Published on 12-31-2016; updated on 12-31-2016
Tags: Game Statistics, Infantry, Reference, Units
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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.
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
- Upgrade: Long Swordsman (200F 65G, Castle Age)
- 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 (50HP), +15% HP in Castle (52HP), +20% HP in Imperial (54HP)
- 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.