2-Range Archer Flank — Team Game
DragonstarCreator guideTeam-game plan: the transition assumes coordinated flank and pocket roles. Adapt production if your role or opposing lane changes.
Dragonstar deliberately demonstrates the build with Magyars to avoid relying on an economic bonus. The plan is generic and becomes easier with a strong archer civilization.
This version sacrifices early economy upgrades to put two ranges, Fletching and a protected archer mass on the field quickly. Stop around 14–15 Archers to afford Castle Age, then rebuild to at least 15 Crossbowmen.
The first timing is 4 Archers with Fletching, 1 Spearman and the starting Scout. Keep reinforcements at home if they are needed to stop the opposing pocket’s Scouts.
Build timeline
The first row shows new villagers, transfers and task assignments; the figures below are the totals after the step.
Dark Age
1Send the 6 starting villagers to sheep
6
2Send villagers 7 and 8 to food for 8 on food
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3Lure the first boar early. Scout the front of the base and secure every sheep before pushing all the deer
8Send villagers 9 through 11 to wood and take the second boar
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5Villager 12 builds a house, then joins food
12Once 100 wood is available, villager 13 builds a mining camp and gathers gold
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7Send villagers 14 through 18 to food under the Town Center
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8Click Feudal Age at 19 population
18During the transition, move villagers from finished hunt to wood until 8 are on wood, including 2 on straggler trees
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10Build a house and a forward-facing Barracks during the Feudal transition; bank roughly 350 wood for the opening
18
Feudal Age
11On reaching Feudal Age, build 2 Archery Ranges and immediately train 1 Spearman
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12Drop the Blacksmith almost immediately and send new villagers to gold until 7 are on gold
24
13Produce Archers and houses continuously, research Fletching and move out with 4 Archers, the Spearman and the starting Scout
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14Skip Double-Bit Axe for now: it prevents simultaneous Villager and two-range Archer production at this timing
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15After reaching 7 on gold, rally new villagers to stragglers until the Mill is affordable, then build toward 8 on berries
16Keep 7 on gold, reach 8 on berries and seed 7 farms while maintaining two-range Archer production
17Stop Archer production around 14–15 Archers, build a Market, sell the starting stone and buy only the food needed to click Castle Age
18During the Castle transition, aim for 13 on gold, keep the initial wood economy, add up to 10 farms, research Double-Bit Axe and Gold Mining, and resume Archer production
19Add a third range only if the mass fell below 15 Archers; the Castle Age target is at least 15 Crossbowmen
Castle Age
20On reaching Castle Age, research Crossbowman and Bodkin Arrow, then build a University
21Research Wheelbarrow, Ballistics and finally Horse Collar while maintaining two-range Crossbowman production
22Stay on 1 Town Center, build toward 20 farms and preserve 35–40 Crossbowmen before clicking Imperial Age
Imperial Age
23During the Imperial transition, add 2 more ranges, research Thumb Ring and the second Gold Mining upgrade; on arrival get Bracer, Chemistry and Arbalester before adding Town Centers