Genitour
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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Genitour
CastleElite Genitour
ImperialThe coach's briefing
The Genitour is a mounted Skirmisher - the perfect trash archer killer. At 40 food 35 wood with zero gold cost, you can spam them endlessly in late game. Your +4 bonus against Archers plus high speed of 1.35 lets you chase down and eliminate Crossbowmen and Arbalesters. However, Knights and Halberdiers will destroy you - your 4 pierce armor doesn't help against melee. Use your speed to pick fights and run. Classes: Archer, Cavalry, Cavalry Archer.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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Strategic Analysis
Tactical Identity
The Genitour is a **mobile trash archer counter**. When gold runs low, Genitours give you map control against archer-based armies while costing only food and wood.
Tactical Playbook
Trash Wars Mobility
In late game, Genitours dominate archer masses. Your 1.35 speed means you catch Arbalesters (0.96 speed) and kite Halberdiers forever.
Raiding Potential
Unlike foot Skirmishers, you can raid. Run into the enemy base, snipe archers protecting woodlines, and escape before Knights arrive.
Team Game Value
Berbers sharing Genitours with allies is huge. Your flanking teammate can make Genitours to counter the enemy pocket's archer support.
Critical Point
Your three armor classes mean you have many counters. **Knights** (anti-cavalry), **Camels** (anti-cavalry), and **Halberdiers** (anti-cavalry) all shred you. Avoid melee at all costs.
Understanding The Stats
The Genitour combines Skirmisher anti-archer role with cavalry mobility. The trade-off is vulnerability to anti-cavalry units due to the Cavalry armor class.
Archer Killer
3 attack + 4 bonus = 7 damage to Archer class units. Against Arbalesters (0 melee armor), that's 7 damage per shot.
Spearman Bonus
Useful for cleaning up Halberdiers trying to screen for archers. 3+3 = 6 damage ignoring their 0 armor.
Zero Gold Cost
40 Food, 35 Wood. Pure trash unit. In post-Imperial when gold is gone, you can mass produce them indefinitely.
Cavalry Speed
Faster than Hussars (1.5 for Scout line) but much faster than foot Skirmishers (0.96). Catch archers, escape melee.
Coach's Tip
50 HP and 4 pierce armor lets you tank some archer fire. But 0 melee armor means Knights and Halbs destroy you. Your 1.35 speed is your survival tool - never let melee units catch you.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Archer | +4 |
| Spearman | +3 |
Armor Classes
Archer
Vulnerable to Skirmishers and Huskarls.
Cavalry
Takes heavy bonus damage from Pikemen/Halberdiers and Camels.
Cavalry Archer
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Feudal Age
Castle Age
Civilizations
* 1 civilizations have access to this unit.
Other Units
AoE Coach analysis
Context & meta
The Genitour is the Berber mounted Skirmisher, a no-gold anti-archer unit designed to turn mobility into ranged control. It costs 40 food and 35 wood, 25 seconds to train, 50 HP, 3 attack, 0/4 armor, 4 range, 1.35 speed and 5 line of sight. The official help is precise: it cannot attack at close range, is strong versus Ranged Soldiers and weak versus units at close range. Berber Stable discounts and the team rule that makes Genitours trainable by allies give it a strategic identity beyond a normal Skirmisher: it is a team-game answer that keeps gold available for the army that follows.
History & balance
The Genitour exists to make the Berber team bonus tangible on the map. Instead of asking a player to buy a gold-heavy cavalry archer, the design offers a mounted Skirmisher that can be produced by Berbers and their allies while the civilization already discounts Stable Units in Castle and Imperial Age. That combination creates a trash-oriented support unit with the familiar Skirmisher role and a cavalry body. The cost is the hard restriction on close-range attacks: the Genitour is not meant to replace Knights, and its strength disappears when a melee army reaches it. Its history is therefore about access and role clarity, not raw damage inflation.
In pro play
Use Genitours to protect an economy from Archers while your main army spends gold elsewhere. Their 1.35 speed lets them rotate between woodlines, trade routes and exposed siege, but the 4 range means they need space and vision. In a team game, a Berber player can establish the line and allies can add it from their Archery Ranges once the team bonus is active; keep production continuous because the unit is cheap in resources but still takes 25 seconds. Move in small groups, focus one ranged target at a time, and never let the Genitours be the first body to contact Knights or infantry. Their best timing is the moment the opponent has ranged numbers but not enough melee to surround them.
How to counter it
The classic mistake is chasing Genitours with Archers and accepting a ranged fight on their terms. The official help gives the categories: they are strong versus Ranged Soldiers and weak versus units at close range. Pikemen have +22 versus Cavalry, so they punish the mounted body; Elite Skirmishers add +2 versus Cavalry Archers and +4 versus Archers when a dive is impossible. Put melee between the Genitours and your economy, then cut their retreat. If you keep losing to Genitours without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.