Mongols
A cavalry archer civilization with devastating Mangudai and fast-moving hunters. Masters of hit-and-run warfare.
Civilization Bonuses
Cavalry Archers
Cavalry Archers fire 25% faster
Light Cavalry/Hussars
Light Cavalry and Hussars have +30% HP
Hunters Work Speed
Hunters work 40% faster
Scout LOS
Scout Cavalry, Light Cavalry, Hussar have +2 Line of Sight
Unique Unit
| Unit | Age | Cost | HP | Range | Attack |
|---|---|---|---|---|---|
| Mangudai | Castle Age | 55 Wood, 65 Gold | 60 | 4 | 8 |
Unique Technologies
Nomads
Castle AgeDestroyed houses dont lose population room
Drill
Imperial AgeSiege Workshop units move 50% faster
Build Orders
Scout Rush
- Fast hunters under TC
- Early Stable production
- Scout with extra LOS
- Transition to Castle Age
- Add Mangudai or Knights
Mangudai + Siege
- Fast Castle into Castle
- Mass Mangudai from Castle
- Add Siege Workshop
- Research Drill for fast siege
- Unstoppable mobility
Strategy Tips
Strengths
- Mangudai destroy siege units
- Fast firing cavalry archers
- Excellent hunt-based Dark Age
- Mobile siege with Drill
Weaknesses
- No Ring Archer Armor
- Weak infantry
- No Halberdier
- Struggles vs heavy cavalry civs
In-Depth Mongols Analysis
The Mongols are the premiere cavalry archer civilization in Age of Empires II, with a unique combination of faster-firing Cavalry Archers, extra-durable Light Cavalry, and the Mangudai — a unique unit that is simultaneously a cavalry archer and the most efficient siege destroyer in the game. Their hit-and-run playstyle rewards excellent micro, aggressive map presence, and constant pressure that prevents opponents from developing safely.
Cavalry Archers Fire 25% Faster — The Core Advantage
A standard Heavy Cavalry Archer fires once every 2 seconds. A Mongol Heavy Cavalry Archer fires once every 1.6 seconds — the equivalent of adding 25% to their attack without any blacksmith upgrade. Over a 60-second fight, a Mongol Cavalry Archer makes 37 attacks versus a non-Mongol's 30. When you have 20 Cavalry Archers, that is 140 additional arrows over a minute of sustained fighting — roughly equivalent to having 7 extra Cavalry Archers for free. This bonus makes Mongol Cavalry Archers the most cost-efficient ranged cavalry in the game.
Light Cavalry with +30% HP (78 HP instead of 60) are substantially harder to kill with any standard counter — Halberdiers, Monks, or Crossbowmen all require proportionally more attacks to eliminate each Hussar. This makes Mongol raiding forces extraordinarily persistent. Even after an opponent attempts to counter-attack the Mongol player's raiding parties, the extra HP means the raiders survive long enough to deal disproportionate economic damage before retreating.
The Mangudai — Anti-Siege Cavalry Archer
The Mangudai deserves separate analysis because its role is distinct from standard Cavalry Archers. While firing at similar speed (benefiting from the Mongol 25% bonus on top of its already-fast fire rate), the Mangudai has +8 bonus damage against siege units specifically. A group of Mangudai can destroy Trebuchets, Bombard Cannons, and Mangonels faster than almost any other unit type, making them the ultimate mobile anti-siege force. Opponents who rely on siege to defend against Mongol archer pushes find their siege destroyed before it can fire effectively.
Drill (unique tech, Castle Age) makes Siege Workshop units — including Mangonels and Scorpions — move 50% faster. A Mongol army of Mangudai and Scorpions with Drill moves at nearly cavalry speeds, creating a mobile siege train that can keep up with the Mangudai raiding forces and arrive at new locations before opponents can set up defenses. This mobility combination is one of the most unique army archetypes in AoE2.
Dark Age Hunting Advantage
Hunters working 40% faster means that the early Dark Age food income from hunting deer and boars is significantly higher for Mongols than other civilizations. Combined with Scout Cavalry with +2 Line of Sight (for spotting deer and resources earlier), Mongol players can establish a faster food income from hunting and transition to farming later in the game without falling behind. This economic edge in the very early game directly supports faster military production in Feudal Age for early pressure.