Man-at-Arms — Counters, Stats & Civ Bonuses

All-purpose Infantry.

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The Man-at-Arms is countered by Scorpion, Archer and Crossbowman. It is a infantry unit of the Champion Line.

Man-at-Arms
Class
Infantry
Line
Champion Line
Available to
All civilizations
Cost
Food 50 Gold 20

Man-at-Arms stats

Hit points 45
Melee attack 6 / 2s
Pierce attack 0
Range 0
Melee armour 0
Pierce armour 1
Speed 0.96
Line of sight 4
Training time 21s

What counters the Man-at-Arms?

The Man-at-Arms is weak against Ranged Soldiers at long range.

Hard counters deal bonus damage against this unit — they beat the Man-at-Arms even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.

CounterTypeWhy it works
Scorpion hard Pierce area damage
Archer soft Ranged > melee in early game
Crossbowman soft Upgraded archer
Knight soft Overwhelms with damage and HP

What does the Man-at-Arms counter?

The Man-at-Arms is strong against buildings, Infantry, Scout Cavalry- and Skirmisher-line.

Unit lines the Man-at-Arms has a damage bonus against

Civilizations that improve the Man-at-Arms

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

The Champion Line

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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