Hombre de Armas
Infantería de choque de la Edad Feudal con buen ataque cuerpo a cuerpo.
Coste
Combate
Entrega
Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.
Línea de evolución
- MiliciaOscura
- Hombre de ArmasFeudal
- Espadachínde los Castillos
- Espadachín de Dos ManosImperial
- CampeónImperial
Hombre de Armas es fuerte contra
Hombre de Armas es débil contra
Conocimiento
Bonificaciones de ataque
Clases de armadura
Determina qué bonificaciones de ataque le afectan.
Mejoras clave
Edad Feudal
- Arson
+2 Attack vs Buildings for infantry
Edad de los Castillos
- Long Swordsman
Upgrades Man-at-Arms to Long Swordsman
- Squires
+10% Speed for infantry
Tácticas
As a military unit, the Man-at-Arms fills a similar niche to the Militia, having enough attack to be occasional raiders. Statistics-wise, they are better than the Militia when it comes to Villager harassment and base razing thanks to a +2 attack (a 50% increase), though whether or not they are efficient in practice largely depends on the development status of one's enemy. Still, the upgrade is cheap enough to be almost always worth it, especially when against Eagle Scouts or buildings. 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 paired 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 Franks). As Murder Holes is not available in the Feudal Age, their weakness against Towers can be circumvented by zig-zagging towards the structures' bases where the towers cannot target the 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.
Consejos
- Úsalos para destruir edificios tempranos si el rival está distraído.
- They are commonly used in early Feudal Age rushes to disrupt enemy economies.ageofnotes
- Archers quickly counter them once they are massed in sufficient numbers.ageofnotes
- They deal bonus damage to standard buildings making them great for destroying early Palisade Walls.ageofnotes
- Upgrading them requires a lot of food so balance your economy carefully.ageofnotes
- They easily defeat early Scout Cavalry if forced into a direct fight.ageofnotes
- The Man-at-Arms is your Feudal Age infantry powerhouse. With +2 attack over Militia and a +1 bonus vs buildings, they can threaten enemy production buildings. The M@A rush is a classic opening that forces your opponent to react. Combine with Archers for devastating early pressure. Classes: Infantry.aoecoach
- M@A fall off quickly. By mid-Feudal, Scouts and Archers counter them easily. Transition to Archers or Long Swordsmen.aoecoach

















