Throwing Axeman
InfantryBase 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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Throwing Axeman
CastleElite Throwing Axeman
ImperialThe coach's briefing
You're ranged infantry with 3 range and 7 attack. Your axes deal melee damage, meaning enemy pierce armor doesn't reduce your damage - only their melee armor does. This makes you excellent vs archers who have high pierce but low melee armor. With 60 HP and 0/0 armor though, you're fragile. Use your range advantage but don't get caught in melee by cavalry.
STRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Just lost against this unit?
Your coach names the counters during the match — not once the game is over.
Strategic Analysis
Tactical Identity
The Throwing Axeman is **ranged infantry dealing melee damage**. This unique mechanic makes it effective against high-pierce armor targets.
Tactical Playbook
Archer Counter
Archers have 0 melee armor. Your 7 damage hits for full against them.
Melee Damage at Range
Pierce armor doesn't protect against you. Huskarls take full damage.
Infantry Support
Fight behind your melee infantry. Deal damage while others tank.
Critical Point
**Very fragile**. 0/0 armor and only 60 HP. Cavalry will destroy you in melee, and archers can kite you.
Understanding The Stats
The Throwing Axeman offers unique ranged melee damage but suffers from poor durability.
Melee Damage
Ignores pierce armor. Full damage vs archers and Huskarls.
Decent Range
Can attack from behind melee infantry. Safe positioning.
Paper Armor
No armor at all. Every point of damage hits full.
Low HP
Dies quickly if focused. Needs protection.
Coach's Tip
7 melee damage at 3 range is unique. Arbalesters have 0 melee armor - you deal 7 damage per hit while they only deal 6 to you (with 0 pierce armor).
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Standard Building | +1 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Unique Unit
Vulnerable to units with bonus damage vs this class.
Key Upgrades
Castle Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
The Throwing Axeman is the Frankish unique Infantry unit with a ranged melee attack: 60 HP, 7 attack, 0 melee armor, 0 pierce armor, 3 range, 1.0 speed and 5 line of sight. It costs 55 food and 25 gold and trains in 13 seconds. The official help classifies it as strong against Infantry and weak against Archery Units and Siege Weapons. That is the key reading: it can damage a front line without standing on the same tile, but it has no pierce armor and only short range, so it cannot safely duel a real ranged composition. Its Infantry and Unique Unit classes also give anti-infantry counters a direct mechanical target.
History & balance
The Throwing Axeman gives the Frankish roster a way to pressure Infantry without abandoning the civilization's cavalry identity. Its attack is classified as ranged melee in the official help, so the unit sits between a swordsman and an archer: it wants space to throw, but it still pays for Infantry upgrades and fights as Infantry. The Frankish unique technology Bearded Axe adds +2 range, changing how safely the unit can work behind a front line. The unit data keeps the progression readable: Blacksmith attack and armor, Barracks speed, Castle production speed and the Elite Throwing Axeman upgrade. Its identity is a short-range answer to massed foot soldiers, not a universal ranged army.
In pro play
Throwing Axemen work best when a melee screen gives them the half-step they need to throw safely. Put them behind Champions, Knights or another unit that forces the enemy to stay in place, then focus Infantry rather than chasing a ranged army. Their 3 range lets them contribute over a crowded fight, but their 0 pierce armor makes every arrow and siege projectile matter. Use the 13-second train time to add numbers quickly, keep the production buildings working, and research Bearded Axe when the extra range changes the engagement. The pro habit is target discipline: delete the infantry that blocks your cavalry or protects enemy siege, then move before a Skirmisher can set the terms.
How to counter it
The classic mistake is meeting Throwing Axemen with ordinary Infantry and accepting a fight where their short-range melee attack is already doing its job. The official help gives the categories: Archery Units and Siege Weapons. In practice, Hand Cannoneers are the best answer because the game gives them +10 against the target's Infantry class; Heavy Scorpions also carry an anti-Infantry bonus and punish a clumped line. Keep the fight open, deny the Frankish screen, and do not send fragile ranged units into the axe line. If Throwing Axemen keep winning trades and you do not know what to build or when, AoE Coach reads your match-up and gives you the counter composition and timing.