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Age-up click · 19 pop · 18 villagers

2-Range Archer Flank — Team Game

23 stepsStandardBritonsEthiopiansMayansVietnameseTatarsMagyars
DragonstarCreator guide
Video guide · DragonstarAoEHow to Archer Rush on Flank (TG) 2025 Edition

Team-game plan: the transition assumes coordinated flank and pocket roles. Adapt production if your role or opposing lane changes.

Notes from Dragonstar
Magyars are the benchmark, not a requirement

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.

An aggressive flank build

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.

Move out as a complete group

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.

Execution

Build timeline

The first row shows new villagers, transfers and task assignments; the figures below are the totals after the step.

Dark Age
1

Send the 6 starting villagers to sheep

Start+6
60600
2

Send villagers 7 and 8 to food for 8 on food

New+2
80800
3

Lure the first boar early. Scout the front of the base and secure every sheep before pushing all the deer

Author note:Laming is more common in team games, so resource security takes priority over the earliest possible deer push.
80800
4

Send villagers 9 through 11 to wood and take the second boar

New+3
113800
5

Villager 12 builds a house, then joins food

New+1
123900
6

Once 100 wood is available, villager 13 builds a mining camp and gathers gold

New+1
133910
7

Send villagers 14 through 18 to food under the Town Center

New+5
1831410
8

Click Feudal Age at 19 population

Author note:Dragonstar chooses 19 population as the safer version instead of forcing an 18-pop timing.
1831410
9

During the transition, move villagers from finished hunt to wood until 8 are on wood, including 2 on straggler trees

Transfer5
188910
10

Build a house and a forward-facing Barracks during the Feudal transition; bank roughly 350 wood for the opening

188910
Feudal Age
11

On reaching Feudal Age, build 2 Archery Ranges and immediately train 1 Spearman

188910
12

Drop the Blacksmith almost immediately and send new villagers to gold until 7 are on gold

New+6
248970
13

Produce Archers and houses continuously, research Fletching and move out with 4 Archers, the Spearman and the starting Scout

248970
14

Skip Double-Bit Axe for now: it prevents simultaneous Villager and two-range Archer production at this timing

248970
15

After reaching 7 on gold, rally new villagers to stragglers until the Mill is affordable, then build toward 8 on berries

16

Keep 7 on gold, reach 8 on berries and seed 7 farms while maintaining two-range Archer production

17

Stop Archer production around 14–15 Archers, build a Market, sell the starting stone and buy only the food needed to click Castle Age

18

During 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

19

Add a third range only if the mass fell below 15 Archers; the Castle Age target is at least 15 Crossbowmen

Castle Age
20

On reaching Castle Age, research Crossbowman and Bodkin Arrow, then build a University

21

Research Wheelbarrow, Ballistics and finally Horse Collar while maintaining two-range Crossbowman production

22

Stay on 1 Town Center, build toward 20 farms and preserve 35–40 Crossbowmen before clicking Imperial Age

Author note:Thirty surviving Crossbowmen is the lowest comfortable threshold; the ideal benchmark is forty.
Imperial Age
23

During 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

Treat the order as a stable economic backbone, not a script that overrides scouting. Idle resources, map generation and the opponent's opening should change the transition.