Mounted archers in Age of Empires II are a cross between foot archer units and mounted units, and are a branch of archer units.
General information[]
All mounted archer units possess a ranged attack, giving them an edge over non-ranged units. Most mounted archers are characterised by mediocre (infantry-like or light-cavalry-like) hit points, no armor, and fast (cavalry-like) speed.
All mounted archers are available from the Castle Age and are trained at either Archery Range or Castle. Most mounted archers cost less wood, more gold, and no food.
Mounted archers excel at massed battles against non-ranged or slower units, and in battles in narrow passages and densely developed areas, like forests and towns. There, they can use their range to fire over each other, while non-ranged units have to 'dig' themselves through an army of archers. In battles with few units, though, archers have trouble holding ground. In such cases, their high mobility comes in play, which helps them run away.
Mounted archers are superior to infantry and Monks, rival both cavalry and foot archers, and can very effectively eliminate Villagers. They struggle heavily against siege units which deal Area of Effect damage (especially the Mangonel) and can eliminate entire armies of mounted archers quickly if not paid attention. Mounted archers are, however, better at dealing with siege units than foot archers, because they have almost double the survivability and superior mobility. Battering Rams are also a useful supportive semi-counter against large mono-archer armies, especially for players using archers themselves. While rams deal little to no damage to archers on their own, they can be sent close to the archers, drawing automatic fire, which they resist thanks to their high pierce armor, allowing other ranged units to quickly dispatch the distracted enemy archers. This tactic forces the opponent to use intense micromanagement. The easiest counter against archers is the Skirmisher, a trash unit that is cheap, easy to mass, and both resists archer attacks and deals attack bonus against archers.
Other notable counters are Huskarls, Eagle Warriors, Ghulams, Rattan Archers, Genitours, Camel Archers, and War Wagons, the latter three being mounted archers themselves.
All mounted archer units share the Archer armor class and the Cavalry archer armor class. Except Camel Archers (which have the Camel armor class), all mounted archers have the Cavalry armor class as well. Elephant Archers have the Elephant armor class as well.
Despite being ranged mounted units, the following are not considered mounted archer units, since they are not archers:
List of mounted archer units[]
Mounted archer unit | B | Age | HP |
At |
Ar |
PA |
Ra |
RoF |
FD | Ac | LoS | Sp |
Food |
Wood |
Gold |
TT | Civilization |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cavalry Archer | Ar. Range | 50 | 6 | 0 | 0 | 4 | 2 | 35 | 50 | 5 | 1.4 | 0 | 40 | 60 | 34 | 38 | |
Heavy Cavalry Archer | Ar. Range | 60 | 7 | 1 | 0 | 4 | 2 | 46 | 80 | 6 | 1.4 | 0 | 40 | 60 | 27 | 30 | |
Elephant Archer | Ar. Range | 250 | 6 | 0 | 2 | 4 | 2 | 24 | 70 | 7 | 0.9 | 80 | 0 | 70 | 32 | 3 | |
Elite Elephant Archer | Ar. Range | 280 | 7 | 0 | 2 | 4 | 2 | 24 | 85 | 7 | 0.9 | 80 | 0 | 70 | 32 | 3 | |
Mangudai | Castle | 60 | 6 | 0 | 0 | 4 | 2.1 | 23 | 95 | 6 | 1.4 | 0 | 55 | 65 | 26 | Mongols | |
Elite Mangudai | Castle | 60 | 8 | 1 | 0 | 4 | 2.1 | 23 | 95 | 6 | 1.4 | 0 | 55 | 65 | 26 | Mongols | |
