Man-at-Arms
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 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 |
|---|---|
| Building | +1 |
| Eagle Warrior | +2 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.