Stronghold Legends

Stronghold Legends

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Overview of units and their values
By Kmyeh
In this review, I talk about the value of units, their approximate characteristics, movement speed, damage, and health.
   
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Introduction
Greetings to all readers of this review. Since the game does not show the characteristics of the units, I decided to find out their approximate number myself. In this review, I'll look at the speed, damage, health, and value of the units. My opinion about them and the test results in the battles. English is not my native language, but I hope everything will be clear.

Movement speed varies from very slow to very fast. But even if I label both units as fast, this does not mean that they are equal in speed, this is an approximate value. For example, I labeled the wolf and the witch as very fast, but the witch is faster than the wolf. I will write examples: a very slow swordsman is 9 times slower than a very fast wolf. A slow crossbowman is 3 times slower than a fast archer. A fast archer is 1.7 times faster than a bear with an average speed. A fast archer is 2 times slower than a very fast witch.

I also specify the unit's value in gold, converting their honor value to gold. I equate 1 honor to 3.2 gold, because the main source of honor is the pantry, 20 honor requires 8 meals, which are bought for 64 gold. Divide 64 by 20 and you get 3.2. Of course, you can calculate it differently by buying different food, but then the cost of honor will be less than 3, which is not enough in my opinion. I also take into account the cost of the unit separately, in the form of a minimum price, if you produce weapons and armor for it. But I am not considering the production of weapons and armor made of iron, because iron is very expensive. That is, 5 pieces of iron are worth 250 gold when purchased, and equipment made of iron costs the same or less. Even if you mine iron, it is more profitable to sell it and buy the necessary equipment. Let's take a crossbowman as an example. A crossbow costs 30 gold, armor costs 15 gold, hiring a Crossbowman costs 12 gold, and its total price is 57 gold, but if you produce equipment for it, its minimum price is 12 gold.

I also described the health, damage, and amount of glory you get for killing a unit. If anyone didn't know, then glory is given for killing a unit in close combat. From the tests, I found out that the units in the game differ in melee health and level of protection from Archers/Crossbowmen. Crossbows are not armor-piercing, as stated in the description of Crossbowmen, they only deal 4 times more damage than bows, regardless of the target's armor.

I calculated how many bow shots different units can withstand, and to determine how many crossbow shots a single unit can withstand, divide this number by 4. For example, an archer can withstand 4 bow shots, so 1 crossbow shot will be enough for him. For the protection against shots, I have entered a designation from very low to huge. Less than 10 is very low, 10-20 is low, 21-40 is medium, 41-70 is high, 71-200 is very high, 200+ is huge.

The damage done by units in melee was calculated mainly using the Siege Tower (since it does not hit back and is very strong), that is, at what speed the unit at the 60th game speed will destroy the siege tower. I also introduced damage designations from very low to huge. 90+ seconds very low, 66-90 low, 41-65 medium, 21-40 high, 10-20 very high, less than 10 seconds huge. But these decreasing seconds are quite inconvenient to perceive, so I also added the calculation of damage in Laddermans. That is, he took the damage of the Ladderman as a basis, since his damage is the lowest in the game of the game units, perhaps like that of the peasants. I'll give you an example. A siege worker destroys a Siege Tower in 480 seconds, and a Knight in 7.5 seconds, divide 480:7.5=64, so the Knight is 64 times stronger, which means his strength in Laddermans is 64.

The health of the units was calculated using the Knight (since he has the highest damage), that is, how fast the knight will kill the unit at the 60th game speed. I've marked it from the worst (for shooters) to the greatest. Less than 2 seconds is a very low health score, 2.1-3.4 low, 3.5-5.9 medium, 6-9.9 high, 10-15 high, 15+ huge. It's easy to see that those who live longer have more health, and you can count every millisecond of survival as health.

Also, from my calculations, you can estimate the approximate results of the collision of units, but there are measurement errors, since I could press the timer a little earlier or a little later, for 0.1 seconds, for example. For example, let's compare a Shield Maiden and an Maceman. The Shield Maiden strength is 9.8 Laddermans, and her health is 4.67 seconds against a Knight. The strength of an Maceman is 14.55 Laddermans, and health is 2.92 seconds against a Knight. Due to the fact that I consider survival against a Knight, I need to compare the strength of a Shield Maiden and an Maceman with a Knight, the strength of a Knight is 64 Laddermans, which means that the Knight is 6.5 times stronger than a Shield Maiden (64:9.8=6.5) and 4.4 times stronger than an Maceman (64:14.55=4.4). Now we need to multiply the difference in Shield Maidens strength by the Macemans health, and the difference in the Macemans strength by Shield Maidens health to find out their survival rate against each other. Let's count Shield Maiden, she is 6.5 times weaker than the Knight, multiply 6.5 by the Macemans health of 2.92, we get 19, which means Shield Maiden will kill the Maceman in 19 seconds. We count the Maceman, he is 4.4 times weaker than the Knight, multiply by the Shield Maidens health of 4.67, we get 20.5, which means the Maceman will kill the Shield Maiden in 20.5 seconds. Shield Maiden kills faster, which means she wins, let's calculate the difference between them 19:20.5=0.93, we got the percentage of health that Shield Maiden will lose in battle, 93%. As a result, Shield Maiden will defeat the Maceman and she will have 7% health left, which will be about the same in battle in the game.