War Wagon | Castle | 150 | 9 | 0 | 3 | 4 | 2.5 | 32 | 100 | 7 | 1.2 | 0 | 200 | 60 | 21 | Koreans | |
Elite War Wagon | Castle | 200 | 9 | 0 | 4 | 5 | 2.5 | 32 | 100 | 8 | 1.2 | 0 | 200 | 60 | 21 | Koreans | |
Camel Archer | Castle | 55 | 7 | 0 | 1 | 4 | 2 | 15 | 95 | 5 | 1.4 | 0 | 50 | 60 | 25 | Berbers | |
Elite Camel Archer | Castle | 60 | 8 | 1 | 1 | 4 | 2 | 15 | 95 | 5 | 1.4 | 0 | 50 | 60 | 25 | Berbers | |
Genitour | Ar. Range | 50 | 3 | 0 | 3 | 4 | 3 | 30 | 90 | 5 | 1.35 | 40 | 35 | 0 | 25 | Berbers and allies | |
Elite Genitour | Ar. Range | 55 | 4 | 0 | 4 | 4 | 3 | 30 | 90 | 6 | 1.35 | 40 | 35 | 0 | 25 | Berbers and allies | |
Kipchak | Castle | 40 | 4+3 | 0 | 0 | 4 | 2.2 | 0 | 90 | 6 | 1.4 | 0 | 60 | 35 | 20 | Cumans | |
Elite Kipchak | Castle | 45 | 5+3 | 0 | 0 | 4 | 2.2 | 0 | 90 | 6 | 1.4 | 0 | 60 | 35 | 20 | Cumans | |
Elite Kipchak | Castle | 45 | 5+3 | 0 | 0 | 4 | 2.2 | 0 | 90 | 6 | 1.4 | 0 | 0 | 0 | 12 | Cumans and allies | |
Ranged Ratha | Castle | 105 | 5 | 3 | 2 | 4 | 2 | 14 | 80 | 6 | 1.3 | 0 | 60 | 60 | 18 | Bengalis | |
Ranged Elite Ratha | Castle | 115 | 6 | 3 | 3 | 4 | 2 | 14 | 90 | 6 | 1.3 | 0 | 60 | 60 | 18 | Bengalis | |
Khan | Scenario Editor | 160 | 12 | 2 | 2 | 4 | 2.1 | 23 | 95 | 6 | 1.45 |
- Despite not being classified as mounted archers, Melee Rathas get upgraded as Ranged Rathas (mounted archers) with respect to Line of Sight, armor, and attack bonus vs spearmen.
Technologies[]
Technology | Researched at | Age | Civilization | Effect |
---|---|---|---|---|
Thumb Ring | Archery Range | 28 | Increases Rate of Fire and accuracy (the latter to 100%) | |
Parthian Tactics | Archery Range | 13 | Increases armor by +1/+2 and attack vs Spearman by 2, except for Genitours | |
Bloodlines | Stable | 31 | Increases hit points by +20 | |
Husbandry | Stable | 38 | Increases movement speed by +10% | |
Fletching | Blacksmith | All | Increases range and attack by +1 | |
Bodkin Arrow | Blacksmith | All | Increases range and attack by +1 | |
Bracer | Blacksmith | 37 | Increases range and attack by +1 | |
Padded Archer Armor | Blacksmith | All | Increases armor by +1/+1 | |
Leather Archer Armor | Blacksmith | All except Burmese | Increases armor by +1/+1 | |
Ring Archer Armor | Blacksmith | 34 | Increases armor by +1/+2 | |
Ballistics | University | All | Track moving targets | |
Chemistry | University | All | Increases attack by +1 | |
Herbal Medicine | Monastery | 41 | Garrisoned units heal 6x faster | |
Heresy (die upon getting converted) | Monastery | 26 | Converted units die instead of changing color | |
Devotion (+1 min, +1 max) | Monastery | All | Increases conversion resistance by 15% | |
Faith (+4 min, +4 max) | Monastery | 41 | Increases conversion resistance | |
Conscription | Castle | All | Increases creation speed by +33% | |
Atlatl | Castle | Aztecs | Genitours +1 attack and range | |
Paiks | Castle | Bengalis | Rathas and Elephant Archers attack 20% faster | |
Kasbah | Castle | Berbers | Castle production and research speed increased by +25% | |
Maghrebi Camels | Castle | Berbers | Camel Archers regenerate 15 HP per minute | |
Steppe Husbandry | Castle | Cumans | Cavalry Archers created 100% faster | |
Cuman Mercenaries | Castle | Cumans | Allows Cumans and their allies to train 5 Elite Kipchaks per Castle for free | |
Medical Corps | Castle | Dravidians | Elephant Archers regenerate 30 HP per minute | |
Kshatriyas | Castle | Gurjaras | Units cost -25% food | |
