InfanteríaEdad Oscura

Milicia

All-purpose infantry unit.

Coste

5020

Combate

P. vida40
Ataque4
Armadura0 · 1
Velocidad0.9

Entrega

EdificioCuartel
Entrena21s
Cadencia2s
Vista4
DisponibleTodas las civilizaciones

Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.

Línea de evolución

  1. MiliciaOscura
  2. Espadachínde los Castillos
  3. CampeónImperial

Milicia es fuerte contra

Milicia es débil contra

Conocimiento

Clases de armadura

Infantería

Determina qué bonificaciones de ataque le afectan.

Mejoras clave

Edad Feudal

  • Man-at-Arms

    Upgrades Militia to Man-at-Arms

Edad de los Castillos

  • Squires

    +10% Speed for infantry

Tácticas

The Militia's main and basically only use is in a Dark Age rush (Drush), which involves quickly training and sending a small band of Militia into the enemy base to harass, disrupt their economic activities, and often prevent early walling. Killing Villagers is not a priority. The player's scout is used to block fleeing low HP Villagers for the Militia to try to kill them. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable, as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike or by garrisoning in the Town Center. Usually, the aim of a drush is to disrupt enemy walling and/or add extra time for the player to wall. In the first case, players follow their drush up with fast Feudal Age and grab the Man-at-Arms upgrade, which helps kill Villagers, scouts, and walls faster. For infantry-focused civilizations like the Celts, Dravidians, Japanese, or Malians, a Man-at-Arms rush is a potent strategy, since their infantry bonuses kick in. Bulgarians also perform a Man-at-Arms rush, but unintentionally, since their Militia are upgraded for free. Usually, a Man-at-Arms rush is followed up by Archers, since Men-at-Arms counter a scout rush and also prevent walling. The second case is a bit of a passive approach where the drush is followed up by walling and fast Castle Age for power or unique units. This strategy is common with Aztecs, Bulgarians, Goths, or Portuguese. With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.

Consejos

  • They are the only military unit available to produce in the Dark Age.ageofnotes
  • Use them to execute a Drush to delay your opponent while you advance to the next age.ageofnotes
  • They are incredibly weak to early archer fire and defensive Town Center arrows.ageofnotes
  • Upgrading them to Man At Arms provides a huge power spike in the early game.ageofnotes
  • They easily defeat early spearmen in one on one combat.ageofnotes
  • The Militia is your Dark Age infantry option. While weak individually, a group of Militia can deal significant damage in early rushes (Drush). Use them to disrupt your opponent's economy, forcing idle villager time. They upgrade into the powerful Men-at-Arms in Feudal Age. Classes: Infantry.aoecoach
  • Militia are slow (0.9 speed) and will be kited by Scout Cavalry. Don't chase - focus on forcing villager idle time, then retreat.aoecoach

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