I will divide them into unique units by tier list, from C to SS. The C tier list consists of useless units, which it is better not to hire at all. The B tier list consists of situational units that are good only in certain situations and against certain enemies, in such situations they may even be better than the S tier list. And the tier list consists of universal units, with good characteristics for their price, but which are inferior to the S tier list. The S Tier list consists of the best versatile units for its price. SS tear list, there are those who can resist most of the units in the game, including most of the S tier list, unbalanced units in fact.

You may not have known, but the speed of the game can be changed. It is changed from 10 to 90 using the keyboard and the + and - keys on the numeric keypad or in the settings menu. For example, at a speed of 50, the game's progress will be 5 times faster than at a speed of 10.

Units from individual buildings will be reviewed separately and summarized later in the general tier list. Dragons, mages, and knights of the round table will also be considered separately, as these are unique units, but I will not create a tier list for them. In fact, all dragons and mages are at least in the S tier list, as they are unique to their faction and you cannot choose between them.

I will also note the non-obvious mechanics of binding by combat. That is, if your unit is hit by other units in melee, then it connects to them in battle, and if it tries to move away at this time, it will start receiving 3 times more damage from them. For example, this is how the peasants around the campfire killed my archers who were trying to climb the enemy castle.

The game has a limit on the number of melee units that can hit one unit at a time, which is 8 units, the ninth will just stand aside and watch as 8 units hit 1. So it makes little sense to send 50 units against 1 Giant, they will receive club damage in their crowd and just stand nearby. But for example, a siege tower can be hit by a crowd at the same time.
Barrack, Part 1
1. Man-at-Arms (A militia man, a spearman, a miserable peasant with a spear)

Cost: 21
Minimum cost: 6
Withstands archery: 4 (very low)
Speed of movement: Fast
Time to destroy the siege tower (damage): 88 seconds (low)
Strength in Laddermans: 5.45
Survival time against the knight (health): 0.67 seconds (very low)
Glory for his murder: 1

My description:
Before joining the battle, he throws a spear (approximate damage is about 5.5 bow shots), after which he fights with a short sword. Can't throw a spear at flying units. Restores the spear in 38 seconds at 60 game speed. Throws a spear at the nearest enemy, they can throw more spears than they need, for example, an enemy dies with 1 spear, and they throw 2. The cheapest barracks unit, but a good one for its price. Many consider him a weak unit, but because of the spear throw, he's a shooting range. If you take the spear away from him, then his characteristics match his price, but with a spear he is 2 times stronger and kills those he should not kill, for example, 2 Man-at-Arms throw 2 spears at an Maceman, he dies, and they remain with full health, but 2 Man-at-Arms cost 42 gold, and 1 Maceman 69. He also kills a Wolf with 1 spear, which costs 33 gold, and kills a Man-at-Arms without a spear. But do not think that it is useless without a spear, for example, 3 Macemans kill 9 Man-at-Arms, but 10 Man-at-Arms killed 3 Maceman, and their price is about 1 to 3. In general, the Man-at-Arms is a versatile and cheap unit, it can be trained in large numbers at the beginning of the game and thrown against various enemy infantry, but it is vulnerable to shots. It is best used against melee fighters with average protection from shots and below.

How to counter this unit:
It is best to counter crossbowmen. If you use archers against them (an archer dies from 1 spear) or units with low protection to shots, it is advisable to deprive them of spears before the battle, for example, send forward a mantelet that can withstand 10 spears and other siege equipment (a Ladderman can withstand 1 spear, but also costs 4 gold) or units resistant to shots. If you have a very fast unit (for example, an Maceman), then he will be able to escape from the spears without taking damage, to do this, send this unit to the Man-at-Arms and when they start throwing spears, run back, the spears will not reach your unit and he will not receive damage, and the Man-at-Arms will lose spears.

2. Archer

Cost: 42
Minimum cost: 12
Withstands archery: 4 (very low)
Speed of movement: Fast
Time to destroy the siege tower (damage): 250 seconds (worse)
Strength in Laddermans: 1.92
Survival time against the knight (health): 0.33 seconds (very low)
Glory for his murder: 2

My description:
A good ranged unit, despite the fact that it has a shooting power 4 times less than a crossbowman, you should not write it off, with a better range and running speed, they can take a good position on the battlefield, and until the crossbowmen reach them, they will receive good damage, and also very cheap, if you produce bows. It goes well with the high position provided by fortifications and a siege tower. Against slow melee units, he can simply run away and shoot without taking damage from them. At the 10th speed of the game, it fires once every 7 seconds. A shooting gallery.

How to counter this unit:
Use units with high shot protection against them, mantlets and siege towers will protect your troops from their shots. They are vulnerable in close combat, so with a small number of them, send fast melee troops against them, but with a large number of archers, this tactic is worse, because while you kill the front rows of archers, the back rows continue to shoot at you. Long-range siege weapons such as a ballista and a stake thrower also help, which is not available to Arthur, but he can hit with a trebuchet, but it's more difficult.

