AOK:SOLDIER

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This unit class covers all unmounted melee infantry units and heroes that fight hand-to-hand. Units are generally equipped with a sword, spear or axe, but the class also includes other units: The short-ranged throwing axemen line of units, Joan of Arc and the Scythian Wild Woman, and the hunting wolf. For a full list of units arranged by class see AOK:List of units.

All historical notes in italics are taken from the game manual.

Contents

AoK units

Militia

  • Hitpoints: 40
  • Attack: 4
  • Range: Melee attack

The militia is a very simple infantry unit. It is the only military unit available in the Dark Age. As all other units of the swordsman line, it is created at the Barracks and is used as an all-purpose unit. Some civilisations can perform a Dark Age rush with militia and some villagers.

Local peasants and workers called up for military duty in times of emergency made up the militia. These temporary soldiers were usually equipped with second-rate weapons and armor. They returned to their normal occupations when the emergency had passed. Levies of militia were often used as second-line troops when great lords assembled their vassals for a campaign. The militia was available for less demanding fighting and other tasks in suppoer of the main army. England's Harold Godwinson stood his ground in 1066 at Hastings with only his vassals. If he had fallen back and called up the Anglo-Saxon militia, known as the furd, some historians believe he would not have lost his kingdom to William the Conqueror. For much of the Dark Ages there were only small professional armies in the West. Militia led by strong leaders and their few retainers carried on much of the Dark Age fighting.

Man-at-Arms

  • Hitpoints: 45
  • Attack: 6
  • Range: Melee attack

Once in Feudal Age, you can upgrade militia to Man-at-Arms. Men-at-Arms are more powerful and have more hitpoints.

Men who had received weapons training and wore armor of some sort in battle were referred to as men-at-arms. By definition, all knights were men-at-arms, but not all men-at-arms were knights. The class of men-at-arms also included professional fighting men of no nobility called sargeants and knights in training called squires.The armies of feudal lords were divided into two distinct groups, the men-at-arms of all classes and the peasant militia. The trained fighting men provided the principal fighting power of the army. Men-at-arms on foot fought with swords. This was an effective weapon and helped distinguish the men-at-arms from soldiers of lower standing like spearmen, skirmishers, and missile troops. Men-at-arms wore armor, usually from head to toe, and were highly trained. They were especially effective against spearmen if they could close under the spear points. They fought beside dismounted knights under certain conditions, such as castle assaults. During the Hundred Years War, the English often fought dismounted because the French knights usually outnumbered them by a large margin. On the open battlefield, a man-at-arms was at a great disadvantage agaisnt a mounted knight. Knights kept a body of of men-at-arms on retainer to help maintain local order within the fief and to accompany the knight when called up for military service.

Long Swordsman

  • Hitpoints: 55
  • Attack: 9
  • Range: Melee attack

In the Castle Age the upgrade to Long Swordsman becomes available. They are an enhanced version of Men-at-Arms, and outclass them in all respects.

The weapon of choice for noble warriors was the long sword. Being skilled with a sword was a social distinction because good swords were expensive and difficult to make. Men-at-arms of lower classes trained with shorter swords and less expensive weapons. Long swords were reserved for the nobility. The ceremony of becoming a knight involved being dubbed with a long sword by the new knight's lord.

Two-Handed Swordsman

  • Hitpoints: 60
  • Attack: 11
  • Range: Melee attack

In Imperial Age most civilisations can upgrade Long Swordsman to Two-Handed Swordsman. Having more hitpoints and higher attack, they are even better at hand-to-hand fights.

As armor improved, so did weapons. The two-handed sword was an innovation that allowed a man to swing with the power of both arms, not just one. This was a long and heavy sword, and it required a strong and well-trained man. The two-handed swordsman was a formidable adversary in hand-to-hand combat. Two-handed swordsmen used no shield and relied on the power of their attack to overcome an opponent's shield and armor. Although he struck fewer times, each swing had the potential of being a mortal blow, regardless of the armor and weapons of the defender.

Champion

  • Hitpoints: 70
  • Attack: 13
  • Range: Melee attack

The champion is the strongest unit in the swordman line. Not all civilisations can train champions.

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 in 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.

Spearman

  • Hitpoints: 45
  • Attack: 3
  • Range: Melee attack

The spearman is an unit that is good against mounted units and elephants. Because their attack bonus is only effective against cavalry, they are not good against infantry. The spearman is available to all civilisations in the game. In many custom made scenarios the spearman is used as a primitive guard.

