AOE2 Guide
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Intermediate Feudal target ~14min

18 Pop Scouts into Archers

Steps 11 · 6 → 18 pop · ~14 min

Source: Hera

Open with Scout Cavalry pressure off an 18-pop Feudal landing, then surprise the opponent with an Archer switch once the harass has them committed to anti-cavalry play.

Step Timeline

Follow the villager rail and resource-split columns while you play.

0/0 done 0:00
Checkpoints Feudal 18 vils 8:50
vils

Opening

6 steps · pop 6–12
  1. 6

    FoodTown Center 6 → sheep under the Town Center

  2. 8

    WoodLumber Camp +2 → wood, drop a lumber camp

  3. 9

    Food +1 → lure and eat the first boar

  4. 10

    Food +1 → hunt under the Town Center

  5. 11

    HouseMillFood +1 → build a house, then a mill on berries

  6. 12

    Food +1 → lure the second boar

    ↳ Lure deer with your scout to stretch the food

vils

Feudal

5 steps · pop 18 8:50
  1. 18

    FoodLoom +6 → hunt under the Town Center; research Loom and click up 8:50

    ↳ Feudal landing ~8:50 on 2 wood / 16 food

  2. 18

    WoodLumber CampFood Reslot the hunt: 6 → wood (8 total, on one or two lumber camps), 4 → berries, 2 → build a Barracks and a House

  3. 18

    StableScout CavalrySpearman Build a Stable and start Scout Cavalry; add 1+ Spearman, research Double-Bit Axe (Horse Collar optional)

  4. 18

    FarmGoldMining Camp Seed roughly 8 farms as hunt food winds down, then move 8 Town Center villagers → gold and build a Mining Camp

  5. 18

    Archery RangeArcherBlacksmith Build 2 Archery Ranges and switch into Archers, then add a Blacksmith and research Fletching

Strategy Notes

  • The plan baits an over-reaction: early Scouts push the enemy toward Spearmen and walls, and the moment they over-invest in anti-cavalry you flip to Archers from two Ranges, which their Spears cannot answer.
  • Keep at least one Spearman of your own in production to screen against mirror Scout play while your economy reslots onto wood and gold for the Archer phase.
  • Time the gold move carefully: pull the 8 Town Center villagers onto gold and a Mining Camp only once farms and berries cover food, so Archer production never stalls.
  • Blacksmith into Fletching is the key Archer power-spike here; prioritize it over extra eco upgrades once arrows start flying.
  • Chinese, Huns, Malians, and Portuguese all suit this build: Chinese for the extra starting villagers, Huns for skipping houses, Malians for cheaper farm upgrades, and Portuguese for cheaper gold-cost units.
  • From here you can all-in Feudal with a second Stable plus Bloodlines, or stabilize the economy and carry the Archer mass into a strong Castle Age Crossbow timing.