Unit Counters
Master the counter system to dominate battles
Understanding AoE4 Combat
Age of Empires IV features a nuanced combat system with armor classes and bonus damage. Unlike AoE2, armor reduces a flat amount of damage rather than a percentage. Understanding these mechanics is crucial for efficient army composition.
Armor Types
Light Melee
Examples: Spearman, Villager
Strong vs: Unarmored
Weak vs: Ranged
Heavy Melee
Examples: Man-at-Arms, Knight
Strong vs: Ranged attacks
Weak vs: High damage attacks
Ranged
Examples: Archer, Crossbow
Strong vs: Melee from distance
Weak vs: Cavalry charges
Siege
Examples: Ram, Mangonel
Strong vs: Buildings, groups
Weak vs: Direct combat
Detailed Counter Matrix
Knights/Heavy Cavalry
Good Against
- Archers
- Siege
- Villagers
Weak Against
- Spearman
- Crossbowman
- Camel
- Monks
Archers
Good Against
- Spearmen
- Light Infantry
Weak Against
- Horseman
- Mangonels
- Knights (with charge)
Crossbowmen
Good Against
- Armored units
- Knights
- Men-at-Arms
Weak Against
- Horseman raids
- Mangonels
- Handcannoneers
Spearmen
Good Against
- Cavalry
- Knights
- Horsemen
Weak Against
- Archers
- Crossbowmen
- Handcannoneers
- Mangonels
Men-at-Arms
Good Against
- Archers
- Light units
- Buildings
Weak Against
- Crossbowmen
- Knights
- Handcannoneers
Horsemen
Good Against
- Archers
- Siege
- Villagers
Weak Against
- Spearmen
- Knights
- Men-at-Arms
Mangonels
Good Against
- Infantry groups
- Archers
- Buildings
Weak Against
- Springalds
- Cavalry
- Bombards
Springalds
Good Against
- Siege
- Mangonels
- Bombards
Weak Against
- Cavalry
- Infantry
- Other Springalds
Combat Tips for AoE4
- Charge damage: Cavalry deals bonus damage on impact - space out charges
- Bracing: Spearmen can brace to negate cavalry charges
- Elevation: High ground provides significant range and damage bonus
- Stealth forests: Use forests to hide units and ambush
- Fire attacks: Fire damage ignores armor - devastating vs buildings
- Siege positioning: Protect siege with infantry screens
- Mix compositions: Pure army compositions are easily countered
Advanced Counter Strategy in Age of Empires IV
The counter matrix above gives you the starting framework, but winning battles in AoE4 consistently requires understanding why the counters work, what breaks them, and how civilization-specific units complicate the standard relationships. This section explains the deeper principles behind AoE4's combat system.
Why Spearmen Counter Cavalry — And When They Don't
Spearmen deal bonus damage against cavalry armor class, multiplying their 5 base attack to something much more threatening against Knights and Horsemen. However, Spearmen have 0 melee armor themselves and relatively low HP for their cost. Against a small Knight force, a group of Spearmen wins comfortably. Against a large Knight force with cavalry charge momentum, Spearmen can be shattered before they deal their bonus damage — especially if the Spearmen are caught out of formation or if the cavalry player micro-manages charges to maximise first-strike bonus damage.
The brace mechanic is what makes Spearmen reliable: when standing still with brace active, Spearmen negate the charge bonus entirely and gain damage reduction against cavalry attacks. But braced Spearmen cannot move, which means a cavalry player can simply route around them to target your archers or siege instead. The interplay between braced Spearmen and mobile cavalry forces one of the most interesting micro battles in AoE4 — do you move the Spearmen to protect the rest of your army and lose brace, or hold brace and let cavalry bypass them to attack your rear?
The Crossbow — AoE4's Most Reliable Unit
Crossbowmen (80F 40G in Castle Age) are among the most cost-efficient units in AoE4 because of their positioning against armored units. Their 12 attack against 3 ranged armor on Knights delivers 9 net damage per shot. Against Men-at-Arms (also 3 melee/ranged armor), they are similarly efficient. The Crossbowman is available from Castle Age onward and transitions smoothly through upgrades into Imperial Age. Most standard compositions center on Crossbowmen as the core ranged damage dealer, supplemented by Spearmen protecting them from cavalry and siege providing area denial.
The weakness of Crossbowmen is their slow speed (1.12) relative to cavalry. If the cavalry player engages with Knights plus Horseman support — Knights absorbing hits from Spearmen while Horsemen flank toward the Crossbowmen — the ranged units die quickly. Positioning Crossbowmen behind Spearmen on terrain that limits cavalry flanking (forests, rivers, building walls) dramatically improves their survival rate.
Siege Counter-Siege — The Springald's Role
Springalds occupy a specific niche that becomes critical in mid-to-late game: they are designed to destroy enemy siege from beyond the range of Mangonels and on equal terms with other Springalds. When both players have Mangonel clusters providing area denial, Springalds allow one player to dismantle the enemy siege without suffering Mangonel splash damage in return. The player who establishes Springald superiority typically also controls the siege battle, giving them the ability to safely push Rams or Mangonels forward without being out-ranged.
A critical mistake is using Springalds against infantry — their low splash and high cost-per-unit makes them terrible at that role. Position Springalds well back from the front line (they outrange Mangonels significantly) and give them the explicit task of targeting enemy siege units only. Infantry and cavalry should protect them from flanks.
Countering Civilization-Specific Units
Standard counters shift when civilization unique units enter the picture. The French Royal Knight has stronger charges than the base Knight — standard Spearmen are less effective in absorbing that burst damage, making Knights with higher melee armor more useful to support them. Chinese Zhuge Nu crossbowmen fire more bolts per unit time than generic archers, making Mangonels even more effective as a counter because each area-of-effect hit targets multiple Zhuge Nu simultaneously. English Longbowmen have greater range than generic archers, so approaching them from outside normal archer range requires either Springald support to outrange them, or cavalry flanks that circle beyond their defensive palings stakes.
Always look up the specific units a civilization fields before planning your counter composition. The generic counter matrix is the baseline; civilization-specific unit adjustments are the refinement layer that makes your counter strategy actually work against each opponent.
The Role of Elevation in Counter Execution
Elevation advantage in AoE4 provides both a range bonus and a damage bonus to units on higher ground. A unit attacking from high ground deals approximately 25% bonus damage. This means that 8 Crossbowmen on elevated terrain can output damage equivalent to 10 Crossbowmen on flat ground. When your composition is at a counter disadvantage — for example, your Knights being faced with Spearmen plus Crossbowmen — finding elevated terrain to engage from can partially compensate. Conversely, when your composition has the counter advantage, forcing engagements on flat terrain where you receive full counter benefit is often preferable. Scouting for and contesting elevated positions before major engagements is a habit that separates intermediate players from experienced ones.