Man-at-Arms
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.
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Militia
DarkMan-at-Arms
FeudalLong Swordsman
CastleTwo-Handed Swordsman
ImperialChampion
ImperialThe coach's briefing
The Man-at-Arms is your Feudal Age infantry powerhouse. With +2 attack over Militia and a +1 bonus vs buildings, they can threaten enemy production buildings. The M@A rush is a classic opening that forces your opponent to react. Combine with Archers for devastating early pressure. Classes: Infantry.
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 Man-at-Arms is the backbone of the **M@A Rush**, one of the most common Feudal Age aggression strategies. Their bonus damage vs buildings allows them to quickly destroy Lumber Camps, Mining Camps, and even threaten Barracks.
Tactical Playbook
M@A Rush
Train 3 Militia in Dark Age, upgrade to M@A upon reaching Feudal. Immediately attack while your opponent is still transitioning.
M@A + Archers
Follow up with Archers from your Archery Range. M@A tank damage while Archers deal damage from behind - a deadly combo.
Building Pressure
Target economic buildings (Lumber Camps, Mining Camps) to force villagers to relocate and lose efficiency.
Critical Point
M@A fall off quickly. By mid-Feudal, Scouts and Archers counter them easily. Transition to Archers or Long Swordsmen.
Understanding The Stats
The Man-at-Arms represents a significant upgrade over Militia, with better attack, HP, and the critical building bonus that defines their role.
Improved Attack
+2 over Militia means you kill villagers faster and trade better against other Feudal units.
Building Killer
Small bonus, but it adds up. A group can destroy a Lumber Camp before villagers can react.
Durability
+5 HP over Militia helps you survive longer under TC fire or against Archers.
Gold Investment
Same gold cost as Militia. The upgrade (100F/40G) is worth it for early aggression.
Coach's Tip
6 attack is strong for Feudal Age. You can 3-shot villagers and threaten buildings. Get in, do damage, get out before reinforcements arrive.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Standard Building | +2 |
| Eagle Warrior | +2 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Key Upgrades
Feudal Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Man-at-Arms is the Feudal Age upgrade of Militia and an all-purpose Infantry unit for close pressure. It costs 50 food and 20 gold, has 45 HP, 6 attack, 0 melee/1 pierce armor, 0.96 speed and 4 line of sight, with a 21-second train time. The official help says it is strong against buildings, Infantry, Scout Cavalry-line and Skirmisher-line, but weak against Ranged Soldiers at long range. Its +1 building bonus and +2 Eagle Warrior bonus reward direct targets; its value falls when the fight becomes a chase across open ground.
History & balance
Man-at-Arms is the first named upgrade in the Militia line, moving a Dark Age infantry investment into the Feudal Age. The official help points to Blacksmith attack and armor, Barracks speed and pierce armor, and the later conversion to Long Swordsman. The unit therefore sits between opening pressure and a sustained Infantry line: its 6 attack and building bonus create an immediate threat, while the upgrade path keeps it relevant as a transition. It is a step in a progression, not a promise that Infantry should remain the only army.
In pro play
Use Man-at-Arms to make a direct Feudal statement: attack a vulnerable economy, force villagers to move, or hold the space in front of a second damage source. The 45 HP and 0.96 speed make the unit dependable when it can reach its target, and the +1 building bonus gives a group a clear job against structures. Do not walk them through open space without a plan; they have no range and only 1 pierce armor. Pair the pressure with vision, choose one exposed target, and transition when the opponent's Ranged Soldiers make the approach too expensive.
How to counter it
The classic mistake is to send Man-at-Arms across open ground into an arrow line, then blame the unit for losing before contact. The official Weak vs. is Ranged Soldiers at long range. Archers, Crossbowmen and Hand Cannoneers can keep the Infantry outside its zero-range attack; the game gives the Hand Cannoneer +10 against the Infantry class, making that answer especially punishing when available. The Man-at-Arms has only 1 pierce armor, so use cover, a shorter approach or a different composition. If you keep losing to Man-at-Arms without knowing what to build or when, that is exactly what AoE Coach does: it reads your match-up and gives you the counter composition and timing.