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Britons

Kite Dive long-range archer defender / kill carry.

Spawn unit Starting age Kills to Castle Kills to Imp Razes to vill Cap Interval
Longbowman (Elite on unlock) Feudal 250 500 1 80 8 s

⚡ Quick reference

  • Baseline: faster Shepherds, cheaper TCs, foot archers +1 range Castle / +2 Imp, allied Range works faster. UU Longbowman. UT Yeomen (+range foot archers/Skirms).
  • Requiem v294: starting age Feudal; kills-to-Castle 250 (may be reduced); razes-to-vill 1 (S-tier).
  • CBA role: long-range archer defender / kill carry.
  • Opening: defend from behind allies or gates; focus targets before contact.
  • Post-vill: Longbow/Arbalester behind spear; rams late.
  • Strong vs: most comps at range.
  • Weak vs: Huskarls, Skirmishers, high-pierce-armor infantry, multi-angle cavalry dives, Chakram/Scorpion lanes.
  • Priority: receive first raze from team.

📜 Deep playbook

🏛️ Standard DE profile

  • Civ bonuses
  • Foot archers +1 range in Castle Age, +2 in Imperial (stacks with Yeoman for +3 total).
  • Town Centers cost -50% wood from Castle Age.
  • Shepherds work +25% faster.
  • Team: Archery Ranges work +20% faster.
  • Unique units
  • Castle UU: Longbowman (long-range foot archer).
  • Unique techs
  • Castle Age — Yeomen (Foot archers +1 range, Towers +2 attack).
  • Imperial Age — Warwolf (Trebuchets do blast damage, no scatter).
  • Notable missing techs
  • No Redemption, no Siege Onager, no Paladin (Cavalier max), no Camel Rider, no Halberdier (Pikeman only), no Heresy.
  • Walls: full set.

🏰 CBA REQUIEM v294 profile

(v294 numbers: Fandom wiki, retrieved 2026-08-21)

  • Starting age: Feudal (Requiem v294 start table).
  • Spawn unit: Longbowman (Elite on unlock).
  • Spawn interval / cap: 8 s per Castle; cap 80.
  • Kills to Castle / Imperial: 250 (Castle) / 500 (Imperial).
  • Razes: standard.
  • Free starting tech: Yeomen typically free at spawn (civ effectively wants it); confirm.
  • Elite unlock: on Imperial promotion.
  • Available buildings after villagers: Barracks, Archery Range, Stable, Siege Workshop. Elephants disabled. Trebuchet enabled (Warwolf is signature).

CBA role & archetype

  • Primary role: Kite / long-range poke. Longbowmen out-range everything except Mangudai and Elite Kipchak (with UT).
  • Secondary role: Anti-melee-swarm.

🌅 Opening play

  • Minute 0–3: sit at max range, patrol lightly. Do not push.
  • Patrol: short-patrol backwards to maintain range gap.
  • Preferred fights: any melee civ, most other archer civs at range gap.
  • Refuse: Mangudai mass, Camel Archers with Parthian Tactics, Genoese Crossbowmen (anti-cav is irrelevant here but their tank stat matters), Cataphracts with high pierce armor.

⚔️ Kill accumulation strategy

  • Safe farm: Goths (Huskarl aside), Teutons, Japanese, Vikings, Celts, Aztecs.
  • Avoid: Mongols (Mangudai kite you), Saracens (Mameluke), Franks (TA close the gap and Frankish cav HP is huge).

🏚️ Raze allocation

  • First raze priority in many team compositions — Britons scale into infinite trash + Longbow + Trebuchet late game.

👷 Post-villager composition

  • Wall order: back diagonal first, then front-line spike walls.
  • Standard build: 3 Ranges, 1 Siege Workshop, 1 Barracks. UU production and Castle research run from your pre-placed Castles.
  • Imperial composition: Elite Longbowman + Trebuchet (with Warwolf) + Halberdier substitute (Pikeman) + Skirmisher.
  • Silver-UT priority: Warwolf — turns Trebs into base-clearing artillery. Priority #1.

⚖️ Strong against / Weak against

  • Strong vs: Goths, Teutons, Japanese, Vikings, Celts, Aztecs, Mayans (equal range but Britons win with +2), Ethiopians (equal range).
  • Weak vs: Mongols, Saracens, Franks, Persians (elephants), Bohemians (Hussite Wagon).

🤝 Team synergies

  • Best pairs: Persians (elephant tank + Longbow behind), Aztecs (Jaguar dive + Longbow cover), Berbers (Camel Archer flank).
  • Conflicts: Mayans (redundant archer, both die to same counter).

🎮 Key micro rules

  1. Maintain range at all costs — never let melee close.
  2. Warwolf-Treb the enemy pile once villagers are safe.
  3. Do not stand still — walk-shoot.
  4. Yeomen is mandatory if not free.
  5. Add Skirms vs enemy Mangudai.

⚠️ Common mistakes

  • Over-committing forward and getting caught by Franks/Persian elephants.
  • Skipping Trebuchet — Warwolf is the win condition.

🔒 Version-locked (Requiem v294)

  • Free Yeomen at spawn depends on v294. Elite unlock condition version-locked.