Units

 
units
  Chapter Introduction
Castle Units
Dungeon Units
Fortress Units
Inferno Units
Necropolis Units
Rampart Units
Stronghold Units
Tower Units
   
A Unit Guide

Now that you know the strengths and weaknesses of each town type, we can cover the individual units. Some are good on their own, while others need consistent support to realize their potential. In this section, we'll cover all the recruitable units and discuss their pros and cons. We also provide some useful data, such as cost and speed, at a quick glance. The creatures are divided by town type.

Castle Units

Overall the castle has the best collection of creatures, with powerful ranged units, two very good flying units, strong melee units, and the most powerful seventh-level unit. This combination probably makes the castle the most powerful town type in terms of creatures it can field.

NOTE
The numbers before the slash are the unupgraded unit's stats. The other numbers are the upgraded stats.
 
   
 
   


Pikeman/Halberdier

Attack: 4/6
Defense: 5/5
Hit Points: 10/10
Damage: 2-3/2-3
Speed: 4/5
Movement: ground
Cost: 70/90
Special Abilities: None/None

The pikeman is a great first-level unit in all respects but speed. It has better than average attack, hit points, and damage, but is pretty slow, which makes it highly vulnerable to ranged attackers like enemy archers, lizardmen, gogs, and even master gremlins. You want to upgrade this troop quickly and gain the better attack and speed. Both versions of this unit are second only to the centaur in terms of first-level power. If you have lots of pikemen or halberdiers, backed up by archers or marksmen, you can effectively explore and take territory in your first week.

 
   
 
   

Archer/Marksman
Attack: 6/6
Defense: 3/3
Hit Points: 10/10
Damage: 2-3/2-3
Shots: 12/24
Speed: 4/6
Movement: ground
Cost: 100/150
Special Abilities: None/Fires twice

The archer is a slow unit, but is very useful in the early game. You can add some pikemen to a group of archers and take lightly guarded chests, mines, and artifacts quickly. Archers are targets of opportunity and can be decimated if you face other, faster ranged units. However, the marksman is an excellent unit, especially because it shoots twice. In effect, the unit doubles in power, making it one of the game's best early ranged units, and maybe the best second-level unit as well. Both versions of this unit suffer the melee penalty for ranged creatures (half damage in hand to hand combat). When coupled with the fast-flying griffin, the marksmen and halberdier combo becomes especially deadly in the early game. The archer to marksmen upgrade should be your first castle upgrade.

 
   
 
   

Griffin/Royal Griffin
Attack: 9/9
Defense:7/9
Hit Points: 10/10
Damage: 3-6/3-6
Speed: 6/9
Movement: flight
Cost: 200/240
Special Abilities: One extra retaliation/Unlimited retaliations

Both the griffin and royal griffin are powerful units. Their best feature is the ability to retaliate against multiple opponents. The griffin to royal griffin should be your second upgrade because you need the extra defense and big speed boost. Not only does it give you the first move in combat, but its greatest benefit is letting you engage enemy ranged units faster, limiting the damage that can be done to your own marksmen (since the marksman is slower than most higher level ranged units). Also, with the higher defense, the royal griffin can survive longer to use its unlimited retaliations against the enemy units that will inevitably swarm over it. Add griffins to your group of halderdiers and marksmen and you will have one of the most potent combos in the early game. It's almost as if the designers are urging you to use excessive griffins because they created the griffin bastion, which aids griffin production. These creatures should form a mainstay of your army.

Castle units, continued