3. Crossbowman

Cost: 57
Minimum cost: 12
Withstands archery: 16 (low)
Speed of movement:
Time to destroy the siege tower (damage): 241 seconds (worse)
Strength in Laddermans: 1.98
Survival time against the knight (health): 1.25 seconds (very low)
Glory for his murder: 3

My description:
The best ranged combat unit, and indeed in the game, has 4 times more damage per 1 shot, compared to an archer, at the same rate of fire, the very first shot does a little faster than an archer. But the firing range is lower than the archers, the difference is about 20%. An unbalanced unit that can withstand almost all units in the game, he is the reason for the creation of SS Tier list. In the confrontation column for most units, I can simply write, distract them with melee fighters and shoot them with crossbowmen, which I will do, but probably crossbowmen will cope without melee support. 18 crossbowmen kill the Green and Black Dragons separately, of course. But at least they couldn't defeat the Icy One, because he froze them. To keep him in balance, I think the game developers need to reduce his damage, health, and arrow protection by 2 times. SS Tier list.

Since I started talking about Crossbowmen, I'll tell you a little about the online game. The main battle boils down to the confrontation of Crossbowmen, all other units are auxiliary to them, plus preparations for the assassination of the lord. That is, direct support units that protect Crossbowmen and the Siege Towers they like to ride on, the Siege Towers themselves are also auxiliary and protect from enemy Crossbowmen, and units that destroy Siege Towers or kill Crossbowmen are also needed. There are no units in the Barracks that can resist Crossbowmen directly, only under the cover of siege machines (mainly the Siege Tower), but Macemens and Knights are used, since they have high damage and speed, which allows them to destroy Siege Towers, but it is desirable to cover them with Siege towers themselves, Macemens are definitely needed, they are 6 times worse at protecting themselves from arrows, compared to knights, for a price. Knights are also needed to kill the lord. In fact, any units with high speed and damage will do, Evil has plenty of them. You also need units to kill the Crossbowmen themselves, these are mages (also on Siege Towers usually), Sir Percival for Arthur, Bats for Evil, Evil also has a stake hurler to destroy Siege Towers, and Frost Giants will be the weapon of Ice, but how to resist Giants is in the section about them. That's the whole online game, in fact, you're facing Crossbowmen on Siege Towers.

How to counter this unit:
The methods of fighting are the same as with archers, only take into account the power of their shot, which is 4 times higher, they shoot everyone except the vampire, so mantlets and siege towers are especially relevant against them. Also, a ballista and a stake hurler will be more effective against them than against archers, due to the low speed of crossbowmen and their shorter firing range.
Barrack, Part 2
4. Maceman (infantryman)

Cost: 69
Minimum cost: 54
Withstands archery: 11 (low)
Speed of movement: Very Fast
Time to destroy the siege tower (damage): 33 seconds (high)
Strength in Laddermans: 14.55
Survival time against the knight (health): 2.92 seconds (low)
Glory for his murder: 3

My description:
I used to consider them the equivalent of werewolves for King Arthur, but no, it's better to hire Man-at-Arms (but it still depends on your wealth, when you have 10k of gold, it's strange to spend on cheap Man-at-Arms and for a long time), protection from shots is less than crossbowmen, combat skills are also not impressive for their price, due to the low survival rate, for some reason, their protection from arrows is lower than Crossbowmen, they have shields made of grass or something, and the unit is expensive because of the iron maces, only their speed and high damage are good, but due to this, it is convenient for these units to earn fame, especially if the enemy divides the troops, you can run up and quickly kill this unit, but only if you have numerical superiority and the enemy does not have Crossbowmen. It's not just about quantity, but also about price, it's advisable that your squad is at least 2 times more expensive than the enemy's, preferably 3 times more expensive against S-tier units. The unit is located between A and B Tier list, since only Evil has good very fast units, its advantage is speed, therefore it is suitable for intercepting enemy infantry, which it can quickly kill, but depends on numbers The advantage is that he also dies quickly or needs to quickly break enemy trebuchets or other siege engines by running out of the fortress, unless of course they are under the strong protection of Crossbowmen, Arthur has little choice at all. You can also use it to kill a Vampire. In general, for Arthur and Ice, there is A Tier list, since Ice does not have strong and very fast melee units, Wolves are weaker and require honor, and a few Giants are expensive in the beginning. For Evil, there is B Tier list, since Evil has strong, very fast units, but Evil may have little honor, so Evil may have to hire them.

How to counter this unit:
Use it against them units S Tier list, for example Man-at-Arms and Crossbowmen.

5. Pikeman

Cost: 80
Minimum cost: 60
Withstands archery: 48 (very high)
Speed of movement: Slow
Time to destroy the siege tower (damage): 120 seconds (very low)
Strength in Laddermans: 4
Survival time against the knight (health): 28.5 seconds (huge)
Glory for his murder: 3

My description:
Shoulder spikes! I used to think that he was a bad unit because of his ultra-low damage, but it turned out that his melee health is higher than that of a Knight (Frost Giant too), because of this they have good melee stats for their price. In a duel, he kills a Werewolf (20% health remains), an Maceman (60% health remains), 4 Man-at-Arms (15-20% health remains), 2 Pikemen kill a Swordsman. A very good combination with Crossbowmen, while Pikemen hold off melee fighters, Crossbowmen shoot at them. Their only weakness is their walking speed and vulnerability for shooters (this is vulnerability compared to their melee health, but they have good shooting protection for the price). S Tier list.

