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This article is about the unit introduced in Age of Empires II: Definitive Edition - The Last Khans. For other units called Lancer, see Lancer.

Light cavalry unit with increased attack range.
Age of Empires II description

The Steppe Lancer is a cavalry unit in Age of Empires II: Definitive Edition that can be trained at the Stable once the Castle Age is reached. It is a light cavalry unit which carries a lance and can attack at range, albeit it is very short. It is considered a regional unit as it is only available to the Cumans, Mongols, Jurchens, Khitans, and Tatars. All five civilizations can upgrade Steppe Lancers to Elite Steppe Lancers in the Imperial Age.

Tactics[]

Steppe Lancers are most effective either in large groups, as their range enables larger masses to attack from behind the frontline, similar to the Inca Kamayuk, or in smaller packs for quick raids. Their speed and range allow them to hit-and-run like Cavalry Archers. Masses of Steppe Lancers work especially well in choke points and can work well in combination with other, more durable units, such as Knights, as they can attack over their backs while remaining safe.

The range allows them to tear through Palisade Walls and regular buildings much faster than most units, as more units can attack at once. This makes them great at opening up an opponent's walled-off base. This is helped by the fact that they have a lower cost than Knights, making them easier to afford.

Micromanagement is critically important when the player faces melee units. Thanks to its high movement speed, it can outrun every unit except for the Camel Rider and Light Cavalry lines. This makes it very hard to counter early on in the Castle Age, as Crossbowmen are too slow to force an engagement.

The best units to counter an army of Steppe Lancers are Knights, camel units, and Cavalry Archers. Against Pikemen, the Steppe Lancer's range means that they can hit-and-run depending on the situation, and hit-and-run on masses of cluttered units.

Stable units comparison[]

Units Light Cavalry Steppe Lancer Knight
Cost 80 food 70 food, 40 gold 60 food, 75 gold
Speed 1.5 1.45 1.35
Hit points 60 60 100
Attack 7 9 10
Rate of Fire 2 2 1.8
Armor 0/2 0/1 2/2
Line of Sight 8 5 4
Training Time 30s 24s 30s
Upgrade cost
and time
500 food, 600 gold
50 seconds
600 food, 550 gold
55 seconds
300 food, 300 gold
100 seconds

Comparison among civilizations in the Castle Age[]

Civilization Cumans Jurchens Khitans Mongols Tatars
Hit points 80 80 60 92 80
Attack 9+2 9+2 9+4 9+2 9+2
Reload time 2 1.67 2 2 2
Armor 0+2/2+2 0+2/2+2 0+2/2+2 0+2/2+2 0+3/2+3
Time 10s 20s 20s 20s 20s
Extras - Takes -50% friendly
fire damage
- - +20% damage when
attacking from
higher ground

All civilizations that have access to the Steppe Lancer have a bonus that may make their use slightly different:

  • Cumans: Despite lacking Husbandry, the Cumans can be regarded to have free Husbandry in the Castle Age thanks to their civilization bonus. For a Cuman player who prefers the double Town Center tactic, Steppe Lancers can overturn the rush strategy, since this would make the Cumans age up to Castle Age likely later than other civilizations. Their Steppe Lancers can be trained much faster when Steppe Husbandry is researched. Moreover, thanks to their cheaper Stables, the Cumans have the easiest way to mass them.
  • Jurchens: They have some of the strongest melee due to their civilization bonus. Since they are a cavalry civilization that lacks the Knight line, Steppe Lancers will be the main cavalry force for the Jurchens before they have a Castle to train their unique cavalry Unit.
  • Khitans: Although lacking Bloodlines, they have the hardest-hitting Steppe Lancers in the Castle Age, as their melee attack upgrades are doubled. However, without Bloodlines, the Khitan Steppe Lancers are the most vulnerable to ranged attacks in the Castle Age, and melee attacks throughout the game. As such, they must be used cautiously. In the Imperial Age, Ordo Cavalry will slightly make up for missing Bloodlines, since it allows them to recover hit points in combat.
  • Mongols: Mongol Steppe Lancers are their core unit in the early Castle Age, as they have the most hit points. The Mongols lose their economic advantage when there are no huntable animals, and using their mounted archers and Scout Cavalry line can be costly, while their Steppe Lancers are tankier than other civilizations'. In the Imperial Age, they have more hit points, but lack Plate Barding Armor, meaning that they have the worst resistance against ranged units, even combined with the hit point bonus, while performing slightly better when facing melee counter units.
  • Tatars: Despite having the most armored Steppe Lancers, the Tatars are the only civilization that are not likely to train Steppe Lancers in the early game, as they rely on their ranged units, especially Cavalry Archers. Additionally, the Tatar economy focuses on wood, since free Sheep spawn from newly built Town Centers and the delay of decaying herdables will delay their building Farms, thus saving wood rather than food. This means Tatar Steppe Lancers are overshadowed by their other main units, such as the cheaper Keshiks and mounted archers. However, Tatar Steppe Lancers should not be ignored, as they deal more damage when fighting from higher ground. As the Tatars cannot use their infantry effectively to counter Eagle Warriors, Steppe Lancers are the response before they can train Keshiks. To sum up, the Tatar Steppe Lancers are more tactical units rather than the core of the army.

