cost
W F G
 
Militia I 40 4 M 2.0 0 1* 4 0 - 0.9 21 0 60 20
 
Man-at-Arms II 45 6 M 2.0 0 1* 4 0 - 0.9 21 0 60 20
 
Long Swordsman III 55 9 M 2.0 0 1* 4 0 - 0.9 21 0 60 20
 
Two-Handed Swordsman IV 60 11 M 2.0 0 1* 5 0 - 0.9 21 0 60 20
 
Champion IV 70 13 M 2.0 1 1* 5 0 - 0.9 21 0 60 20

*Note: In the original Age of Kings, the militia line had 0 pierce armor.

Advanced Statistics

Icon Name Search Radius Attack Delay Attack Bonuses Attack Bonus Vulnerabilities
 
Militia 4 0 - Infantry: 0
 
Man-at-Arms 4 0 Eagle Warriors: +2*, Buildings: +1 Infantry: 0
 
Long Swordsman 4 0 Eagle Warriors: +4*, Buildings: +2 Infantry: 0
 
Two-Handed Swordsman 4
(LOS is 5)
0 Eagle Warriors: +6*, Buildings: +3 Infantry: 0
 
Champion 5 0 Eagle Warriors: +6*, Buildings: +3 Infantry: 0

*Note: In the original Age of Kings, the militia line had no attack bonus versus eagle warriors.

Civ Availability

Civilization
 
 
 
 
 
 
 
 
 
 
 
Aztecs
Berbers
Britons
Byzantines
Celts
Chinese
Ethiopians
Franks
Goths
Huns
Incas
Indians
Italians
Japanese
Koreans
Magyars
Malians
Mayans
Mongols
Persians
Portuguese
Saracens
Slavs
Spanish
Teutons
Turks
Vikings