Man-at-Arms unit icon - Age of Empires 2

Man-at-Arms

Infantry
Food50
Gold20
Hit Points45
Attack6
Melee Armor0
Pierce Armor1
Train Time21s
Speed0.96

Base 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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Evolution

Food 100 Gold 40
Food 150 Gold 65
Food 200 Gold 100

Champion

Imperial
Food 650 Gold 350

The 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.

Skirmisher
Skirmisher
Villager
Villager
?
Buildings

WEAK AGAINST

Avoid these fights or bring support.

Archer
Archer
Scout Cavalry
Scout Cavalry
Knight
Knight
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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

6 Atk

+2 over Militia means you kill villagers faster and trade better against other Feudal units.

Building Killer

+1 vs Buildings

Small bonus, but it adds up. A group can destroy a Lumber Camp before villagers can react.

Durability

45 HP

+5 HP over Militia helps you survive longer under TC fire or against Archers.

Gold Investment

20 Gold

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

TargetBonus Dmg
Standard Building+2
Eagle Warrior+2

Armor Classes

Infantry

Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.

Civilizations

All 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.