AOE2 Guide
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Intermediate Feudal target ~9min

Romans 5 Man-at-Arms Rush

Steps 12 · 6 → 19 pop · ~9 min

Recommended Civilizations

Reach Feudal Age around 9:15 with five Militia ready, then convert them to Man-at-Arms and lean on the Roman infantry armor bonus to grind down the opponent.

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

6 steps · pop 6–16
  1. 6

    FoodTown Center 6 → sheep under the Town Center

  2. 9

    WoodLumber Camp +3 → wood, drop a Lumber Camp

  3. 11

    Food +2 → lure and eat the first boar

    ↳ Bring the second boar in when the first is about half eaten

  4. 12

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

  5. 16

    Food +4 → berries

  6. 16

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

vils

Feudal

6 steps · pop 19 9:15
  1. 19

    WoodLoom +2 → wood, research Loom, then click up to Feudal 9:15

    ↳ Land with roughly 5 on wood and 13 on food

  2. 19

    GoldWood Move 2 off food → gold, then 2 more off food → wood (ends ~7 wood, 9 food, 2 gold)

  3. 19

    MilitiaFarm Pump Militia up to 5 and walk them at the opponent

    ↳ These 5 are the core of the push — keep them alive; as the hunt runs out, send those Villagers to the straggler trees and seed 5 farms

  4. 19

    Man At ArmsDouble Bit Axe Research Man-at-Arms, then Double-Bit Axe

  5. 19

    BlacksmithWood Send new Villagers to the straggler trees; build a Blacksmith once 5 farms are down and research Infantry armor (+2)

    ↳ Roman infantry armor makes this push extremely resilient

  6. 19

    Scout CavalryMan At Arms Pressure with your Scout plus the Man-at-Arms together; pick fights you win

Strategy Notes

  • The whole opener is built around five Man-at-Arms backed by the Roman +2 infantry armor — that extra armor makes each unit far more resilient, so your group trades up against archers, Scouts, and other early infantry.
  • Get the Militia out early and keep all five alive; the damage they do to undefended Villagers and Houses is what buys time for your slightly slower economy to catch up.
  • Pair the Man-at-Arms with your Scout so you can chase down stragglers and pin the enemy in their base while you finish the Blacksmith upgrades.
  • React to what they build: add an Archery Range with Skirmishers if they go Archers, and keep walling and dropping farms behind the aggression so you do not stall.
  • This opening stays flexible into Castle Age — fold the farms into a fast Castle behind a Market and wall, then continue with Long Swordsmen and Scorpions, switch to Knights, or simply boom and grab Relics if the rush has bought you the lead.