Hireable Units

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There are a couple of things to discuss before going to the list per se. The first is unit quantity. You want 12 units almost immediately, quickly scaling up to at least 16. Most maps let you bring 16 units, and that is what you need to aim for. Ranged units tend to be very good. Exactly because you have so many people on the field. It is not uncommon for ranged units to get a couple attacks before melee clashes, and if you have 6 ranged that could mean 4-6 enemy units retired before they even make contact. Upkeep is interesting. Units have a base upkeep that is variable, but the higher their level, the more upkeep they cost. So while a 5 upkeep unit might be low upkeep and a 12 might be high, that value will scale differently. A lv 5 unit with 5 base upkeep will be paying 7 gold/day as upkeep, while a 12 base will be costing you 18. Since you can have 24 units on your army, higher priced unit costs scale rapidly. I put tiers on my units, but it is important for you to understand how I think about tiers: S -> Unit is great out of the box. It can be a really good specialized unit, or a really good general purpose one that doesn't require much effort to make it work. A -> The unit is either great but has some hard drawback that you will need to work around, or it is a very good unit that just lacks something to push it to S tier. B -> Solid units. Good baseline for what they try to do, but not really exceptional. Or extremely good, but extremely specialized, only works on a certain type of circumstance C -> Overall poor. Can work on some circumstances, but you dont want to be relying on them D -> Filler tier. They serve as good targets. Can eventually do something, but... yeah. F -> Why are you bringing peasants to war? Humans have a bit of everything. Some are really good, some are not. Archer Baseline damage is meh, accuracy is ok. Survivability is also meh. Heavy attack guarantees that you are not attacking twice. Marksman and Eagle eye are very good, and you have access to fire arrows, poison arrows and the ability to make fires around you. Range 7 is also pretty good All in all, not a bad unit, but it is not stellar withouth a heavy investment. But it is cheap, so you will probably have a few of them until you can get your bank rolling. B tier. Not amazing, but pretty good. Especially since it is a archer. Brigand Brigand is... usable. Quick attacks make it put out some damage, but everything else about them is bad. Low survivability, lowstarting damage. At least it is cheap. Usable as filler until you get better stuff, but it is the better filler D tier Halberdier Halberds are a baseline human infantry, combined with swordsman. They are cheap, and focus on doing damage, while the swordsman focus on being survivable. Slow attacks is meh, but the range 2 is nice. He can hide behind your main line and whack stuff from safety. Giant killer is very useful when it comes to play. Survivability is... meh. Ok health and armor, but nothing else to compound there, he dies really quickly to arrows. You shall not pass helps against charging enemies, but it can be hard to utilize since charging enemies might just target someone else. Overall ok. Not fantastic, but not bad B tier Mage Magic has a serious issue in this game in that it doesnt scale. Your 7 base damage archer can get to 8, 9, 10 damage or more. Your 8 damage lightining bolt is stuck there. I mean, you can get art of magic traits, and those help, but you dont get medals, and they are individually fairly expensive. That said, the mage is... ok. Very low survivability, dislikes everyone, but has access to decent spells. Fireball in particular is good both for the AoE damage and for lighting things on fire, giving you less penalties for darkness. The trais he has complement him well - mana regeneration, more damage for spells. The extra skills and spells are kinda mixed. Meditation is really important for someone who needs mana to do stuff, Ring of frost is good to reduce the amoun of aps the enemy has. Most other things are meh ( earthquake sounds really good until you realize the enemy gets full ap when they begin their turn, so removing ap does very little) It is a ok unit - much better at early game, but gets surpassed by archers relatively quickly. C Tier Knight Knights come with loner, wich is terrible. Loner makes you want to play in a way that exposes and gets them killed, or make them completely inneffective and very vulnerable when supported. You can however, remove it. But the cost is steep. It should be the first thing you do, but that does mean that your knight has a 450xp tax to become effective. After loner is gone, knight is pretty good. Human combat hp is not great, but it has decent damage and accuracy, good armor, charge, giant slayer and a really good movement. It skills and traits are mostly meh, but you really wanted to invest in combat stats, so it turns out well. Slow attack makes does limit it a bit, but with the 7 base action points it is still able to double attack with acceleration. Ends up being one of the better human combat units, but it comes with that loner tax. Also, pay. It is bloody expensive to maintain. A tier. Pretty good, with caveats Necromancer Necromancers raise dead. Yeah, what did you expect? They can create Ghost warriors and raise corpses as zombies Both are ok, do a bit of damage and serve as disposable targets. They have a skill that makes all corpses raised stronger, wich is pretty decent, but raise corpses is a win more skill to begin with. They also do have a few damage spells, capable of poison and - especially - a frost AoE that removes action points. The real problem is that spells dont scale. Ranged damage does scale with your attack power, but spells are forever stuck at their original damage and range. So their utility drops down quickly. They also always come with peevish, making everyone else loose morale. That one is terrible. And they are also very frail. C tier. It has its uses, especially if you flood the battlefield with phantom warriors, but you really need to mold your gameplay for them. Paladin The posterchild of humans is both unique and has firm convictions. it is hard to keep him happy as he either dislikes or hates everything. However, he is one of the best combat units in the game. Good survivability in general, with high HP, armor and evasion. Have both shield and formation to make him even better in surviving, and starts off with blunt damage and stunning blows, both of wich are excelent. Damagewise he also starts of pretty well. He has quite a few traits that help even more - commander and defender helping people around, holy attack helps with demons and undead, and staggering helps prevent some skill uses on enemy. The issues are the daily salary - one of the highest bases in the game, meaning he will become very expensive to maintain, and the convictions coupled with general dislike for some races. S tier Peasant THE filler unit. Extremely cheap, extremely vulnerable, bad in general. But it is a target for your enemies. Giant scourge makes them not completely inneffective against large targets F tier. They exist to fill up your rooster on the beggining. Priestess Priestess come with firm convictions, meaning that their racial preferences will never change. They dont like turans or monsters, and they hate undead. This can be problematic, as you cant hire them if you have a undead on your company ever. You can however hire undeads on a company that has priestess, its just that you dont get to replace them. Priestess are very frail, with no armor, low base hp and get mugged in melee. They are however pretty good at supporting other units. They recover hp, stamina, give acceleration to people and can bless most things. They also have access to good support traits - Radiance solves issues with night time that ruins a lot of units, soul of the company helps keep people happy, optimist helps keep her happy even

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GHub Platform · автор14.09.2026, 04:27:19

There are a couple of things to discuss before going to the list per se. The first is unit quantity. You want 12 units almost immediately, quickly scaling up to at least 16. Most maps let you bring 16 units, and that is what you need to aim for. Ranged units tend to be very good.…

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