The medium infantry of medieval armies were often spearmen wearing half-armor, usually a helmet and armor on the upper body. As the Middle Ages advanced, the role of the spearman became more important. Armies learned to employ large formations of spearmen as a counter heavy cavalry attacks because horses would not charge home against a bristling wall of spear points. Spearmen were most effective when emulating and ancient Greek phalanx, a dense box of men that could extend several spear points in a chosen direction. As towns grew in importance toward the end of the period, they fielded large contingents of trained spearmen. They were very effective in battle for the cost of their equipment and training. Spearmen were originally deployed in a defensive posture, but the best of the spearmen armies, such as the Swiss, Scots, and Flemish, learned to maneuver and take the offensive.

Pikeman

  • Hitpoints: 55
  • Attack: 4
  • Range: Melee attack

The pikeman is an advanced version of the spearman. It has the same bonuses, but more hitpoints and a stronger attack. The pikeman is used as a guard in many custom scenarios.

The success of spearmen against cavalry led to innovation in the equipment and tactics they used. Pikemen were an innovation of towns and communities that did not have the resources to field large armies of heavy cavalry. Pikes were cheap and could be quite effective with training. One important change was the lengthening of the weapon shaft. Where the spear had been 6 to 8 feet long, the pike had a shaft up to 18 feet long. The longer weapon meant the more spear points could be extended beyond the bodies of the men in the front rank. Pikemen combined with crossbowmen or hand cannoneers to make a useful combined arms units. The pikemen prevented cavalry from overrunning the group, while the missile troops caused casualties to the enemy at range. Working together, this combination dominated battlefields at the end of the age. As firearms improved after the Middle Ages, the pikeman component became less necessary. The bayonet made the pike component obsolete and allowed the musketeer to defend himself against cavalry.

Berserk

  • Hitpoints: 48
  • Attack: 9
  • Range: Melee attack

Viking unique unit. This unit is special in that it is a non-hero unit that slowly regenerates health over time.

Elite Berserk

  • Hitpoints: 60
  • Attack: 14
  • Range: Melee attack

Upgrade of the Viking unique unit. With increased attack and the ability to regenerate health, it is the rough equivalent of a Champion.

Throwing Axeman

  • Hitpoints: 50
  • Attack: 7
  • Range: 3

Frankish unique unit. The Throwing Axeman is an infantry unit able to throw axes a short distance. Researching the Franks unique technology, Bearded Axe, increases the range of Throwing Axeman by 1.

Elite Throwing Axeman

  • Hitpoints: 60
  • Attack: 8
  • Range: 4

Once in Imperial Age, the Franks can upgrade their Throwing Axeman to Elite Throwing Axeman. Having more hitpoints, attack and range, they are better in combat than Throwing Axemen. Researching the Franks unique technology, Bearded Axe, increases the range of Elite Throwing Axeman by 1.

Woad Raider

  • Hitpoints: 65
  • Attack: 8
  • Range: Melee attack

Celtic unique unit. The Woad Raider is a exceptionaly fast infantry unit with an attack bonus against buildings. Because Woad Raiders are fast, they are very useful to rush out and destroy attacking siege weapons.

Elite Woad Raider

  • Hitpoints: 80
  • Attack: 13
  • Range: Melee attack

When a Celtic player has advanced to Imperial Age, he can upgrade his Woad Raiders to Elite Woad Raiders. They have more hitpoints and more attack than the Woad Raiders.

AoK:TC only

These units are available with The Conquerors Expansion Pack installed.

Halberdier

  • Hitpoints: 60
  • Attack: 6
  • Range: Melee attack

The Conquerors Expansion includes a new unit to the spearman line. It's not available to all civilisations. Having higher attack and more hitpoints, it's even better fighting cavalry than the pikeman.

Jaguar Warrior

  • Hitpoints: 50
  • Attack: 10
  • Range: Melee attack

Aztec unique unit. The Jaguar Warrior is a rather slow unit, and yet extremely powerful against infantry. Its slowness, combined with a weak pierce armor, makes it weak against archers.

Elite Jaguar Warrior

  • Hitpoints: 75
  • Attack: 12
  • Range: Melee attack

The upgraded, imperial-age version of the Jaguar Warrior, even more deadlier in hand-to-hand combat. By combining the infantry-upgrade Blacksmith technologies with the Aztec unique technology (Garland Wars), the Elite Jaguar Warrior's attack becomes 12 (original) + 8 (extra).

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