Militia
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 Militia is the foundation of the iconic **Drush** (Dark Age Rush) strategy. While individually weak, 3 Militia arriving at your opponent's base while they're still building their economy can be devastating.
Tactical Playbook
Drush (Dark Age Rush)
Send 3 Militia to your opponent's base around 6-7 minutes. Target villagers on gold/berries. Even if you kill nothing, forcing idle time is worth it.
Scout Harassment Defense
Keep 1-2 Militia near your woodline to deter enemy Scout Cavalry from killing villagers.
Transition to M@A
Research Man-at-Arms upgrade while advancing to Feudal. Your Militia automatically become stronger upon completion.
Critical Point
Militia are slow (0.9 speed) and will be kited by Scout Cavalry. Don't chase - focus on forcing villager idle time, then retreat.
Understanding The Stats
The Militia has modest stats designed for Dark Age combat. Low cost makes them expendable, but their slow speed and lack of armor bonuses limit their effectiveness.
Dark Age Power
40 HP is enough to survive multiple villager hits. A group of 3 can kill an unsupported villager.
Affordable Cost
Low cost allows Dark Age production without crippling your economy. The gold cost hurts early game though.
Slow Movement
Slower than villagers (0.8) but much slower than Scouts (1.55). You cannot chase mounted units.
Upgrade Potential
Upgrading to Man-at-Arms adds +2 attack and bonus vs buildings, transforming them into a real threat.
Coach's Tip
Your 4 attack is enough to threaten villagers. 3 Militia can kill a villager in about 4-5 hits. Force them to garrison or run - mission accomplished.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.