Further statistics[]

Strengths and weaknesses
Strong vs. Infantry, Light Cavalry, Villagers, siege weapons, masses of cluttered units (if massed)
Weak vs. Archers, stronger cavalry, Pikemen, camel units
Technologies
Hit points Bloodlines (+20)
Regeneration Ordo Cavalry (90 HP/min in combat, Khitans only))
Attack Forging (+1, +2 for the Khitans)
Iron Casting (+1, +2 for the Khitans)
Blast Furnace (+2)
Conversion resistance Devotion (+1 min, +1 max)
Faith (+4 min, +4 max)
Heresy (die upon getting converted)
Movement speed Husbandry (+10%)
Creation speed Conscription (+33%)
Steppe Husbandry (+100%, Cumans only)
Civilization bonuses
Hit points Mongols (+20%/+30% in Castle/Imperial Age)
Attack Tatars (+20% damage (+50% instead of +25%) when attacking from higher elevation)
Damage resistance Jurchens (-50% friendly fire damage)
Attack speed Jurchens (+20%)
Movement speed Cumans (+10%/15% in Castle/Imperial Age)
Team bonuses
Attack Hindustanis (+2 against standard buildings)
Conversion resistance Teutons (+3 min, +1 max)
Creation speed Huns (+20%)
Upgrading Huns (+20% faster)
Portuguese (+25% faster)

Team bonuses[]

Changelog[]

Definitive Edition[]

  • Initially, Steppe Lancers cost 70 food, 30 gold, have 10 attack, a Rate of Fire of 1.9, and move at a speed of 1.5. With update 34055, they now cost 70 food, 45 gold, have 8 attack, a Rate of Fire of 2.3, and move at a speed of 1.45.
  • Initially, Steppe Lancers have a small collision size, allowing multiple of them to be stacked tightly. With update 34055, their collision size is doubled.
  • With update 36202, Steppe Lancers have 9 attack.
  • Cumans: With update 36202, Steppe Lancers now benefit from Steppe Husbandry.
  • Mongols: Initially cannot train Steppe Lancers. With update 35584, Steppe Lancers are added to their technology tree.
  • Tatars: With update 36202, Steppe Lancers now benefit from Silk Armor.

Lords of the West[]

Dawn of the Dukes[]

Chronicles: Battle for Greece[]

Heroes[]

There is one hero in the game with the appearance of a Steppe Lancer:

Trivia[]

  • Before update 34055, Steppe Lancers had much better attack, a small collision size, and moved at the same speed as the Light Cavalry, allowing Cuman and Tatar players to stack masses of Steppe Lancers in very small spaces (which in consequence allowed the stacked Steppe Lancers to deal high amounts of damage to an opponent but receiving low damage themselves), leading to the community viewing the Steppe Lancer as overpowered. This issue led to many players dropping out from ranked games when they encountered an opponent Cuman player (since in the release version, they were 10% faster and had Husbandry, making regular cavalry counters ineffective), as well as led to hosts kicking players who picked Cumans or even Tatars in non-ranked games.
    • Stacking Steppe Lancers in a small space can still be done, but it now requires heavy micromanagement and specific commands like patrolling a compact area in a compact formation.
      • After the first nerf, Steppe Lancer lines are the most unused units in competitive matches, as they are not only expensive, but also have low attack, slow ROF, and are prone to pierce attacks, making them an unwise choice for most cases, causing the small adjustment to their price and ROF to compensate their weaknesses.
  • Visually, Steppe-Lancer-line units wield lances just as long as those of lancer-wielding Leitis and Magyar Huszar; yet those two units' melee attacks ironically do not gain the longer range advantage.
  • The Steppe Lancer line was originally exclusive to the new Central Asian civilizations introduced in the Definitive Edition (Cumans and Tatars). However, in update 35584, Mongols received Steppe Lancers and the extra hit points of Light Cavalry affected them.
  • All five civilizations that have access to the Steppe Lancer (Mongols, Cumans, Jurchens, Khitans, and Tatars) lacked Redemption in their tech trees.
  • Despite the Huns, Bulgarians, Magyars, and Turks being nomadic civilizations that originated from the steppes of Central/North Asia, they do not have access to the Steppe Lancer.
  • Visually, the Elite Steppe Lancer's lance is shorter than that of the Steppe Lancer.
  • Originaly, Steppe Lancers have a helmet covering the horse head. With update 34055, it was removed.
  • During the beta, the Steppe Lancer cost 10 more food.
  • While many of the civilizations with access to Steppe Lancers were historically nomadic, the Jurchens are an exception, as they were historically sedentary farmers who lived in villages and towns in the forests of Manchuria. Their access to Steppe Lancers is possibly to reflect the Chinese misconceptions of Jurchens being nomadic during medieval times, due to them sharing a similar horse culture and clan structure with the Mongols.
    • While most civilizations with Steppe Lancers have average-to-mediocre defenses and lack access to key important gunpowder units, but have good mounted archers, the Jurchens have access to a variety of gunpowder units and potent defenses, but below-average Cavalry Archers.