Frontier Guards | Castle | Gurjaras | Elephant Archers get +4 melee armor | |
Andean Sling | Castle | Incas | Removes minimum range of Genitours | |
Recurve Bow | Castle | Magyars | Increases range and attack by +1 | |
Hul'che Javelineers | Castle | Mayans | Genitours throw additional javelin | |
Tower Shields | Castle | Lithuanians | Genitours get +2 pierce armor | |
First Crusade (+4 min, +4 max) | Castle | Sicilians | Increases conversion resistance | |
Silk Armor | Castle | Tatars | Increases armor by +1/+1 | |
Sipahi | Castle | Turks | Increases HP by +20 |
Civilizations[]
Civilizations which can circumvent some of these limitations can perform really good Cavalry Archer rushes. The most famous civilizations are Mongols (faster firing), Tatars (extra vision, free Thumb Ring), Magyars (25% faster creation), and Huns (10% discount, no need for Houses; because cavalry archers are meant to be massed, and are also easy to keep alive).
Some other civilizations also get help from their civilization bonuses, but lack key technologies, which limits them from going for cavalry archer rushes. These civilizations are Cumans (free movement speed bonus, cheaper Archery Ranges and Stable; lack Bracer), Koreans (-50% wood cost, free Archer Armor upgrades; lack Bloodlines) and Portuguese (-20% gold cost; lack Heavy Cavalry Archers).
Cavalry Archers become more viable in later stages of the game and are used for various purposes. With all relevant technologies researched, Magyars have the best Cavalry Archers in the game for offensive purposes, with extra range, attack, and faster creation. Even in the late game, Mongols and Huns have their reputation of good cavalry archer civilizations, with the former often preferring its unique unit over the Heavy Cavalry Archer. Following them are Tatars and Turks, which have very good survivability. Most civilizations also lack either Ring Archer Armor or Parthian Tactics, which means that Saracens and Japanese, who have both of these upgrades and other relevant upgrades, but no bonuses, are considered above average. Since both these civilizations also have Arbalesters, Heavy Cavalry Archers are seldom used. Vietnamese Heavy Cavalry Archers are underused, despite having free hit points while having all relevant upgrades (except Parthian Tactics). Elite Camel Archers are very popular units, because being ranged, mobile, and self-healing, they are very easy to keep alive, with their tendency to counter other mounted archers being icing on the cake. Dravidian and Bengali Elite Elephant Archers are also beastly and provide the tough ranged support role very well.
Although not prominent, some civilizations have almost fully upgradeable (lacking either Parthian Tactics or Ring Archer Armor, but not both) Cavalry Archers without bonuses, and as such these civilizations can use them if need be. These civilizations are Berbers, Bulgarians, Chinese, Hindustanis, Lithuanians, and Spanish.
Technology trees[]
Civilizations which completely lack mounted archers altogether (Aztecs, Bohemians, Incas and Mayans) are excluded from this list.
= Available | |
= Unavailable | |
= Researched for free or fully covered by a civilization bonus if unavailable |
Civilization bonuses[]
- Aztecs: Mounted archers are created 11% faster.
- Bengalis: Elephant Archers receive -25% bonus damage and are more resistant to conversion.
- Bulgarians: Blacksmith technologies that benefit mounted archers cost -50% food.