How to counter this unit:
It is vulnerable to shooters, so you can counter them, and because of their slow speed, you can use siege weapons.

6. Swordsman

Cost: 154
Minimum cost: 154
Withstands archery: 200 (very high)
Speed of movement: Very slow
Time to destroy the siege tower (damage): 24.5 seconds (high)
Strength in Laddermans: 19.59
Survival time against the knight (health): 14.33 seconds (very high)
Glory for his murder: 8

My description:
It has good combat characteristics for its price and high protection from shooting, but its walking speed spoils everything, because of it I wanted to throw them into C Tier list, but the unit has its own use, since for its money it surpasses an Maceman and a Knight in combat characteristics and protection from arrows, because of the speed it is useful only on the defensive, stand on walls or attack enemies under your walls, as it can fight under fire from enemy shooters, unlike Infantry, but again it is vulnerable to fire from siege engines, 3 swordsmen kill a knight/giant, but I would prefer to have a Knight/Giant, because their speed gives them more tactical maneuvers. It also has a bug that can take several seconds to beat an opponent who has already died, so it is advisable to use it against units that have health at the Maceman level or higher, so that this bug is triggered less often. I did not conduct accurate tests, it probably shows up on every third unit. B Tier list.

How to counter this unit:
Because of his speed, he can be shot at with impunity in ranged combat, especially from siege guns, which throw him aside, which can cause him to fly into textures and instantly die. In addition, fast units can distract him by running up and running away while your crossbowmen shoot at him.
Barrack, Part 3
7. Knight

Cost: 458
Minimum cost: 458
Withstands archery: 460 (huge) (the horse can withstand 6 shots)
Speed of movement: Very fast with a horse, very slow without a horse
Time to destroy the siege tower (damage): 7.5 seconds (very high)
Strength in Laddermans: 64
Survival time against the knight (health): 24.67 seconds (huge) (Separately for the horse 0.92 sec)
Glory for his murder: 10

My description:
The strongest non-unique unit in the game (but not for its price), very high damage, kills a Giant in a duel (30-40% hp remains), despite being cheaper than a Giant. It is well suited against units with high health, such as Bears, Giants, lords, Siege towers and Rams, not flying dragons (The interesting thing is that a knight can kill them alone, as in the legends in which a knight on horseback kills a dragon). There is also a very high protection from shots, which allows you to fight under fire, just like Swordsmen. The horse can also absorb any powerful damage on itself, such as Merlin's Dragon Breath. But the knight is weak against the crowd, because of his animations and not having massive damage. It quickly loses speed due to the low health of the horse, which can again be hired for a fee, in the form of 20 honor (if you use my counting system, then for 64 gold or 14% of the Knight's value), so for this unit you need to have honor in reserve.

A knight without a horse has animation problems. He spends 2 seconds starting a skirmish with a unit and can spend it finishing it off. He can also start walking between units after finishing, but this is relevant for all melee fighters. For example, a knight kills a Man-at-Arms member in 0.67 seconds, do you think how long it will take him to kill 10 Man-at-Arms members, maybe 7-12 seconds, no, he will kill them in 41.5 seconds, that is, he will spend 4.15 seconds for each one, instead of 0.67, it turns out he spends 3.48 seconds to change targets, which is why 11 Man-at-Arms kill 1 knight. Therefore, it is better to kill with a knight those whom he kills in 10+ seconds, that is, from a Bear/Swordsman and above, so that his bug would have less effect on effectiveness in battle. In order for a Knight to be a good unit, it is necessary that he is always on horseback, that is, the developers needed to give the Knight common health with the horse and give immunity to knocking down like a Giant, then he will always be very fast and without animation problems, but in the game the horse dies quickly, so there is B Tier list. In any case, when you have a lot of gold and honor, you need to hire Knights, because the unit is expensive, but the Ice has Giants instead.

How to counter this unit:
Deprive him of his horse, and then fight like a swordsman with the same siege engines. You can also send a crowd of units against him, due to his long animations, such as Man-at-Arms.

8. Results

There are some good units, so King Arthur has a lot to play with. And Crossbowmen will be useful to other factions, as they are cheap due to the production of weapons.

Tier list:
0. SS: Crossbowman
1. S: Man-at-Arms, Pikeman
2. A: Archer, Maceman
3. B: Knight, Swordsman
4. C: Missing
Equipment production
In this section, I will describe how profitable it is to produce weapons and which ones are more profitable to sell. The approximate production per year will also be described. It is assumed that the material from which the weapon is made will also be mined, so we consider it at the selling price. Wood is 1 gold, metal is 40 gold.

1. Spears are made of wood, 4.5 per year, deducting the materials, we get 63 gold benefits (further reduced)
2. Bows, 4.35 per year, 126 gold
3. Crossbows, 3.9 per year, 113 gold
4. Leather armor, 4.5 per year, made from air (in Stronghold 2 from cowhide), 67.5 gold
5. Maces, 3.5 per year, 14 gold
6. Peaks, 3.4 per year, 64.6 gold
7. Iron armor, 2.5 per year, 25 gold
8. Swords, 3.5 per year, 28 gold

From what I have presented, we can see that it is most profitable to produce bows and crossbows for our troops, and iron equipment is the least profitable. If you buy iron, then we will lose money with weapons, and with armor at 0, and their buildings are the most expensive. Someone will think, maybe several equipment are made of metal, no, for 1 metal we get 1 weapon / armor.

