Conquistador
CavalryBase 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.
Evolution
Conquistador
Castle AgeElite Conquistador
Imperial AgeThe coach's briefing
You're a mounted Hand Cannoneer with 16 attack and 6 range. At 1.3 speed, you can hit-and-run effectively. Your 2/1 armor and 55 HP make you surprisingly tanky for a gunpowder unit. The high damage melts infantry and archers alike. But at 75F/60G, you're expensive, and your accuracy suffers at range. Get close to maximize damage.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Prepare your next matchup
Choose both civilizations for a game plan, key threats and an army composition.
Strategic Analysis
Tactical Identity
The Conquistador is a **mobile gunpowder cavalry** unit. High burst damage combined with mobility creates devastating hit-and-run potential.
Tactical Playbook
Castle Age Power
16 attack in Castle Age is massive. Melts any infantry or archer you encounter.
Hit and Run
1.3 speed lets you engage, fire, retreat. Repeat until enemies die.
Good Armor
2/1 armor is exceptional for cavalry. Takes less damage from everything.
Critical Point
**Expensive and slow to mass**. 75F/60G and 26s train time. Can't spam them like archers.
Understanding The Stats
The Conquistador offers massive damage output with cavalry mobility, but at high cost.
Huge Attack
Highest Castle Age ranged damage. Melts low-armor targets.
Long Range
Outranges most Castle Age units. Safe attacks.
Good Armor
Excellent for cavalry. Reduces all incoming damage.
Fast Speed
Standard cavalry speed. Good for hit-and-run.
Coach's Tip
16 attack at 6 range is devastating. Infantry with 1 armor takes 15 damage per hit - 3-4 shots to kill most units.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Ram | +4 |
Armor Classes
Cavalry
Takes heavy bonus damage from Pikemen/Halberdiers and Camels.
Cavalry Archer
Vulnerable to units with bonus damage vs this class.
Gunpowder Unit
Vulnerable to Condottieros.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Conquistador is the Spanish unique Mounted Gunner: 55 HP, 16 attack, 6 range, 2 melee armor, 1 pierce armor, 1.3 speed, and 8 line of sight, for a 75 food/60 gold cost and 26 seconds of training. The official help describes powerful attack and mobility, then gives the limits: strong versus units at range, weak versus the Spearman-line, Skirmishers, and Monks. Its 6 range and 1.3 speed reward kiting, but the 55-HP body is expensive enough that one bad dive can erase the timing. Treat it as mobile ranged pressure, not as a Knight with a gun.
History & balance
The Conquistador is built into the Spanish gunpowder identity. Spanish Gunpowder Units attack 18% faster, Blacksmith upgrades cost no gold, and builders work 30% faster; those bonuses make the Castle-to-Imperial Conquistador path easier to support without changing its official weaknesses. The Elite upgrade costs 900 food and 600 gold, so the step up is a major investment. The unit therefore sits at a clear historical intersection in the game: Spanish mobility and gunpowder pressure on one side, a fragile mounted body that must respect Spearman-line, Skirmishers, and Monks on the other.
In pro play
Conquistadors want space. Use the 6 range to fire from behind a screen, then move before the opponent can turn a slow reaction into contact. Their 1.3 speed is enough to change angles and punish exposed villagers or support units, but it is not a reason to dive into a Spearman-line. Keep the first group alive while the Spanish attack-speed bonus compounds over repeated volleys; the value comes from preserving the mobile firing force, not from one dramatic charge. If Monks are present, make them choose between safety and conversion range. Build the Elite upgrade when the army and economy can keep the 60-gold flow running.
How to counter it
The classic mistake against Conquistadors is chasing them with a slow melee blob while every shot lands. The official help gives the categories: strong vs. units at range; weak vs. Spearman-line, Skirmishers, and Monks. Halberdiers have +32 against Cavalry, while Elite Skirmishers have +2 against Cavalry Archer. Halberdiers deny the mounted body in melee; Skirmishers keep the exchange at range. Monks provide the official conversion threat. Close escape routes, split the screen, and protect Skirmishers from a flank. If Conquistadors keep deleting your army and you do not know what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.