The Crossbowman is countered by Skirmisher, Elite Skirmisher and Mangonel. It is a archer unit of the Archer Line, and it wins against Spearman, Eagle Warrior and Man-at-Arms.
Crossbowman stats
| | 35 |
|---|---|
| | 0 |
| | 5 / 2s |
| | 5 |
| | 0 |
| | 0 |
| | 0.96 |
| | 85% |
| | 7 |
| | 27s |
What counters the Crossbowman?
The Crossbowman is weak against Skirmishers, Mangonel-line and units at close range.
Hard counters deal bonus damage against this unit — they beat the Crossbowman even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.
| Counter | Type | Why it works |
|---|---|---|
| | hard | Attack bonus vs. archers |
| | hard | Attack bonus vs. archers |
| | hard | Area damage |
| | hard | Fast in melee – archers have low HP and almost no armor |
| | hard | UU (Goths) – High pierce armor |
| | soft | Fast, high HP |
| | soft | Fast, pierce-resistant |
| | soft | UU (Gurjaras) – Dodges projectiles |
What does the Crossbowman counter?
The Crossbowman is strong against units at long range.
One representative per unit line — the whole line behaves the same way in this matchup.
-
Spearman hard -
Eagle Warrior soft -
Man-at-Arms soft -
Monk soft
Unique units the Crossbowman beats
-
Kamayuk hard -
Berserk soft -
Warrior Priest soft -
Woad Raider soft
Civilizations that improve the Crossbowman
16 civilizations have a bonus or unique technology that affects this unit.
Britons
- Foot Archers +1/+2 range in Castle/Imperial Age
- Yeomen (unique tech): Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack
Cumans
- Archery Ranges and Stables cost -75 wood
Dravidians
- Skirmishers and Elephant Archers attack +25% faster
Ethiopians
- Foot Archers attack +18% faster
Gurjaras
- Frontier Guards (unique tech): Camel Riders and Elephant Archers +4 melee armor
Italians
- Foot Archers and Condottieri +1 melee/+1 pierce armor
Khmer
- Double Crossbow (unique tech): Ballista Elephants and Scorpions fire an additional projectile
Koreans
- Archer armor and tower upgrades free (Bombard Tower requires Chemistry)
Maya
- Foot Archers cost -10/20/30% in Feudal/Castle/Imperial Age
Muisca
- Champi Warriors and Archery Range Units +1/2/3 melee armor in Feudal/Castle/Imperial Age
- Herbalism (unique tech): Archer-line and Champi Warriors move +15% faster
Persians
- Kamandaran (unique tech): Archer-line gold cost replaced by additional wood cost
Shu
- Archery Unit technologies at the Archery Range and Blacksmith cost -25%
- Bolt Magazine (unique tech): Archer-line, War Chariots and Lou Chuans fire additional projectiles
Tupi
- Archery Range and Barracks upgrades cost -50% food
- Curare (unique tech): Foot Archers and Fortifications deal poison damage
Vietnamese
- Archery Range units and Fire Lancers +20% HP
Vikings
- Bogsveigar (unique tech): Archer-line and Longboats +1 attack
Wu
- Red Cliffs Tactics (unique tech): Demolition Ships and Fire Archers deal fire damage to ships and buildings
The Archer Line
For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Archer Counters guide.
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