Now I will tell you what is more profitable to do for sale, also counting the number per year and materials, from the production data presented above, I will also include the production of candles and hops here, for comparison. But please note that the hop field takes up space like 3.2 workshops, so hops are more suitable for those who have a lot of space and few peasants.

1. Peaks of 58 gold
2. Leather armor 54 gold
3. Candles, produces 17 per year, produce from thin air, sell for 4 gold, 68 gold benefits.
4. Hops, we grow 11 per year, sell for 8 gold, 88 gold benefits

As you can see from the equipment, it is profitable to produce only bows and crossbows, and instead of producing spears, pikes and leather armor, you can set up a candle maker's workshop or a hop field and sell their products. But Evil doesn't have candles, so it makes sense for them to make pikes and leather armor for sale if there's not enough room for fields of hops. Although if there is very little space, then it makes sense to build up all the fields with food.But again, the archer's workshop is 150 gold more expensive than the candle maker's workshop, respectively, when producing crossbows, we subtract the price of the building and it turns out that the workshop will give the same benefit as the candle maker's workshop for 3 game years, provided that you spend crossbows all 3 years, and then on. The workshops of spades and leather armor are more expensive by 50 gold, respectively, they also pay off longer than buildings, the cost of which is only in wood. You need to calculate this moment, how long you will play and hire crossbowmen, since crossbows are sold for 2 times cheaper than they are bought. I also remind you that there should be the right buildings nearby so that the master walks less and produces more, that is, for equipment, you need a warehouse of resources and weapons nearby (for leather armor, only a warehouse of weapons), and for hops and candles, only a warehouse of resources. You can build several resource depots, but only one weapons depot. Moreover, there is a hidden point with the placement of the warehouse, you can put them further than the game allows, place the second one next to the first one, and the third one next to the second one and delete the second one. But you need to delete it right away, because instead of deleting the resources inside the warehouse, you can zoom in to see the resources in a particular warehouse.

It is always easier to buy equipment if your finances and scenario allow you to do so. Someone will say that the production of apples and iron is even more profitable. But you need a certain place for iron, and apple trees take up more space and require a barn nearby. And I'm looking at buildings that require a warehouse and an arsenal or one of those things. I'll also give you some advice, don't build quarries, they produce little stone and the stone is cheap.
Ice Tower, Part 1
1. White Wolf

Cost: 31
Withstands archery: 6 (very low)
Speed of movement: Very fast
Time to destroy the siege tower (damage): 60 seconds (average)
Strength in Laddermans: 8
Survival time against the knight (health): 0.92 seconds (very low)
Glory for his murder: 7

My description:
2 wolves are approximately equal to 1 Maceman in strength, in fact, a rather weak unit in close combat, with only speed as an advantage. He dies with 1 Man-at-Arms spear. The unit's purpose is similar to that of an Maceman, but it's better to spend some of it on stronger units and hire Maceman instead if you need melee units of this speed. C Tier list.

How to counter this unit:
Use any units from S Tier list, preferably to kill them in close combat, as they bring suspiciously much glory.

2. White Witch

Cost: 57
Withstands archery: 6 (very low)
Speed of movement: Very fast (second fastest, after bats
with dragons)
Time to destroy the siege tower (damage): Does not fight in close combat
Survival time against the knight (health): The knight can't hit, she flies
Glory for his murder: You can't kill in close combat

My description:
My favorite unit, the voice acting is also interesting. It flies, so it is invulnerable to most of the enemies in the game. Fires at enemies from the sky. I thought she was weaker than an archer, but her damage and attack speed are exactly the same as an archer's, and her protection from shots is 1.5 times higher. However, it is advisable not to use witches against ranged units, as they kill melee units with impunity. A stake hurler, mages, dragons, and bats can attack witches. But the ice dragon does not damage them or freeze them. The Ice Queen both deals damage and freezes, but they don't fall from the sky. Bats deal 20% damage to witches, so in theory, one witch can kill 5 mice if she provokes them on herself. Like all flying units, it takes damage from fire on the ground, but it can be used against a sorcerer from the Evil faction, flying over him, he sets fire to the ground below him and starts burning from it, and the witches just fly away in the other direction, repeat several times and the sorcerer burns down, but of course it's easier to shoot him with witches, just Funny fact. If your castle is not well protected from Witches, then their army will shoot down your entire castle, the lord too. I'm not going to write under every melee unit that a witch is killing it, it's already obvious. SS Tier list, as the flying unit is invulnerable to most enemies and does not kill itself, unlike mice and dragons.

How to counter this unit:
Use ranged units, for example crossbowmen and dragon harpoons do it best.

