Elite Throwing Axeman
InfantryBase 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
Throwing Axeman
Castle AgeElite Throwing Axeman
Imperial AgeThe coach's briefing
The Elite Throwing Axeman now reaches 6 range after Update 185872, compared with 5 for the base unit. Its 8 melee-damage attack threatens low-melee-armor targets, but 70 HP and no pierce armor still demand careful positioning. The Elite upgrade costs 850 food and 550 gold.
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 Elite Throwing Axeman becomes a **true ranged infantry powerhouse** with improved range and survivability.
Tactical Playbook
6 Range Power
Outranges Skirmishers (3). Can kite melee infantry effectively.
Melee Armor
1 melee armor means infantry deal less damage. Helps in brawls.
Archer Destroyer
8 melee damage shreds archers. They can't pierce-armor their way to safety.
Critical Point
**Still 0 pierce armor**. Archers can still hurt you - just close the gap fast and let your melee damage do the work.
Understanding The Stats
The Elite upgrade improves all key stats, making the Throwing Axeman a versatile ranged infantry option.
Extra Range
+1 over base. Outranges Skirmishers and most infantry.
Better Attack
+1 over base. More damage to pierce-armored targets.
Melee Armor
Finally some armor. Takes 1 less damage from melee.
More HP
+10 HP. Survives longer in extended fights.
Coach's Tip
6 range with 8 melee attack gives you a stronger reach against archers, whose pierce armor does not reduce your axes' damage.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Standard Building | +2 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
Elite Throwing Axeman is the Frankish Castle-to-Imperial infantry upgrade: 55 food and 25 gold, 70 HP, 8 attack, 1 melee armor, zero pierce armor, range 6, speed 1.0, and line of sight 6. It trains in 13 seconds. Its ranged melee attack lets an infantry unit deal damage without standing on the target, but the short range and lack of pierce armor keep it honest. Think of it as a close-support damage dealer that can punish infantry formations while staying just outside a normal melee exchange. It is not a universal archer replacement: its value depends on target choice, spacing, and a screen that stops cavalry from closing.
History & balance
The Elite Throwing Axeman is the Frankish unique infantry line, reached from the Castle Age Throwing Axeman in the Imperial Age for 850 food and 550 gold. The line gives the Franks a distinct answer to infantry armies without leaving the Barracks family. Update 185872 gives the Elite Throwing Axeman 6 range directly; Bearded Axe was removed in favor of Ordonnance Companies for Mounted Crossbowmen. The result is a deliberately asymmetric unit: infantry armor classes and a ranged melee attack, paired with a narrow range window and no pierce armor. It asks a Frankish player to turn familiarity with cavalry timing into disciplined infantry support.
In pro play
Build Elite Throwing Axemen when the opponent is investing in infantry and you can protect a short-range firing line. Their 6 range lets them chip a target before contact, while 70 HP and 1 melee armor help them survive the first touch; their zero pierce armor means arrows and siege fire still demand respect. The upgrade costs 850 food and 550 gold, so start it with a plan rather than as a panic purchase. The extra range is now built in; use it to kite infantry or fire over a front line. Use the 13-second training time to keep production continuous, then reposition instead of letting cavalry surround the group.
How to counter it
The classic mistake is answering Elite Throwing Axemen with ordinary infantry, then letting a ranged melee attack decide the distance. The official help gives the categories: Infantry on the strong side, and Archery Units plus Siege Weapons on the weak side; it does not assign those labels to named units. In practice, Hand Cannoneers have +10 attack against Infantry, while Heavy Scorpions have +2 against Infantry and fire beyond the axeman's short range. Use those tools with a screen and focus fire. If you are losing without knowing the production and timing response, AoE Coach reads the match-up and gives you the counter composition and timing.