Champion

The Champion is the upgrade of the Two-Handed Swordsman, a strong unit that is primarily used en masse. The Champion is the first (non unique unit) infantry that provides its own melee protection: 1/1 Armor (in The Conquerors). They have a bonus against buildings and Eagle Warrior, and are even more powerful when used in conjunction with Battering Rams. They are available to all civilizations except for the Persians, Huns, and the Mayas.

Tactics
Champions are not obtained easily without significant costs. The requisites are many: a Barracks, the Imperial Age, and all previous basic infantry upgrades: Militia, Man-at-Arms, Long Swordsmen, and Two-handed swordsmen. Once all the requirements have been met, the same cost that would have paid for a weak Militia now applies to the powerful Champion - they are relatively inexpensive to field and good for fast creation. With additional armor for melee combat and against ranged, coupled with an attack rarely superseded by other infantry, the Champion is a good unit when complimented with other units (such as cavalry for tracking down ranged units, or siege for removing buildings faster) or in waves of units if the player has a massive replenishing stockpile of food and gold. The typical infantry short comings do exist though: somewhat slow, and only modest in hitpoints and armor, Champions are still vulnerable, however, to ranged attack, heavy cavalry, and splash-damage siege weaponry.

Champions excel in two particular situations, early Imperial Age when their counters aren't present and late Imperial when gold is scarce. Champions are informally called 'trash busters' since they can defeat all the gold-free 'trash' units such as Halberdiers, Elite Skirmishers and Hussars. A special case is the Magyar Huszar. They can be considered a trash unit once Mercenaries is researched. Elite Magyar Huszars can only be defeated by Japanese, Viking or Aztec Champions with Garland Wars.

Civilizations bonuses

 * Aztecs : Champions are produced +15% faster.
 * Celts Champions move 15% faster. Herdables cannot be stolen within a unit's Line of Sight.
 * Chinese Technologies that benefits Champions are 10%/15%/20% cheaper in Feudal/Castle/Imperial age.
 * Goths Champions are 35% cheaper and have +1 attack vs buildings ( in The Forgotten expansion +2 attack).
 * Japanese Champions attack 25% faster.
 * Spanish Blacksmith upgrades for Champions don't cost gold.
 * Vikings Champions +20% hit points ( in The Forgotten 10%, 15%, 20% in Feudal/Castle/Imperial age)

Team bonuses

 * A team containing Goths produce Champions 20% faster.
 * A team containing Teutons, Champions are more resistant to conversion.

The Conquerors Changes

 * Champions gain 1 pierce armor.

The Forgotten Changes

 * Champions have +1 attack vs buildings.
 * Champions have +2 attack vs eagles
 * Magyars get Forging, Iron Casting and Blast Furnace for free that upgrades the attack for Champions
 * Slavs have Tracking upgrade for free.

History
''Among the best swordsmen there were a few who, through their renown on the battlefield and in tournaments, achieved the status of champion. Such men became war leaders and rose in social standing thanks to abilities so highly regarded at the time. Lords kept champions on retainer for status and because staged fights between elite warriors were used on occasion to resolve disputes. Having a great champion in your pay or as a vassal was the Middle Age equivalent to having a good lawyer. Champions were professional warriors who might also be members of the nobility. A successful champion might gain a noble title through tournament victory, battle honors, or marriage. A minor knight in England named John Marshal was so successful in tournaments that he rose to become a high-ranking noble of great wealth thanks to prizes and successive marriages to admiring women of means.''

Trivia

 * It costs 1,350 food and 555 gold to upgrade the Militia line to Champions.