VOL.00 — TUE 12.MAY.2026 FIELD MANUAL // COUNTERS // 0 A.D. NO.000

ARMY/COUNTERS

ROCK · PAPER · SCISSORS SPEARS STOP HORSES HORSES KILL ARCHERS READ BEFORE PLAY
CORE The Counter Triangle MEMORIZE THIS

Every army boils down to three roles. Each beats one, loses to one.

MELEE INFANTRY pikes · spears · swords RANGED archers · slingers skirmishers CAVALRY horse · camels elephants BEATS BEATS BEATS
Mental shortcut: Spears stop horses. Horses run down archers. Archers shred spears. That's the whole game.
REF.01 Unit Legend FIVE ROLES
Worker
/ eco
Spearman
/ anti-cav
Archer
/ ranged DPS
Cavalry
/ scout + raid
Siege
/ anti-building
REF.02 The Full Roster WHO COUNTERS WHO
UnitRoleStrong vsWeak vs
SpearmanCheap anti-cavCavalry, ElephantsArchers, Swordsmen
PikemanElite frontlineCavalry (huge bonus)Swordsmen, Ranged, Siege
SwordsmanHeavy melee DPSSpearmen, Pikemen, BuildingsCavalry, Skirmishers (kited)
ArcherMass ranged DPSMelee infantryCavalry charges
SkirmisherMobile harasserSwordsmen, Slow meleeArchers (outranged), Cavalry
SlingerAnti-building / anti-rangedBuildings, other RangedCavalry, Melee close-up
Cav (Spear)Anti-cav harasserOther Cavalry, RangedPikemen, Spearmen
Cav (Sword)Raid & flankRanged, Workers, SkirmishersPikemen, Spearmen
Cav (Javelin)Hit-and-runWorkers, isolated unitsMass Archers, Pikemen
War ElephantTank / building crusherMelee blobs, BuildingsPikemen, Mass Ranged, Fire
ChampionElite anythingTheir counter-type's citizen unitsTheir own role's counter, cost
SiegeAnti-buildingWalls, Towers, BuildingsEVERYTHING ELSE — esp. Cav
REF.03 When is Cavalry Useful? FOUR JOBS

Cavalry is not your main combat unit. It's a tool. Use it for specific jobs.

// JOB 01 — SCOUTING

Find their base, expansions, idle armies. Always have 1-2 horses on patrol. Replace instantly if killed.

// JOB 02 — RAID WORKERS

Fastest unit, picks off villagers far from base. The single biggest source of "why am I losing" if you don't do this.

// JOB 03 — SNIPE SIEGE

Their ram rolls up. Your cav charges from behind. Siege has zero melee defense. Free kill.

// JOB 04 — FLANK RANGED

Ride around the pike wall and crash into the archer line behind it. Kills the DPS, the pikes become harmless.

NEVER: charge cav into pikes. You will lose 80% of them in 5 seconds.
SCENARIOS I See X — What Do I Do? EMERGENCY PROCEDURES
// SEE: Cavalry approaching base
  1. Garrison workers immediately — houses, towers, CC. One hotkey saves your eco.
  2. Train spearmen / pikemen NOW. Even 5-6 spears in a clump scares cav off.
  3. Pull them under a tower. Towers + spears = cav graveyard.
  4. Don't chase. Cav is faster. They'll kite back and re-raid elsewhere.
// SEE: Wave of archers / skirmishers
  1. Send cavalry around the flank — never engage ranged from the front, they kite.
  2. No cav? Charge with swordsmen through them; ranged melts in melee.
  3. Don't fight with spearmen head-on — archers eat spears alive.
  4. Towers help. Ranged has to stop to shoot, towers out-DPS them.
// SEE: Pikeman block / phalanx pushing in
  1. Don't melee them. Pikes hit first and hard.
  2. Slingers + skirmishers at range — pikes are slow, kite them while you shoot.
  3. Swordsmen or elephants for a head-on break if you must.
  4. Look for siege behind the pikes — that's the real threat. Pikes are bodyguard.
// SEE: Siege (rams, helepolis, towers)
  1. Cavalry charge — NOW. Siege has no melee defense. Your cav deletes it.
  2. If already at wall, sally out a small squad from a gate. Don't let it work.
  3. Garrison the wall section being attacked — archers inside towers shoot back.
  4. After siege dies, retreat. Don't get drawn into the full engagement.
// SEE: War elephants lumbering at you
  1. Pikemen, lots of them. Pikes have huge bonus damage vs elephants.
  2. Mass ranged from distance — slingers especially.
  3. Don't bunch up. Elephants do splash/trample damage. Spread out.
  4. Towers do bonus damage to elephants. Use them.
// SEE: Mixed army (the realistic case)

Real armies are combined arms: pikes front, archers back, cav on wings, siege in rear. You can't counter all of it. Pick a role to win:

  • Kill the siege first if your walls are at stake
  • Flank the archers with cav — kills the DPS, pikes become harmless
  • Retreat into kill zone (towers + chokes) and attrition them
Fundamental defense move: let them attack into your towers + walls + garrisoned ranged. You win the trade just by existing there.
ENDPLATE Rules to Remember MEMORIZE
  • Spears stop horses. Pikes stop them harder.
  • Cavalry kills anything that can't kill it back fast.
  • Ranged beats melee — unless melee gets in their face.
  • Siege dies to anything but walls.
  • Garrisoning workers is free defense. Use it every time.
  • Towers triple the value of whatever's inside them.
  • The army that fights on its own terrain wins.
  • Real armies are mixed. Pick a role to win, not the whole fight.