AoE4 Combat Fundamentals

Master the core mechanics that govern every battle in Age of Empires IV

The Damage Formula

Every attack in Age of Empires IV follows a simple but powerful formula that determines how much damage is dealt:

Damage Dealt = Max(1, Base Damage + Bonus Damage - Armor)

Base Damage: The weapon's default attack value (e.g., Archer deals 5 base damage)

Bonus Damage: Extra damage against specific unit types (e.g., Spearman deals +20 vs. Cavalry)

Armor: Reduces incoming damage (Melee or Ranged armor depending on attack type)

Minimum Damage Rule: Even if armor exceeds total damage, at least 1 damage is always dealt

Armor Classes

Units have two separate armor values that protect against different attack types:

Melee Armor

Reduces damage from close-range attacks

  • • Swords, Spears, Maces
  • • Cavalry charges
  • • Most infantry weapons

Ranged Armor

Reduces damage from projectile attacks

  • • Arrows, Crossbow bolts
  • • Gunpowder weapons
  • • Siege projectiles

Pro Tip: Heavy units (MaA, Knights) have high ranged armor, making them resistant to standard arrows but vulnerable to Crossbows and Handcannoneers!

The Counter System

Age of Empires IV uses a rock-paper-scissors system where each unit type has natural strengths and weaknesses:

Spearman

Anti-Cavalry Infantry

Strong vs Cavalry

Weak vs Archers

Cavalry

Fast Melee Units

Strong vs Archers

Weak vs Spearmen

Archer

Ranged Attackers

Strong vs Spearmen

Weak vs Cavalry

The Triangle:

Spearmen counter Cavalry (bonus damage) → Cavalry counters Archers (mobility) → Archers counter Spearmen (range advantage)

Attack Speed & Movement

Understanding timing and positioning is crucial for winning battles:

Attack Speed (Reload Time)

Every weapon has a reload time (e.g., Archer: 2.0 seconds). Faster weapons deal more DPS but may have lower base damage. Upgrades like "Siege Engineering" can reduce reload times.

Kiting

Ranged units can "kite" by attacking, then moving away before the enemy reaches them. This is especially effective against slow melee units. Micromanagement is key!

Charge Attacks

Cavalry units deal bonus damage on their first hit after moving. This "charge" mechanic rewards aggressive positioning and hit-and-run tactics.

ADVANCED MECHANICS & HIDDEN RULES

Torch & Siege Damage

Units use "Torches" against buildings, dealing generic Siege Damage. This bypasses regular Ranged Armor, which is why Archers deal almost zero damage to buildings while Horsemen melt them.

Rule: Cavalry units typically have a much higher bonus torch damage. Always use cavalry, not infantry, to burn down landmarks quickly.

Vision, Stealth & Elevation

Stealth Forests: Units inside are invisible unless an enemy is also inside or a Scout is nearby. Elevation: Being on higher ground grants a vision advantage. You can see up a cliff, but units below cannot see up unless they have a Scout or air unit.

Tip: Use Stealth Forests to hide your idle army. The enemy won't see their numbers on the minimap until it's too late.

Wind-up & Animation Canceling

Damage isn't instant. Every unit has a "Wind-up" animation frame. If you issue a move command too early (before the projectile launches), you cancel the attack and deal 0 damage.

Mechanic: Crossbows have a faster wind-up animation than Hand Cannoneers. This makes them much easier to "micro" in hit-and-run (kiting) battles.