Pikeman
Published on 01-04-2017; updated on 01-04-2017
Tags: Game Statistics, Infantry, Reference, Units
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Introduction
The Pikeman is a marked improvement from the Spearman. It’s a great counter to one of the most powerful units in the Castle Age, the Knight. Since knights are seen in almost every game, unless the player is playing as a meso civ, pikemen are seen much more often than its barracks counterpart, the Long Swordsman. It is easily countered by ranged units, so make sure to mix in some units that can counter them, such as the Elite Skirmisher, the Mangonel, or your own knights.
Overview

In-Game Description: Stronger than Spearman. Attack bonus vs. cavalry, especially War Elephants.
History from the Game Manual: The success of spearmen against cavalry led to innovation in the equipment and tactics they used. Pikemen
were an innovation of towns and communities that did not have the resources to field large armies of heavy
cavalry. Pikes were cheap and could be quite effective with training. One important change was the
lengthening of the weapon shaft. Where the spear had been 6 to 8 feet long, the pike had a shaft up to 18 feet
long. The longer weapon meant that more spear points could be extended beyond the bodies of the men in the
front rank. Pikemen combined with crossbowmen or hand cannoneers to make a useful combined arms unit.
The pikemen prevented cavalry from overrunning the group, while the missile troops caused casualties to the
enemy at range. Working together, this combination dominated battlefields at the end of the age. As firearms
improved after the Middle Ages, the pikeman component became less necessary. The bayonet made the pike
component obsolete and allowed the musketeer to defend himself against cavalry.
Civ Bonuses and Upgrades
- Upgrade: Halberdier (300F 600G, Imperial Age)
- Aztecs: Trains 15% faster (18.7 training time)
- Byzantines: Spearmen cost -25% (26F, 19W)
- Celts: Moves 15% faster (1.15 speed)
- Goths: Costs -35% starting in Feudal Age (23F 16W), +1 attack vs. buildings
- Goths Team Bonus: Barracks works 20% faster (17.6 training time)
- Japanese: Attacks 25% faster (2.25 reload time)
- Malians: +1 pierce armor per age, starting in Feudal
- Vikings: +10% HP in Feudal (61HP), +15% HP in Castle (63HP), +20% HP in Imperial (66HP)
- 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 1.1 speed)
- Training Time: Conscription (33% faster, or 14.74 training time), Perfusion (100% faster, or 11 training time, Goths Only)
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 | ||||||||||||||
|
Spearman | II | 45 | 3 | M | 3.0 | 0 | 0 | 4 | 0 | – | 1.0 | 22 | 25 | 35 | 0 |
|
Pikeman | III | 55 | 4 | M | 3.0 | 0 | 0 | 4 | 0 | – | 1.0 | 22 | 25 | 35 | 0 |
|
Halberdier | IV | 60 | 6 | M | 3.0 | 0 | 0 | 4 | 0 | – | 1.0 | 22 | 25 | 35 | 0 |
Advanced Statistics
Icon | Name | Search Radius | Attack Delay | Attack Bonuses | Attack Bonus Vulnerabilities |
---|---|---|---|---|---|
|
Spearman | 4 | 0 | Cavalry: +15, War Elephants: +15, Camels: +9, Ships: +9, Eagle Warriors: +1, Buildings: +1 | Infantry: 0, Spearmen: 0 |
|
Pikeman | 4 | 0 | War Elephants: +25, Cavalry: +22, Camels: +16, Ships: +16, Eagle Warriors: +1, Buildings: +1 | Infantry: 0, Spearmen: 0 |
|
Halberdier | 5 (LOS is 4) |
0 | Cavalry: +32, War Elephants: +28, Camels: +17, Ships: +17, Eagle Warriors: +1, Buildings: +1 | Infantry: 0, Spearmen: 0 |