3. Shield Maiden

Cost: 82
Withstands archery: 45 (high)
Speed of movement: Fast
Time to destroy the siege tower (damage): 49 seconds (average)
Strength in Laddermans: 9.8
Survival time against the knight (health): 4.67 seconds (average)
Glory for his murder: 5

My description:
This is an attempt to combine an Maceman and a Pikeman, the combat effectiveness of an Maceman, and protection from pikemen's arrows, the speed turned out to be fast between them. But the Maceman is a mediocre fighter, and the pikeman's shooting protection is his vulnerability, so the unit came out weak. It is about 5% more effective than an Maceman in melee (5% health remains), although it has more health than him, but less damage. Loses to a Werewolf in a duel, the Werewolf has 40% hp remaining. A pretty useless unit unfortunately, I like their voice acting, the unit has to be cheaper, about like a Saxon Warrior, to be good. С Tier list.

How to counter this unit:
Use S-class units, preferably melee, as the unit has good protection from shooting, but the crossbowmen will still kill this unit.

4. Dwarf

Cost: 96
Withstands archery: 32 (average)
Speed of movement: Average
Time to destroy the siege tower (damage): 60.5 seconds (average)
Strength in Laddermans: 7.93
Survival time against the knight (health): 5.75 seconds (average)
Glory for his murder: 5

My description:
A local kamikaze fighter is mediocre as he is just as effective as an Maceman, although he has more health, he does less damage. He is also a kamikaze because he releases a powerful poison, which, by the way, does not cause damage to flying units and siege engines. Thanks to the poison, the Maceman wins, and the dwarf has 40% health remaining. In addition, 4 dwarves can kill 1 giant, but they themselves die, and the giant dies from poison. They are used to direct a small number of people against a crowd of enemies in order to kill them with poison. This is a suicide squad, if you send the 1st one, he will probably die before he has time to emit poison. The poison does not damage dwarves, but it does damage your other troops. He releases poison after a short time, from the moment the battle begins, but he can be killed earlier. He can also destroy walls (only them, stone fortifications and buildings cannot be destroyed), but due to poor protection from arrows, he does this only under the protection of siege units. Due to the specific nature of the application and low efficiency, B Tier list.

How to counter this unit:
It is advisable to kill from a distance or quickly so as not to emit poison, with fast units you can simply run away from the poison.

5. Polar Bear

Cost: 164
Withstands archery: 110
Speed of movement: Average
Time to destroy the siege tower (damage): 17 seconds (very high)
Strength in Laddermans: 28.24
Survival time against the knight (health): 11.92 seconds (very high)
Glory for his murder: 8

My description:
A good unit for your money, slightly stronger than a swordsman in melee (15% hp remains), more damage than a swordsman, but less health. 2 bears almost kill the giant, he has 5% hp left. It is immune to discarding, just like the Giant. He can break walls like a giant, 3 cages at once, breaks everything made of stone like a giant, but a giant does it faster. Arrow protection is noticeably worse than a swordsman, but it has an average movement speed. Due to its size, it cannot lift up walls and onto a castle. It also has a weakness against siege engines, due to its size, but more on that in the Siege engines section. S Tier list.

How to counter this unit:
Distract in close combat and shoot with Crossbowmen or siege engines.
Ice Tower, Part 2
6. Frost Giant

Cost: 520
Withstands archery: 540 (huge)
Speed of movement: Between fast and very fast
Time to destroy the siege tower (damage): 9.5 seconds (huge)
Strength in Laddermans: 50.53
Survival time against the knight (health): 19.33 seconds (huge)
Glory for his murder: 9

My description:
The face of the Ice faction. The most unusual unit due to its size, it is well suited for sieges, as it quickly breaks down enemy fortifications and has tremendous protection from shots. Due to its size, it cannot climb walls and castle. It also stands up well to the crowd, as it hits the square with a club, but it also causes damage to your troops with this club, so it's better not to use Giants in close combat with your other troops nearby. It is immune to being knocked down. A very expensive unit, but useful, especially if you need to level all the buildings and fortifications of the enemy to the ground. Presumably it has low protection from fire, but higher protection from magic. If you want to assemble a large army of Giants, it is advisable to have a lot of statues, since Giants require a lot of honor, that is, you need to kill enemies in close combat, use Macemans or Bears for this until you accumulate a group of Giants. In a duel, loses to the knight and not only to him, but Giants are very dangerous in large numbers, for example, in a battle of 18 Knights against 18 Giants, the Giants hold a confident victory, leaving about 10 Giants. In a battle of 45 Swordsmen against 18 Giants, 17 Giants survive. 134 Macemans against 18 Giants, 14 Giants survive. 100 Werewolves lose to 18 Giants, survive 6 Giants. 75 Dwarves lose to 18 Giants, survive 8 Giants. And their strength lies in the fact that they take turns hitting the entire crowd with clubs, which makes the crowd of giants the strongest army of melee fighters in the game. I had to conduct tests to find methods of resisting the crowd, and I will describe them separately, since many complain that they do not know how to resist a group of Giants. SS Tier list.

How to counter this unit:
Distract with units with high melee health (such as pikemen) and shoot with crossbowmen. You can also use units with high damage to kill in close combat, such as swordsmen, knights, bears, and werewolves. You should not send a crowd of weak units, such as Man-at-Arms, he will scatter them with a club, and use their spears instead of toothpicks.

