AOE2 Guide
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Intermediate Feudal target ~9min

Man-at-Arms Into Skirms

Steps 12 · 6 → 19 pop · ~9 min

Hit Feudal Age around 9:15 with Militia already walking out, upgrade to Man-at-Arms, and back them with Skirmishers for a full-Feudal composition that beats most early army mixes.

Step Timeline

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

0/0 done 0:00
Checkpoints Feudal 19 vils 9:15
vils

Opening

8 steps · pop 6–17
  1. 6

    FoodTown Center 6 → sheep under the Town Center

  2. 9

    WoodLumber Camp +3 → wood, drop a Lumber Camp

  3. 10

    FoodScout Cavalry +1 → lure and eat the first boar; lure one or two deer in with your Scout if available

    ↳ Free deer food keeps your eco on hunt longer

  4. 11

    HouseMillFood +1 → build a House, then a Mill on the chickens or berries

  5. 13

    MillFood +2 → Mill (berries)

  6. 14

    Food +1 → lure and eat the second boar

    ↳ Bring it in as the first boar runs low

  7. 16

    FoodTown Center +2 → hunt under the TC

  8. 17

    BarracksHouse +1 → build a Barracks and then a House at the front of your base

vils

Feudal

4 steps · pop 19 9:15
  1. 19

    FoodLoom +2 → hunt, research Loom, then click up to Feudal 9:15

    ↳ Land with roughly 3 on wood and 15 on food

  2. 19

    GoldMining CampMilitia Move 2 off food → gold and drop a Mining Camp; get 3 Militia out

  3. 19

    WoodMan At ArmsDouble Bit Axe Send 5 off the hunt → wood and 3 off the hunt → berries; research Man-at-Arms, then Double-Bit Axe (Horse Collar optional)

  4. 19

    Archery RangeSkirmisherFarm Build an Archery Range at the front and start Skirmishers; put new and straggler-tree Villagers onto farms; add a Blacksmith with Fletching, keep adding Man-at-Arms, take Arson at 7-8 Man-at-Arms, then Infantry and Skirmisher armor and Wheelbarrow at 14-16 farms

Strategy Notes

  • This is a pure Feudal Age power play: Man-at-Arms do the damage while Skirmishers shield them from enemy Archers, giving you an army that answers almost anything an opponent can field before Castle Age.
  • Get the first three Militia out the moment you age up and start poking at the enemy's Villagers and woodlines — early pressure forces them onto defense and buys time for your eco to rebound from the aggressive opener.
  • Lead with Man-at-Arms and Double-Bit Axe, then layer in Skirmishers as soon as you see Archers; the two units cover each other's weaknesses, so keep the front line of melee in front of your ranged support.
  • Tech up steadily at the Blacksmith — Fletching first, then Infantry and Skirmisher armor — and add Arson once you have seven or eight Man-at-Arms so they tear through buildings and snowball any push.
  • Do not forget the economy behind the fight: seed farms off the dwindling hunt, take Wheelbarrow at 14-16 farms, and keep walling so the constant unit production never stalls your food or wood.
  • From a winning Feudal position you can keep grinding in Feudal or transition smoothly to Castle Age, folding the army and farm economy into Crossbows, Pikemen, or a Knight switch depending on the matchup.