The Crossbowman is countered by Elite Skirmisher, Mangonel and Knight. It is a archer unit of the Archer Line, and it wins against Pikeman, Long Swordsman and Monk.
The Archer Line
Crossbowman stats
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Hit points - 35
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Melee attack - 0
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Pierce attack - 5 / 2s
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Range - 5
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Melee armour - 0
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Pierce armour - 0
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Speed - 0.96
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Accuracy - 85%
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Line of sight - 7
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Training time - 27s
What counters the Crossbowman?
Hard counters beat the Crossbowman decisively and win even at a cost disadvantage — usually through bonus damage, area damage, conversion or a speed advantage it cannot escape. Soft counters win the fight too, but only with good numbers and positioning.
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Elite Skirmisher hard Attack bonus vs. archers -
Mangonel hard Area damage -
Knight hard Fast in melee – archers have low HP and almost no armor -
Huskarl UU hard UU (Goths) – High pierce armor -
Light Cavalry soft Fast, high HP -
Shrivamsha Rider UU soft UU (Gurjaras) – Dodges projectiles -
Eagle Warrior soft Fast, pierce-resistant -
Genitour UU soft Attack bonus vs. archers (+4)
What does the Crossbowman counter?
One representative per unit line — the whole line behaves the same way in this matchup.
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Pikeman hard Pierce damage -
Long Swordsman soft High pierce damage -
Monk soft Monks have low HP
Unique units the Crossbowman beats
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Kamayuk hard Pierce damage -
Berserk soft High pierce damage -
Warrior Priest soft Low HP -
Woad Raider soft Pierce damage
Civilizations that improve the Crossbowman
14 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
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
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
- 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
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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