How to counter a group of units:
It is noticeably more difficult to resist a group of Giants, even Crossbowmen find it difficult here, your units will lie on the ground for a significant part of the battle, after hitting them with clubs, use mass attacks against them, for example fire (from a Dragon, a Sorcerer), poison (from Dwarves, from launching cows with Trebuchets, but Trebuchets are mainly if the Giants are in their castle whether they are sitting or standing against your walls, the Trebuchets are not particularly accurate and will fall apart from a Giant's kick). A massive magician's spell. If you play as King Arthur, then use the abilities of the knights of the round table, Sir Galahad's healing and Sir Lancelot's strengthening, but Sir Percival's ability does very little damage to them, about 10% probably, but it will do against the crowd.

The Ice Queen is best suited, she freezes them (The Giants ignore her for some reason, after coming out of the freeze, of course, they basically ignore the magicians) and you kill the frozen knights. For example, the Ice Queen and 4 knights defeat 18 giants without loss. 2 siege engines are also well suited. The ballista is of little use, probably 5% damage per shot, and provokes the Giant to attack itself. A stake hurler does a lot of damage to Giants, but up close, probably up to 10 meters, 1 volley from 6 stake hurler killed several Giants. I used the Pikemen to hold off the Giants while the stake hurlers were killing them, but while the Pikemen were down, the Giants switched to the stake hurler. The battle of 6 stake hurlers + 18 Pikemen against 18 Giants ended with the victory of the first, but 5 stake hurlers and 1 Pikeman were lost, it is necessary to protect the stake hurler well in total. Enchanted orbs proved to be even better, this is the most powerful weapon against them, their ball does not provoke Giants and causes them huge damage at the same time. For example, I went in from the side and fired a ball at a formation of 18 giants, half of them were killed by 1 ball! The other half was left with 10-20% hp, the second ball killed them all. The giants were in aggressive mode, I don't know why they ignored this car. But I suggest we take a regular fight. We take 3 enchanted orbs, 18 Pikemen and put them up against 18 Giants. While the Pikemen are fighting with them, we shoot balls at the Giants, the Pikemen are also hurt, but it doesn't matter, those lying on the ground don't take damage. Of the 3 such tests, I did not suffer any losses in 2 tests, and in 1 test I lost 1 Giant. So I recommend Enchanted orbs against them, but they are only available to Arthur, the Queen is good for Ice. Evil has the hardest time with them, you'll have to shoot them at point-blank range with spear stake hurler and set the Giants on fire with a Sorcerer. A magician's massive ability is available to everyone.

7. Results

The Ice Tower is based on units that are difficult to kill, Witches, Bears and Giants, although witches have low protection from shooting, they are invulnerable to melee units and are also very fast. And their more conventional troops are inferior to the barracks and Sorceror's Tower, plus they require honors that are better spent on S or SS Tier list.

Shooting Ranges:
0. SS: White Witch, Frost Giants
1. S: Polar bear
2. A: Missing
3. B: Dwarf
4. C: White Wolf, Shield Maiden
Sorceror's Tower, Part 1
1. Demon

Cost: 18
Withstands archery: 6 (very low)
Speed of movement: Fast
Time to destroy the siege tower (damage): 120 seconds (very low)
Strength in Laddermans: 4
Survival time against the knight (health): 1 seconds (very low)
Glory for his murder: 6

My description:
Actually, I was thinking where to put them in the B or C Tier list, I decided to test them and they defeated my S Tier list and the black/green dragon in a duel, I'm like 0_o. This is the cheapest combat unit in the game, the damage is even lower than the Man-at-Arms, but their strength lies in their special skills. This is setting fire to the ground behind you and in battle, climbing walls and being immune to fire. Both your troops and the flying troops are burning in their fire. I guess fire does more damage than they do, but it's still low damage. Small pests, in fact, set something on fire or seize an unguarded gate, it's for them. In general, their characteristics match the price even without abilities, and with abilities they become strong, relative to the price, of course, they are especially good against a crowd of weak opponents. For example, in a duel with an Maceman, he loses, but takes down 40% of his hp, while he costs almost 4 times cheaper. 27 demons are killed by 18 archers, while a squad of archers is more expensive. 21 demons defeat 18 Man-at-Arms, at equal cost. Also, 18 demons kill 4 werewolves / 2 bears. Even the Giant is defeated, but every other time, by the way, the Giant can also burn down, even there is an animation of such a death, it all depends on how often and successfully the Giant gets hit with a club, the demons quickly get up and can get a double blow with a club. But then again, 18 demons are worth 324 gold, and a Giant is worth 520 gold. 18 demons lose to 4 dwarves, due to the poison of the dwarves, but the dwarves themselves can burn up in the process. In general, it all depends on whether they will maintain fire in battle, they may not turn it on against strong enemies with a high range of attack (bears and pikemen), as they may not move in battle, so you need to monitor this moment and move the demons yourself, which are not beaten. The unit requires a lot of honor, relative to its price, which is probably why it is so strong. S Tier list.

How to counter this unit:
Distract them with units with high health and shoot them with arrows. It is advisable to kill them in close combat, they give a lot of glory for them, but in this case you will have to sacrifice some of your units.

