Camel Scout
CamelBase values, before Blacksmith upgrades. The Blacksmith raises attack and armour for infantry, cavalry and archers — Blast Furnace, for instance, gives "+2 Attack for infantry & cavalry". Late in a game, the real numbers are higher.
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Camel Scout
FeudalCamel Rider
CastleThe coach's briefing
Commander, the Camel Scout is Gurjaras' answer to Scout Cavalry. With only 2 attack, they're weaker than regular scouts for combat, but they're camels - meaning they counter cavalry later. In Feudal Age, use them for scouting and light raiding. They're a stepping stone to the powerful Camel Rider line. Don't expect them to win fights.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Just lost against this unit?
Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
Early game scout and cavalry line starter
Tactical Playbook
Scouting Only
With 2 attack, Camel Scouts are for scouting, not fighting. Explore the map and find your opponent.
Camel Line
They upgrade into Camel Riders. Start building them early to have a camel mass in Castle Age.
Economic Raiding
70 HP is decent for villager harassment. Hit and run against unprotected economies.
Critical Point
Only 2 attack means you lose to virtually everything in combat. Never fight military units.
Understanding The Stats
Camel Scouts are weak individually but set up Gurjaras' powerful camel line. They're an investment, not a fighter.
Minimal Attack
Almost no combat capability
No Armor
No protection at all
Decent HP
Survives enough to scout
Good Speed
Fast enough for scouting duties
Coach's Tip
2 attack is pathetic. Don't fight. Scout, raid villagers if possible, and survive to Castle Age.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| No damage bonus: this unit deals the same damage to every target. | |
Armor Classes
Camel
Takes specific bonus damage from Pikemen.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Camel Scout is the Gurjara unique scout, a 55-food/60-gold mounted unit with 70 HP, 2 attack, 0/0 armor, 1.2 speed and 4 line of sight. The official help gives the categories: strong versus Mounted Units; weak versus Infantry, Monks and Foot Archers. It is therefore an anti-cavalry scout rather than a Dark-Age raider, and the 22-second train time makes each one a deliberate investment. With no armor and almost no attack, its value comes from finding, chasing and delaying mounted units while the Gurjara economy turns that information into the right counter composition.
History & balance
The Camel Scout expands the Gurjara idea that cavalry can be a counter-unit, not only a source of pressure. Its official role is narrow: it is strong against mounted units and weak against the three categories that can reach or punish it. The Gurjara civilization already gives its mounted roster a strong economic and production context, including livestock management and faster access to mounted numbers, so the Camel Scout is a control piece inside that system. The low attack and zero armor are intentional limits. It scouts, screens and chases; it does not replace the Camel Rider line in a sustained fight. Its design rewards reading the opponent before committing gold.
In pro play
Use Camel Scouts to deny enemy Knights, Camels or other mounted units access to your economy, then keep them alive as moving vision. Their 1.2 speed is enough to shadow many targets, but four line of sight and zero armor mean they should not enter a fight without support. Pair them with Spearmen or ranged units that handle the Infantry and Archers named in the official weaknesses, and use the Scouts to choose where the engagement happens. The 55-food/60-gold price makes a blind mass wasteful; produce the number that lets you cover both resource sides and the likely approach. Their best timing is immediately after scouting a mounted commitment, before it becomes a full army.
How to counter it
The classic mistake is answering Camel Scouts with more mounted units and accepting the fight they were designed to control. The official help gives the categories: strong versus Mounted Units and weak versus Infantry, Monks and Foot Archers. Spearmen have +12 versus the Camel class and Pikemen have +18, giving the cheap direct answer; Foot Archers exploit 0 pierce armor from range, while Monks can convert a costly Scout. Hold the resource line, deny the exit with several bodies and let the low attack waste time. If you keep losing to Camel Scouts without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.