Hondero
Tirador de contra-unidad. Barato en oro y diseñado para matar arqueros.
Coste
Combate
Entrega
Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.
Línea de evolución
- HonderoFeudal
- Hondero Élitede los Castillos
- Hondero ImperialImperial
Hondero es fuerte contra
Hondero es débil contra
Conocimiento
Bonificaciones de ataque
Clases de armadura
Determina qué bonificaciones de ataque le afectan.
Mejoras clave
Edad Feudal
- Fletching
+1 Attack, +1 Range for archers
- Padded Archer Armor
+1/+1 Armor for archers
Tácticas
Skirmishers are very weak to everything except archers and spearmen. With a weak and slow attack, as well as a minimum range, they deal almost no damage to infantry and cavalry. However, their attack bonus against archers can make them valuable against any archer-using opponent, especially if the player's civilization's bonuses benefit infantry or heavy cavalry. Their anti-archer role is helped greatly by their impressive base pierce armor, which can highly reduce damage from enemy pierce attacks. Unless created to retaliate against enemy archers, Skirmishers make poor ranged support. Thus, training Skirmishers should be avoided unless opponents are going heavy on archer units. As Skirmishers cost no gold, they are considered trash units and as such become especially important in the late game when gold becomes scarce and players have to rely on a wood and food economy. However, because of their cheap cost and quick build time, it is possible (in some circumstances) to overwhelm the opposition with sheer quantity. Although Skirmishers deal bonus damage against , their minimum range can be exploited by them. In small numbers, Spearmen can defeat Skirmishers, but in large groups the Skirmishers will win.
Consejos
- Es el counter más oro-eficiente del juego.
- skirmishers without upgrades lose to upgraded archers. You can check if they are upgraded by clicking the enemy skirmisher.ageofnotes
- Skirmishers without Blacksmith upgrades will lose heavily to upgraded archers so always verify your armor and attack upgrades before committing to a fight.ageofnotes
- The base Skirmisher deals very low standard damage but utilizes a hidden damage modifier that melts archers and cavalry archers incredibly fast.ageofnotes
- Because Skirmishers suffer from a long animation frame delay allowing them to auto attack will cause them to miss targets that are actively moving backward.ageofnotes
- Massing Skirmishers early in the Feudal Age is the most resource efficient method for completely neutralizing an aggressive enemy Archery Range push.ageofnotes
- Skirmishers are effectively useless against the Mangonel line as the catapults resist their low pierce damage while destroying them with heavy splash damage.ageofnotes
- Non upgraded skirmishers will always lose to upgraded archers so prioritize Blacksmith techs.ageofnotes
- They possess a minimum range so they are useless if melee units get too close.ageofnotes
- Scout Cavalry and Knights are their absolute hardest counters.ageofnotes
- They cost no gold making them the best trash unit for countering ranged threats.ageofnotes
- Mangonels ignore their high pierce armor and destroy them with splash damage.ageofnotes
- The Skirmisher is your gold-free archer counter. With 3 pierce armor and bonus damage against archers and spearmen, you shut down enemy ranged aggression without spending gold. Your base damage is terrible though - only 2 attack means you're useless against anything armored. Use them to defend against Feudal Age archer rushes and save your gold for Knights or siege. Never fight cavalry or infantry alone - you will lose badly. You're a specialist, not a front-liner.aoecoach
- Any melee unit destroys you. 30 HP with 0 melee armor means Scouts 3-shot you. Never let cavalry or infantry close the gap.aoecoach


