2. Hell Hound

Cost: 28
Withstands archery: 7 (very low)
Speed of movement: Very fast
Time to destroy the siege tower (damage):54 seconds (average)
Strength in Laddermans: 8.89
Survival time against the knight (health): 1.17 seconds (very low)
Glory for his murder: 5

My description:
An analog of the Wolf from the Ice fraction, but 20% more effective (defeats the wolf and still retains 20% hp) and 10% cheaper. Perhaps the developers have confused something and it should be more expensive than a wolf, otherwise it turns out to be both stronger and cheaper than a wolf. And he doesn't die with 1 Man-at-Arms spear, like a wolf. He gives good stats for his price, so he gets into the S Tier list, unlike the Wolf.

How to counter this unit:
Use the units from S Tier list, preferably in close combat, as they give a lot of glory. Or, as usual, detain them with pikemen and shoot them with crossbowmen.

3. Saxon Warrior

Cost: 56
Withstands archery: 28 (average)
Speed of movement: Fast
Time to destroy the siege tower (damage): 49 seconds (average)
Strength in Laddermans: 9.8
Survival time against the knight (health): 4.67 seconds (average)
Glory for his murder: 3

My description:
An analogue of an Maceman and Shield Maiden, in close combat exactly the same as a Shield Maiden, but almost 1.5 times cheaper and with less protection from arrows. Because of the price, the Shield Maidens are better, so you can hire more of them and due to the number they receive, they will be no worse in battle than a squad of Werewolves for the same price. S Tier list because of the low price.

How to counter this unit:
Use units from S Tier list or shoot with crossbowmen, nothing new.

4. Werewolf

Cost: 82
Withstands archery: 20 (low)
Speed of movement: Very fast
Time to destroy the siege tower (damage): 20 seconds (very high)
Strength in Laddermans: 24
Survival time against the knight (health): 7.33 seconds (average)
Glory for his murder: 4

My description:
The face of the Evil faction. A fast unit with high damage, an ideal stormtrooper, but there is not much health in melee and protection from arrows. You can throw the crowd over the wall using a special siege engine and attack the lord or capture the walls from the inside. Kills an Maceman in a duel, survives with 40% hp. 4 Werewolves kill a Giant. Gets less damage from falling. S Tier list.

How to counter this unit:
He has a low level of protection from shots, it is easy to shoot crossbowmen, preferably distracted by melee fighters.
Sorceror's Tower, Part 2
5. Giant Demonic Death Bat

Cost: 198
Withstands archery: 18 (low)
Speed of movement: Very fast (the fastest in the game, like dragons)
Time to destroy the siege tower (damage): Does not fight in close combat
Survival time against the knight (health): The Knight can't hit, she flies
Glory for his murder: You can't kill in close combat

My description:
The local kamikaze, a unit that forces you to change tactics and strikes fear into the hearts of the players, flies into enemies and explodes with its very existence, enemies are thrown away by the explosion, receiving damage from the explosion and from falling, more from falling, enemies falling from walls and other fortifications receive additional damage, but also hits and throws off allies. It is convenient to divide the enemy's army or stall for time while one part of the enemy's army is on the ground, killing the other part. Also, if enemies fly into textures (walls, buildings, rivers, and other impassable places), they will instantly die. I'll tell you how much damage it does to different units in % of health.: Witches do not fall 20% of the explosion to a witch, Man-at-Arms 10% of the explosion and 50% of the fall, but if they fall from the wall they will die, Archers 20% of the explosion and 60% of the fall, but if they fall from the wall they will die, Crossbowmen 10% of the explosion and 25% of the fall, and if they fall from the wall the walls will receive another 25%, the Vampire does not suffer explosion damage (which suggests that the explosion causes arrow damage), but causes 30% fall damage, the knight's horse receives 33%. A Saxon Warrior and Shield Maiden die from 6 mice, an Maceman from 4 mice, a Werewolf from 8 mice (Werewolves take less damage from falling). The Trebuchet destroys with 1 explosion, which is quite advantageous, since the Trebuchet costs 500 gold. But don't expect to kill the lord with them, he can't be knocked down, and the Bats do little damage to him, even 100 Bats won't be enough to kill him. Many people use it for more, especially the bot, flying into 3 archers for example. In general, the unit has little damage, but it is expensive and self-defeating, but it is extremely useful when used correctly, it cleans the walls and towers of the enemy from shooters, which simplifies the assault. But if you use it badly, you will go into negative territory yourself, but the moral pressure that you have to win back from her is serious, I will put it in SS Tier list.

How to counter this unit:
Use Crossbowmen and Dragon harpoons, if the unit is poorly controlled, then it can be provoked to 1 shooter, which is quite advantageous, since the shooter is cheaper than a Bat.

6. Vampiric Creeper

Cost: 440
Withstands archery: 800 (huge, the best arrow defense among non-unique units is equal to that of the Ice Dragon)
Speed of movement: Fast
Time to destroy the siege tower (damage): 16.5 seconds (very fast)
Strength in Laddermans: 29.09
Survival time against the knight (health): 1.5 seconds (very low)
Glory for his murder: 5

My description:

How to counter this unit:
2 Comments
Kmyeh  [author] 29 May @ 11:34pm 
The review is not finished, I will describe the rest of the units later.
pesakh59 29 May @ 9:51am 
yo, you didnt do the ice queen from ice and evil sorcerer from evil or am i tripping? also arthurian units. but mad respect for this, this is crazy bro!!