Unit Counters
What beats what. Counters come down to pierce armour, bonus damage, and speed — not just cost. A counter only counts if it can actually kill its target before being kited.
Feudal Age counter cycle
The Feudal Age has one core counter cycle plus Men-at-Arms and towers. Counters here are about pierce armour and speed as much as bonus damage.
| Counter | beats | Why |
|---|---|---|
| | | Bonus damage + 3 pierce armour reduces the archer's hit to 1 damage. |
| | | 2 pierce armour (skirm deals 1) and enough speed to chase fleeing skirmishers down. |
| | | Large attack bonus vs cavalry — the hardest counter in Feudal, but slow and fragile vs everything else. |
| | | Spearmen have low pierce armour and no answer to ranged fire. |
| | | Skirmishers also carry a bonus vs spearmen — don't use spears into skirms. |
| | | Men-at-Arms beat most Feudal units in a straight fight; only hit-and-run archers trouble them. Safe under a tower. |
Castle Age counters
Castle Age adds compositions: a counter must actually kill its target, do it before the target tech-spikes, and not simply be kited. Knights dominate; Crossbows are the most common answer.
| Counter | beats | Why |
|---|---|---|
| | | Speed + armour close the gap; crossbows need big numbers or a Mangonel to hold. |
| | | Anti-cavalry bonus — but you need numbers, and pikes die to archers/infantry support. |
| | | Bonus vs cavalry and mobile enough to catch them; the cleanest mobile anti-knight. |
| | | Ranged fire shreds low-pierce-armour trash; protect them from cavalry. |
| | | Splash devastates massed archers — unless they are microed apart. |
| | | Fast melee closes and snipes siege; also great vs Monks and raiding. |
| | | High pierce armour hard-counters all archer-line and cavalry archers. |
| | | Conversion removes expensive units outright — but Monks die to archers and light cav. |
| | | Fast, gold-light, with bonus vs monks/siege/archers; a mesoamerican raiding answer. |
Every unit
- Strong vsWeak vs
Cheap ranged DPS; fragile. Fletching/Bodkin are huge power spikes.
- Strong vs
Demolishes buildings and absorbs arrows for your army; helpless once units swarm it.
- Strong vs
Bonus vs cavalry and mobile — the answer to Knight-heavy play.
- Strong vsWeak vs
Mobile ranged DPS; expensive and hard-countered by Skirmishers.
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Cheap upgrade from archers; the Xbow+Bodkin spike is unbeatable by Feudal units.
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Fast, gold-light raider; bonus vs siege/monks/archers but loses to heavy infantry.
- Strong vsWeak vs
The dominant Castle-Age unit: HP, attack, armour, speed — at ~2x cost.
-
Fast raider that snipes siege and Monks; trash-line so gold-free.
- Strong vsWeak vs
Strong early Feudal aggression; safe under a tower. Kited by archers.
- Strong vsWeak vs
Splash murders massed foot; dies to mobile melee and is beaten by micro.
- Strong vsWeak vs
Converts single expensive units and heals; very fragile to ranged + speed.
- Strong vsWeak vs
Upgraded anti-cavalry trash; needs numbers and ranged support.
- Strong vsWeak vs
Linear bolt shreds tight formations; immobile and siege-vulnerable.
- Strong vsWeak vs
Fast raider; 2 pierce armour beats skirms. Stopped cold by spears.
- Strong vsWeak vs
Trash counter to archers thanks to high pierce armour; useless vs melee.
- Strong vsWeak vs
Anti-cavalry trash. Slow and fragile to anything ranged or infantry.
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