Published on 12-31-2016; updated on 12-31-2016
Tags: Game Statistics, Infantry, Reference, Units
“border-bottom”: “1px solid #853”
“border-bottom”: “1px solid #853”
“border-bottom”: “3px solid #853”
“border-bottom”: “5px solid #853”
The Champion is the best standard infantry unit, at least in pure stats. Unfortuately, like the rest of the militia line, the Champion still doesn’t see much use outside of late game trash wars due to its speed. However, it does see some use in the Goth champion flood in the early Imperial Age because of its cheap cost and fast creation rate. Unless it’s facing heavy cavalry or a number of ranged units, the Champion is actually a fairly effective unit considering its low gold cost. Many players can find situational uses for it in the middle to late Imperial Age.
In-Game Description: Stronger than Two-Handed Swordsman. Attack bonus vs. buildings.
History from the Game Manual: Among the best swordsmen there were a few who, through their renown on the battlefield and in tournaments,
achieved the status of champion. Such men became war leaders and rose in social standing thanks to abilities
so highly regarded at the time. Lords kept champions on retainer for status and because staged fights between
elite warriors were used on occasion to resolve disputes. Having a great champion in your pay or as a vassal
was the Middle Age equivalent to having a good lawyer. Champions were professional warriors who might
also be members of the nobility. A successful champion might gain a noble title through tournament victory,
battle honors, or marriage. A minor knight in England named John Marshal was so successful in tournaments
that he rose to become a high-ranking noble of great wealth thanks to prizes and successive marriages to
admiring women of means.
Civ Bonuses and Upgrades
- Aztecs: Trains 15% faster (17.85 training time)
- Celts: Moves 15% faster (1.035 speed)
- Goths: Costs -35% starting in Feudal Age (39F 13G), +1 attack vs. buildings
- Goths Team Bonus: Barracks works 20% faster (17.5 training time)
- Japanese: Attacks 25% faster (1.5 reload time)
- Malians: +1 pierce armor per age, starting in Feudal
- Vikings: +10% HP in Feudal (77HP), +15% HP in Castle (80HP), +20% HP in Imperial (84HP)
- Attack: Forging (+1), Iron Casting (+1), Blast Furnace (+2), Garland Wars (+4, Aztecs Only)
- Attack vs. Standard Buildings: Arson (+2)
- Damage Radius: Druzhina (infantry have a 0.5 damage radius, Slavs Only)
- Armor: Scale Mail Armor (+1/+1), Chain Mail Armor (+1/+1), Plate Mail Armor (+1/+2)
- LOS: Tracking (+2)
- Speed: Squires (+10%, or 0.99 speed)
- Training Time: Conscription (33% faster, or 15.79 training time), Perfusion (100% faster, or 10.5 training time, Goths Only)
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.
|Icon||Name||Age||HP||Att.||Att. Type||Reload Time||M. Arm.||P. Arm.||LOS||R||Acc.||Sp.||Tr. Time||Cost|
*Note: In the original Age of Kings, the militia line had 0 pierce armor.
|Icon||Name||Search Radius||Attack Delay||Attack Bonuses||Attack Bonus Vulnerabilities|
||Man-at-Arms||4||0||Eagle Warriors: +2*, Buildings: +1||Infantry: 0|
||Long Swordsman||4||0||Eagle Warriors: +4*, Buildings: +2||Infantry: 0|
(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.