Skirmisher
ArcherEvolution
Skirmisher
FeudalElite Skirmisher
CastleImperial Skirmisher
ImperialSTRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Skirmisher is the **economy-saver**. When enemy goes Archers, Skirmishers let you defend without sacrificing your Castle Age timing. Save gold for Knights while Skirms hold the line.
Tactical Playbook
Archer Defense
Make Skirmishers reactively when you scout enemy Archers. 5-6 Skirms can hold off 8-10 Archers while costing you zero gold.
Forward Pressure
Push with Skirms + Spearmen. This 'trash push' costs no gold but zones out enemy Archers and Scouts, buying time for your economy.
Late Game Transition
In trash wars, Elite Skirmishers counter Hussars' Halbs. The counter-chain continues: Skirms beat Halbs beat Hussars beat Skirms.
Critical Point
**Any melee unit** destroys you. 30 HP with 0 melee armor means Scouts 3-shot you. Never let cavalry or infantry close the gap.
Understanding The Stats
The Skirmisher is defined by its pierce armor and bonus damage, not its base stats. Terrible attack is balanced by being the perfect Archer counter.
Pierce Armor
3 pierce armor is exceptional for Feudal Age. Archers deal only 1 damage per arrow to you. You tank 30 arrows to die!
Archer Bonus
Combined with your attack, you deal 5 damage to Archers (0 PA). They deal 1 to you. You win trades 5:1.
Trash Cost
25 Food, 35 Wood. No gold means infinite production. Spam them against Archer civs and never run dry.
Minimum Range
1 minimum range means units that get into your face cannot be shot. Melee units completely shut you down.
Coach's Tip
2 attack is pathetic - but your +3 vs Archer and +3 vs Spearman are where you shine. Calculate: 2 + 3 = 5 damage to Archers. They have 30 HP. 6 shots to kill. You tank 30 shots. You win!
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Archer | +3 |
| Spearman | +3 |
Armor Classes
Archer
Vulnerable to Skirmishers and Huskarls.