Spearman unit icon - Age of Empires 2

Spearman

Infantry
Food35
Wood25
Hit Points45
Attack3
Melee Armor0
Pierce Armor0
Train Time22s
Speed1

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

Pikeman

Castle
Food 160 Gold 90

Halberdier

Imperial
Food 300 Gold 600

The coach's briefing

The Spearman is your emergency button against Feudal Age cavalry. When Scouts come knocking, Spearmen answer. They're cheap, quick to produce, and their +15 bonus damage makes Scouts regret engaging. However, they're paper-thin against everything else. Never fight archers or infantry with them.

STRONG AGAINST

You win these trades cost-effectively.

Scout Cavalry
Scout Cavalry
Light Cavalry
Light Cavalry
Cavalry Archer
Cavalry Archer

WEAK AGAINST

Avoid these fights or bring support.

Archer
Archer
Man-at-Arms
Man-at-Arms
Skirmisher
Skirmisher
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Strategic Analysis

Tactical Identity

The Spearman is your **Feudal Age panic button**. He exists for one purpose: stopping Scout rushes before they snowball. He's not a fighting unit - he's a deterrent.

Tactical Playbook

Scout Counter

Two Spearmen can kill a Scout. Keep them near your woodline or gold to deter raids. The threat alone often makes enemies rethink their aggression.

Tower Defense

Position a few Spearmen near your towers. If enemy cavalry tries to raid past your defenses, they'll run into your spears.

Minimal Investment

At 35F/25W, you can make 2-3 Spearmen without hurting your economy. This small investment can save dozens of villager deaths.

Critical Point

Absolutely useless against **Archers** and **Men-at-Arms**. Their 0/0 armor means even weak units shred them quickly.

Understanding The Stats

The Spearman has terrible base stats by design. He's a sacrificial unit meant to trade his life for enemy cavalry, not win fights on his own.

Anti-Scout Bonus

+15 Dmg

Against a Scout (0 armor), you deal 3+15 = 18 damage. A Scout has 45 HP. Three hits and he's dead.

Paper Thin

0/0 Armor

No armor whatsoever. An Archer deals full damage, Skirmishers get bonus damage. Stay away from ranged units.

Ultra Cheap

0 Gold

35 Food, 25 Wood. You can spam them without touching your gold reserves. Essential for early defense.

Low HP

45 HP

Dies quickly to anything. They're meant to trade, not survive. Don't expect them to tank.

Coach's Tip

Your stats are designed to be bad. 3 Attack, 0 Armor, 45 HP - you're not meant to win fights. You're meant to THREATEN cavalry. Position yourself so Scouts can see you, and they'll think twice.

Mechanics & Bonuses

Attack Bonuses

TargetBonus Dmg
Cavalry+15
War Elephant+15
Camel+12

Armor Classes

Infantry

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

Spearman

Weak to Skirmishers and Archers with Parthian Tactics.

Civilizations

Armenians
Aztèques
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Hindustanis
Huns
Incas
Italiens
Japonais
Jürchen
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mayas
Mongols
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Turcs
Vietnamiens
Vikings
Wei
Wu

* 49 civilizations have access to this unit.

AoE Coach analysis

Context & meta

The Spearman is a Feudal Age Barracks infantry unit priced at 35 food and 25 wood, with 45 HP, 3 attack, 0/0 armor, 1.0 speed, 4 line of sight and no range. Its class tags are Infantry and Spearman, and the game gives it +15 attack versus Cavalry and War Elephants and +12 versus Camels. Training takes 22 seconds. It upgrades to Pikeman in Castle Age and Halberdier in Imperial Age, so it remains a low-cost answer to mounted pressure across the whole game. This is the first visible signal that a Stable is being answered.

History & balance

The Spearman is the clearest expression of the spear-line idea: give a basic infantryman a long weapon, a simple cost, and a strong answer to mounted units. That design makes the unit easy to understand but not disposable. Its 0/0 armor and 45 HP mean it needs numbers, terrain, or support, while its class bonus makes every cavalry raid a more expensive proposition. The line then grows through Pikeman and Halberdier, preserving the same battlefield identity while scaling into later ages. That continuity is the point.

In pro play

Use Spearmen as a visible commitment against cavalry, not as a lone patrol. Their 1.0 speed and 22-second training time let a Barracks answer a stable early, but 0 pierce armor leaves them exposed to ranged fire. Keep them between mounted units and villagers, then add numbers before taking an open fight. Castle Age Squires gives infantry +10% speed, improving contact and reinforcement. Research the Pikeman transition when cavalry remains central; do not spend food and wood on a line that your scouting says the opponent has already abandoned.

How to counter it

The classic mistake is answering a Spearman mass with cavalry alone, then wondering why every charge stalls. The official help gives the categories: Mounted Units, especially elephants, as strong against; Ranged Soldiers and Infantry as weak against. Use the named counters that the data supports: Slinger has +1 against Spearman, Elite Skirmisher +4, and Hand Cannoneer carries +1 against Spearman plus +10 against Infantry. Keep those ranged units protected, focus the line and avoid cavalry trades. If Spearmen are wrecking your fights and you do not know what to produce or when, that is exactly what AoE Coach does: it reads your match-up and gives you the counter composition and timing.