AOE2 Guide
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Intermediate Feudal target ~9min

18 Pop Scouts into Skirms

Steps 12 · 6 → 18 pop · ~9 min

Open with Scout Cavalry off an 18-pop Feudal landing, then layer in Skirmishers the moment the opponent shows Archers, giving you a cheap answer to both ranged play and Spearman responses.

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

    ↳ Once all sheep are found, lure deer with your scout to stretch the food

vils

Feudal

6 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 CampBarracks Move 6 hunters → wood (8 on one lumber camp) and 4 more → berries; then 2 hunters build a Barracks + a House, then a Stable with the same 2 before walling or going to wood

    ↳ Ends on 8 wood / 8 food

  3. 18

    Scout CavalryDouble Bit AxeFarm Start Scout Cavalry; research Double-Bit Axe (Horse Collar optional); seed farms as the hunt runs dry

  4. 18

    Archery RangeSkirmisherWood When the opponent commits to Archers, drop a Range fast, move 2 to the woodline, and start Skirmishers

  5. 18

    BlacksmithFletching Build a Blacksmith; research Fletching and infantry armor ASAP to power your Skirmishers

    ↳ Keep adding farms until about 13-15, then click up after Wheelbarrow

  6. 18

    Lumber CampGoldMining Camp Berries out → 2nd lumber camp; move 6 → gold with a Mining Camp; research Wheelbarrow

Strategy Notes

  • Scouts come first to pressure villagers and force a reaction; the Skirmisher switch is reactive, so only commit to the Range once you actually see the enemy leaning on Archers.
  • Skirmishers are gold-free and hard-counter Archers, so this opening shrugs off the most common Feudal aggression while your Scouts keep punishing anything that steps outside walls.
  • Keep the economy on wood and food early — Skirmishers and Scouts cost no gold, which lets you delay the gold move until berries are spent and you split 6 onto a Mining Camp.
  • Blacksmith into Fletching plus infantry armor is the key power-spike: it lifts your Skirmishers above the enemy's Archers and keeps your Scouts alive in the skirmish.
  • Franks, Huns, Malians, and Lithuanians all fit: Franks for hardier cavalry and free farm upgrades, Huns for skipping houses, Malians for cheaper farming, and Lithuanians for the early food bonus that speeds the whole opening.
  • In Castle Age this transitions cleanly into Elite Skirmishers backed by Knights — the Skirmishers screen against Crossbows while the Knights provide the punch your gold-light Feudal lacked.