Elite War Wagon
ArcherBase 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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War Wagon
CastleElite War Wagon
ImperialThe coach's briefing
You now have 200 HP, 5 range, and 0/4 armor. 200 HP is absurd for a ranged unit. The upgrade costs 1000W/800G. At 5 range, you outrange Castles! Arbalesters deal only 2 damage per shot to you. You can literally march through arrow fire.
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
The Elite War Wagon becomes a **near-unstoppable ranged tank** that ignores arrow fire.
Tactical Playbook
200 HP
Most HP of any ranged unit. Unkillable by archers alone.
5 Range
Outranges most units and Castles. Safer positioning.
4 Pierce Armor
Arbalesters deal only 2 damage. Nearly arrow-proof.
Critical Point
**Still countered by pikes and Skirms**. High HP doesn't stop bonus damage. Keep them protected.
Understanding The Stats
The Elite upgrade creates the tankiest ranged unit in the game with excellent range.
Massive HP
+50 HP. Absurd tankiness.
Better Range
+1 range. Outranges Castles.
Higher Pierce Armor
+1 pierce. Only 2 damage from Arbalesters.
Same Speed
Still slow but very tanky.
Coach's Tip
5 range outranges Castles (4 range before upgrades). You can safely chip away at Castle HP from outside their range.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Standard Building | +2 |
Armor Classes
Archer
Vulnerable to Skirmishers and Huskarls.
Cavalry Archer
Vulnerable to units with bonus damage vs this class.
Cavalry
Takes heavy bonus damage from Pikemen/Halberdiers and Camels.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Civilizations
* 1 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
Elite War Wagon is the Korean Imperial upgrade for a durable mounted archer: 200 wood and 60 gold, 200 HP, 9 attack, 0 melee armor, 4 pierce armor, range 5, speed 1.2, and line of sight 8. It trains in 21 seconds. The official help calls it slow but durable, and the numbers explain why: four pierce armor and a large health pool let it stay under ordinary arrow fire longer than a light archer unit. It still has zero melee armor, and its mobility is not fast enough to forgive every bad position. Treat it as a pressure platform that needs space and a clean retreat path.
History & balance
The Elite War Wagon is the Korean unique mounted archer, upgraded from the Castle Age War Wagon in the Imperial Age for 1,000 wood and 800 gold. Koreans support the line through a broad Ranged Soldiers and Infantry bonus: those units cost 50% less wood. Thumb Ring and Husbandry are listed as key upgrades for the unit, while the War Wagon itself keeps its distinctive 5-range, high-health identity. In the Korean tech-tree story, this is not a disposable cavalry scout with a bow. It is a slow, expensive anchor for ranged armies, designed to make sustained positioning and protection matter more than a single fast raid.
In pro play
Use Elite War Wagons when you can create room for a slow ranged mass and protect it from direct counters. Each one brings 200 HP, 4 pierce armor, 5 range, and 8 line of sight, so a group can hold a firing position while your front line buys time. The 21-second train time rewards a stable production plan; the 200 wood and 60 gold cost punishes idle ranges and careless losses. Add the listed Thumb Ring and Husbandry upgrades when the army is large enough to benefit, keep the wagons moving between volleys, and avoid a cramped corner. Their strength is durable pressure, not permission to stand still against cavalry or skirmishers.
How to counter it
The classic mistake is shooting Elite War Wagons with generic archers and expecting volume to pierce four armor. The official help gives the categories: Infantry and Archery Units on the strong side, and Spearman-line, Skirmishers, and Camel Riders on the weak side; it does not name individual units. In practice, Elite Skirmishers have +4 attack against Archer and +2 against Cavalry Archer, Halberdiers have +32 against Cavalry, and Camel Riders have +9 against Cavalry. Keep counters together and force wagons to fight on your terms. If War Wagons beat you and you do not know what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.