Long Swordsman
InfantryEvolution
Militia
DarkMan-at-Arms
FeudalLong Swordsman
CastleTwo-Handed Swordsman
ImperialChampion
ImperialSTRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Long Swordsman is often called the 'forgotten unit' of Castle Age, but they have a crucial niche: **hard-countering Eagle Warriors** and providing infantry pressure when gold is scarce.
Tactical Playbook
Eagle Counter
With +6 bonus vs Eagles (total +8 from the line), Long Swordsmen delete Eagle Warriors cost-effectively.
Siege Support
Pair with Mangonels. Long Swordsmen protect your siege from Eagle dives while Mangonels kill the archers.
Low-Gold Option
At only 20 gold per unit, you can mass them when your gold runs low while enemies still field Knights.
Critical Point
Avoid massed **Knights** and **Crossbowmen**. Knights will run circles around you, and Crossbows will melt you before you close the gap.
Understanding The Stats
Long Swordsmen have solid stats but suffer from the 'infantry problem': slow speed and vulnerability to ranged units in an age dominated by Knights.
Solid HP Pool
Good durability for Castle Age. You can take some hits while closing distance to your targets.
Eagle Slayer
This is your defining trait. Combined with +2 from M@A line, you deal 8 bonus damage to Eagles.
Building Pressure
Better than M@A at raiding buildings. Combine with Arson (+2 more) for +4 total.
Speed Problem
Same speed as Militia. You cannot catch anything that doesn't want to fight you.
Coach's Tip
9 attack is respectable. With +2 vs buildings and Arson, you deal 13 damage per hit to buildings. That's a Lumber Camp in 5 hits.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Building | +2 |
| Eagle Warrior | +8 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.