- Burgundians: Husbandry is 50% cheaper.
- Burmese: Devotion, Faith, and Herbal Medicine are 50% cheaper.
- Byzantines: Genitours are 25% cheaper.
- Chinese: Technologies that benefit mounted archers are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age.
- Cumans: Mounted archers move 10%/15% faster in the Castle/Imperial Age. Archery Ranges and Stables cost -75 wood.
- Dravidians: Genitours and Elephant Archers attack 25% faster.
- Franks: Mounted archers have +20% hit points.
- Georgians: Mounted archers regenerate 10/15 hit points per minute in the Castle/Imperial Age.
- Gurjaras: Genitours deal +30%/+40% attack bonus in the Castle/Imperial Age.
- Huns: Mounted archers are 10%/20% cheaper in the Castle/Imperial Age.
- Incas: Genitours cost -25%/-30% food in the Castle/Imperial Age.
- Italians: Ballistics and Chemistry are 33% cheaper.
- Japanese: Mounted archers have +2 attack against archers (except Skirmishers and Genitours).
- Koreans: Mounted archers cost -50% wood. Archer armor upgrades are free.
- Mongols: Mounted archers fire 25% faster.
- Persians: Parthian Tactics is available in the Castle Age.
- Portuguese: Mounted archers cost -20% gold.
- Sicilians: Mounted archers receive -33% bonus damage.
- Spanish: Blacksmith technologies that affect mounted archers cost no gold.
- Tatars: Mounted archers deal +20% damage (+50% instead of +25%) when attacking from higher elevation. Parthian Tactics and Thumb Ring are free.
- Turks: Chemistry is free.
- Vietnamese: Cavalry Archers, Genitours, and mercenary Kipchaks have +20% hit points and Conscription is free.
Team bonuses[]
- Berbers: Genitour available at the Archery Range.
- Britons: Mounted archers which are created at the Archery Range are created and upgraded 10% faster.
- Bulgarians: Blacksmith technologies that affect mounted archers are researched 80% faster.
- Gurjaras: Camel Archers and Elephant Archers are created 25% faster.
- Huns: Bloodlines and Husbandry are researched 20% faster.
- Hindustanis: Camel Archers have +2 attack against standard buildings.
- Lithuanians: Devotion, Faith, Herbal Medicine, and Heresy are researched 20% faster.
- Magyars: Mounted archers are created 25% faster.
- Malians: Ballistics and Chemistry are researched 80% faster.
- Portuguese: Technologies that benefit mounted archers are researched 25% faster.
- Tatars: Mounted archers have +2 Line of Sight.
- Teutons: Mounted archers are more resistant to conversion.
Limitations[]
Mounted archers are rarely used in the early Castle Age, because of the large number of upgrades required to kickstart production. Cavalry Archers need three production buildings for good production, unlike two for Crossbowmen and Knights, on top of also needing a Stable for relevant upgrades, the wood cost of which adds up very quickly. Cavalry Archers are also pretty short-sighted, having even lesser Line of Sight than an Archer. They are also harder to micromanage than foot archers and unique mounted archers.
Genitours are used for raiding and countering other archers only, and are not seen very often. Elephant Archers cost a lot of food (but no wood), and are too slow to perform the hit-and-run tactics of other mounted archers, and are not seen in the early Castle Age.
Trivia[]
- Excluding the Berbers, Spanish, and Lithuanians, most civilizations with prominent Cavalry Archers originated in various parts of Asia, including all 14 with access to Parthian Tactics (though the Huns, Magyars, and Bulgarians ended up establishing their empires in Europe).
- Among the 65 unique units in the game, 6 are mounted archers.
- Though superficially similar to the Korean War Wagon, the Bohemian Hussite Wagon is a siege weapon.
- Mercenary Kipchaks can be created even in the Dark and Feudal Ages, provided the player has a Castle, which can happen on some maps, especially Fortress.