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:
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.
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.
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.