Two-Handed Swordsman
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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Militia
DarkMan-at-Arms
FeudalLong Swordsman
CastleTwo-Handed Swordsman
ImperialChampion
ImperialThe coach's briefing
The Two-Handed Swordsman is your early Imperial Age infantry option. With 12 attack and 65 HP, they're now a serious threat. They excel in trash wars, shredding Hussars and Halberdiers alike. The upgrade to Champion costs significant resources but is worth it for infantry civilizations. Classes: Infantry.
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 Two-Handed Swordsman bridges the gap to Champion while being immediately useful. They dominate **trash wars** and continue to hard-counter Eagles.
Tactical Playbook
Trash War Dominance
2HS beat Hussars and Halberdiers in equal fights. In late game when gold runs out, they're your answer to trash spam.
Raiding Potential
With Squires and good armor from Blacksmith upgrades, they can raid enemy economy effectively.
Champion Transition
If you're going infantry, upgrade to Champion ASAP. The +13 attack and +70 HP makes a huge difference.
Critical Point
Still vulnerable to **Hand Cannoneers**, **Arbalesters**, and **Paladins**. You need siege or cavalry support against these threats.
Understanding The Stats
The Two-Handed Swordsman has solid Imperial Age stats but is often skipped in favor of going straight to Champion when resources allow.
Strong Attack
12 attack cuts through trash units quickly. Hussars (with 0 melee armor) take the full 12 damage per hit.
Good Durability
65 HP with armor upgrades makes them tanky enough to close distance and engage.
Eagle Destruction
Combined with 12 base attack, you deal 20 damage to Eagles. Elite Eagle Warriors die in 3 hits.
Cost Efficiency
Same cost as Militia. Extremely gold-efficient for an Imperial Age combat unit.
Coach's Tip
12 attack is a major power spike. You now threaten all trash units and can hold your own against light cavalry in melee.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|---|
| Standard Building | +4 |
| Eagle Warrior | +8 |
Armor Classes
Infantry
Takes bonus damage from Hand Cannoneers, Slingers, and anti-infantry unique units.
Key Upgrades
Feudal Age
Castle Age
Imperial Age
Civilizations
* 1 civilizations have access to this unit.
AoE Coach analysis
Context & meta
Two-Handed Swordsman is the Imperial Infantry step that raises the sword line to 65 HP and 12 attack. It costs 50 food and 20 gold, has 1 melee/1 pierce armor, 0.96 speed and 5 line of sight, with a 21-second train time. The official help says it is strong against buildings, Infantry, Scout Cavalry-line and Skirmisher-line, but weak against Ranged Soldiers at long range. Its +3 building bonus and +10 Eagle Warrior bonus make it a direct answer to structures and specific Infantry; it remains a zero-range unit whose strength begins only when it reaches the fight.
History & balance
Two-Handed Swordsman is the final general sword upgrade before Champion in the standard Barracks path, while the official help also lists Legionary as an alternative destination from the previous stage. The progression keeps the same economic recipe and train time, then adds attack, HP and building pressure instead of changing the role. Blacksmith upgrades, Barracks speed and pierce armor, and creation speed at the Castle support the line. The design is an Imperial commitment to bodies that trade well into Infantry and structures, not a solution to a battlefield ruled by long-range fire.
In pro play
Use Two-Handed Swordsmen to make a committed ground push: they have the 12 attack, 65 HP and +3 building bonus to punish a structure or clear a melee screen. Keep the group moving toward a decision rather than scattering it across the map, because 0.96 speed and zero range still make every open approach readable. A mixed army can supply the reach they lack; the swordsmen then hold the contact and convert time into damage. Protect the route from Ranged Soldiers, choose the target before production scales, and switch when the opponent has paid for the counter.
How to counter it
The classic mistake is to answer a ranged army with more Two-Handed Swordsmen simply because the unit is Imperial and has 12 attack. In practice, the counters are Arbalesters, Hand Cannoneers and Paladins. Hand Cannoneers carry +10 against Infantry; Arbalesters keep the distance, while Paladins use speed and melee damage to choose the contact. The swordsman has only 1 pierce armor, so the fix is cover, a closing unit or a different composition, not a longer walk under fire. If you keep losing to Two-Handed Swordsmen without knowing what to build or when, that is exactly what AoE Coach does: it reads your match-up and gives you the counter composition and timing.