Gallery[]

Units in Age of Empires II
Civilian Villager · Trade Cart · Fishing Ship · Trade Cog · King
Miscellaneous Transport Ship · Monk · Petard
Infantry Militia Man-at-Arms Long Swordsman Two-Handed Swordsman Champion
Spearman Pikeman Halberdier
Archer Archer Crossbowman Arbalester
Skirmisher Elite Skirmisher
Hand Cannoneer
Cavalry Archer Heavy Cavalry Archer
Cavalry Scout Cavalry Light Cavalry Hussar
Knight Cavalier Paladin
Siege weapon Battering Ram Capped Ram Siege Ram
Mangonel Onager Siege Onager
Scorpion Heavy Scorpion
Bombard Cannon
Trebuchet
Siege Tower
War ship Galley War Galley Galleon
Fire Galley Fire Ship Fast Fire Ship
Demolition Raft Demolition Ship Heavy Demolition Ship
Cannon Galleon Elite Cannon Galleon
Regional
Infantry Eagle Scout Eagle Warrior Elite Eagle Warrior
Fire Lancer Elite Fire Lancer
Archer Elephant Archer Elite Elephant Archer
Cavalry Camel Rider Heavy Camel Rider
Battle Elephant Elite Battle Elephant
Steppe Lancer Elite Steppe Lancer
Xolotl Warrior
Armored Elephant Siege Elephant
Hei Guang Cavalry Heavy Hei Guang Cavalry
War ship Dromon
Lou Chuan
Siege weapon Rocket Cart Heavy Rocket Cart
Traction Trebuchet
Unique
Monk Missionary · Warrior Priest
Infantry Berserk · Chakram Thrower · Condottiero · Dismounted Konnik · Flemish Militia · Gbeto · Ghulam · Huskarl · Jaguar Warrior · Jian Swordsman · Kamayuk · Karambit Warrior · Legionary · Liao Dao · Obuch · Samurai · Serjeant · Shotel Warrior · Teutonic Knight · Throwing Axeman · Urumi Swordsman · Warrior Priest · White Feather Guard · Woad Raider
Archer Arambai · Camel Archer · Chu Ko Nu · Composite Bowman · Conquistador · Genitour · Genoese Crossbowman · Grenadier · Fire Archer · Imperial Skirmisher · Janissary · Kipchak · Longbowman · Mangudai · Plumed Archer · Ranged Ratha · Rattan Archer · Slinger · Xianbei Raider · War Wagon
Cavalry Ballista Elephant · Boyar · Camel Scout · Cataphract · Centurion · Coustillier · Imperial Camel Rider · Iron Pagoda · Keshik · Konnik · Leitis · Magyar Huszar · Mameluke · Monaspa · Melee Ratha · Mounted Trebuchet · Savar · Shrivamsha Rider · Tarkan · Tiger Cavalry · War Chariot · War Elephant · Winged Hussar
Siege weapon Houfnice · Hussite Wagon · Organ Gun
War ship Caravel · Dragon Ship · Longboat · Thirisadai · Turtle Ship
Hero Cao Cao · Liu Bei · Sun Jian
Miscellaneous Flaming Camel
For different types of units, see Category:Unit types (Age of Empires II).