The Long Swordsman is countered by Crossbowman, Scorpion and Cataphract. It is a infantry unit of the Militia Line, and it wins against Eagle Warrior.
The Militia Line
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Militia -
Man-at-Arms -
Long Swordsman -
Two-Handed Swordsman -
Champion -
Legionary
Long Swordsman stats
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Hit points - 60
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Melee attack - 9 / 2s
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Pierce attack - 0
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Range - 0
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Melee armour - 1
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Pierce armour - 1
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Speed - 0.96
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Line of sight - 4
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Training time - 21s
What counters the Long Swordsman?
Hard counters beat the Long Swordsman 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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Crossbowman hard High pierce damage -
Scorpion hard Area pierce -
Cataphract UU hard UU (Byzantines) – Attack bonus vs. infantry -
Hand Cannoneer hard Attack bonus vs. infantry (+10) -
Jaguar Warrior UU hard Attack bonus vs. infantry (+5) -
Cavalry Archer soft Kites from great distance -
Knight soft Superior in open field -
Chu Ko Nu UU soft Outranges infantry, which cannot close the gap -
Longbowman UU soft Outranges infantry, which cannot close the gap -
Plumed Archer UU soft Outranges infantry, which cannot close the gap -
Rattan Archer UU soft Outranges infantry, which cannot close the gap -
Composite Bowman UU soft Outranges infantry, which cannot close the gap -
Blackwood Archer UU soft Outranges infantry, which cannot close the gap -
Fire Archer UU soft Outranges infantry, which cannot close the gap -
Mangudai UU soft Kites infantry from range -
War Wagon UU soft Kites infantry from range -
Elephant Archer UU soft Kites infantry from range -
Kipchak UU soft Kites infantry from range -
Arambai UU soft Kites infantry from range -
Ratha (Ranged) UU soft Kites infantry from range -
War Chariot (Barrage) UU soft Kites infantry from range -
War Chariot (Focus Fire) UU soft Kites infantry from range -
Slinger UU soft Attack bonus vs. infantry (+4)
What does the Long Swordsman counter?
One representative per unit line — the whole line behaves the same way in this matchup.
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Eagle Warrior hard Attack bonus vs. Eagle Warriors
Civilizations that improve the Long Swordsman
19 civilizations have a bonus or unique technology that affects this unit.
Armenians
- Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
- Fereters (unique tech): Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster
Aztecs
- Garland Wars (unique tech): Infantry +4 attack
Bulgarians
- Militia-line upgrades free
- Bagains (unique tech): Militia-line +5 melee armor
Burgundians
- Flemish Revolution (unique tech): All existing Villagers are transformed to Flemish Militia
Burmese
- Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age
Celts
- Infantry moves +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age
- Stronghold (unique tech): Castles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius
Dravidians
- Wootz Steel (unique tech): Infantry and Cavalry attacks ignore armor
Goths
- Infantry costs -15/20/25/30% in Dark/Feudal/Castle/Imperial Age
- Infantry +1/+2/+3 attack vs. buildings in Feudal/Castle/Imperial Age
Japanese
- Infantry attacks +33% faster starting in Feudal Age
Khitans
- Lamellar Armor (unique tech): Infantry and Skirmishers reflect 25% melee damage back to the attacker
Koreans
- Ranged Soldiers and Infantry cost -50% wood
Malay
- Infantry armor upgrades free
- Forced Levy (unique tech): Militia-line gold cost is replaced by additional food cost
Malians
- Barracks Units +1/+2/+3 pierce armor in Feudal/Castle/Imperial Age
Mapuche
- Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age
Romans
- Infantry armor upgrade effects are doubled
- Comitatenses (unique tech): Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack
Slavs
- Druzhina (unique tech): Infantry deals trample damage
Teutons
- Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age
- Crenellations (unique tech): Castles +3 range, garrisoned Infantry fires arrows
Vikings
- Infantry +20% HP starting in Feudal Age
- Chieftains (unique tech): Infantry +5 attack vs. Cavalry, +4 vs. Camel Units; generate +5 gold when defeating Villagers, Trade Units and Monks
Wu
- Infantry regenerates 10/15/30 HP per minute in Feudal/Castle/Imperial Age
For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Infantry Counters guide.
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