Crossbowman
ArcherEvolution
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Crossbowman is the **Castle Age timing attack champion**. The upgrade from Archer is cheap (125F/75G) and instant - hit Castle Age, research, and push with superior range and damage before opponents can mass Knights.
Tactical Playbook
Fast Castle Xbow
The 24-pop Fast Castle into mass Crossbowmen is a devastating timing. Arrive with 15-20 Crossbows at minute 17-18 when enemies have 2-3 Knights.
Pike + Xbow Combo
Mix Pikemen with your Crossbowmen. Pike front-line absorbs Knight charges while you safely deal damage from behind.
Villager Sniping
5 range lets you pick off villagers under Town Centers. Force them to garrison, killing their economy while yours booms.
Critical Point
Elite Skirmishers and Mangonels will end you. A single Mangonel shot kills 5+ Crossbows. Siege is your **death sentence** - always bring a few Knights or Pikemen to snipe it.
Understanding The Stats
The Crossbowman is a direct stat upgrade over the Archer - more HP, more damage, more range. The same weaknesses apply but with greater killing power.
Extended Range
5 range outranges Town Centers (5 vs 5). With Bodkin (+1), you can safely snipe villagers under TC fire.
Improved HP
+5 HP over the Archer. Still fragile, but you can tank one more hit from Scouts or survive a glancing Mangonel shot.
Better Damage
5 base attack means faster kills. Against 0-armor villagers, you 3-shot them instead of 4-shot.
Same Speed
No speed upgrade from Archer. Knights (1.35) will catch you. Always have Pikemen to slow them down.
Coach's Tip
35 HP is still fragile. Research Thumb Ring if your civ has it - 100% accuracy means every arrow counts, and the faster attack rate is a huge DPS boost.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Spearman | +3 |
Armor Classes
Archer
Vulnerable to Skirmishers and Huskarls.