Milicia
All-purpose infantry unit.
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
Milicia es fuerte contra
Milicia es débil contra
Conocimiento
Clases de armadura
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




























