Man at Arms into Archers/Skirms
Militia break walls that archers cannot, and they also scout for you: what the men-at-arms see decides whether you follow up with archers or skirmishers. Works on hybrid maps too, and pairs well with an aggressive tower denying a resource or a key position. Capoch streams on Twitch and Kick (kick.com/capoch).
- **6 villagers** on sheep
- **4** on wood
- **1** gets the first **boar**
- **1** builds a **house**, then goes to the berries and builds the **mill**
- **2 more** to the berries, and the next one gets the **second boar**
- **1 more** to the berries, **4 in total**
- **1** builds a **house**, then goes on food (boar or sheep)
- **1** builds the **barracks**, then goes to take wood
- **2** on gold
- 7:30 Research **Loom** and **click up to Feudal Age**. Arrival around 09:40
- While going up, build a new **lumber camp** and move sheep villagers to wood. **5 on each camp** is ideal
- Start making **3-4 farms** as the sheep begin to run out
- Make **3 militia**
- Research **Man-at-Arms** and the wood upgrade as soon as you can afford them
- Start **farming**, but hold off on **Horse Collar** until late Feudal or on the way to Castle
- Make **1 archery range** and start producing **archers**
- Tip: Use the men-at-arms to read what the opponent is doing. Heavy archers means switch to **skirmishers** and drop to 3-4 on gold
- **Wall** the easy parts of your map slowly, so you can predict where he comes in
- Add a **second range** only if there is Feudal fighting. Otherwise delay it until just before clicking up
- **Wheelbarrow** at roughly 400-500 food banked, or around 17 minutes
- On 2 ranges: **Crossbowman** or **Elite Skirmisher**, with **Bodkin Arrow** and **Bow Saw**
- On 1 range: transition to **knights**, take Bow Saw and add **2 more TCs**