Spearman
InfantryEvolution
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
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
Against a Scout (0 armor), you deal 3+15 = 18 damage. A Scout has 45 HP. Three hits and he's dead.
Paper Thin
No armor whatsoever. An Archer deals full damage, Skirmishers get bonus damage. Stay away from ranged units.
Ultra Cheap
35 Food, 25 Wood. You can spam them without touching your gold reserves. Essential for early defense.
Low 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
| Target | Bonus 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.