Units
The roles, and why “stronger” is not the same as “better”.
Five roles
Front-line infantry holds the line and shields what is behind it; against masonry it is worth nothing at all.
Ranged units shoot from behind the line, and Archers and Cretan Archers can shoot over a wall — in exchange they are fragile and they run out of ammunition. An archer who runs dry does not die; he simply falls silent.
Flank units are fast and sharp: once they clear the enemy flank they reach the ranged line and the siege engines, and cavalry is more effective still against those. Nobody reaches the support column. Swordsmen go for the ranged line first and strike the front line only last, and weakly; the Heavy Swordsman holds a flank rather than breaking one. While a wall stands the flank counts as behind it; it comes into play once the wall falls.
Siege engines are the only lane that deals with a wall. The Battering Ram and the Chelone strike only the wall, never a man; shooting engines also look for the enemy's engines. All of them take a great deal of room and a great many citizens.
Support units do not fight: they look after the army's morale, its wounded and its broken engines.
A balanced army is infantry holding the line, ranged units behind it, fast troops on the flank, enough siege engines if there is a wall, and a reserve waiting behind them all.
Land units
| Unit | Lane | Attack | Defence | Against a wall | Citizens | Building | Research | Ammunition |
|---|---|---|---|---|---|---|---|---|
| Ranged line | 35 | 20 | — | 1 | Barracks lv. 1 | — | Sling shot × 24 | |
| Front line | 45 | 65 | — | 1 | Barracks lv. 3 | Military Organisation | — | |
| Flank | 65 | 45 | — | 1 | Barracks lv. 5 | Skirmish Tactics | — | |
| Ranged line | 85 | 35 | — | 1 | Barracks lv. 7 | Archery | Arrows × 15 | |
| Flank | 80 | 60 | — | 1 | Barracks lv. 8 | — | — | |
| Front line | 80 | 135 | — | 1 | Barracks lv. 10 | Phalanx Warfare | — | |
| Front line | 105 | 105 | — | 1 | Barracks lv. 13 | Shield Doctrine | — | |
| Flank | 140 | 80 | — | 2 | Barracks lv. 16 | Horsemanship | — | |
| Ranged line | 145 | 55 | — | 1 | Barracks lv. 19 | Advanced Archery | Arrows × 12 | |
| Flank | 100 | 120 | — | 1 | Barracks lv. 20 | — | — | |
| Front line | 135 | 160 | — | 1 | Barracks lv. 22 | Sarissa Formation | — | |
| Flank | 205 | 120 | — | 2 | Barracks lv. 26 | Companion Tactics | — |
The figures come from the game's own content.
Siege engines
| Unit | Lane | Attack | Defence | Against a wall | Citizens | Building | Research | Ammunition |
|---|---|---|---|---|---|---|---|---|
| Siege line | 100 | 90 | 90 | 4 | Siege Workshop lv. 1 | Siegecraft | — | |
| Siege line | 180 | 45 | 45 | 2 | Siege Workshop lv. 5 | Torsion Engineering | Bolts × 18 | |
| Siege line | 160 | 70 | 80 | 3 | Siege Workshop lv. 10 | Torsion Engineering | Stones × 15 | |
| Siege line | 205 | 65 | 61 | 3 | Siege Workshop lv. 15 | Advanced Torsion | Bolts × 15 | |
| Siege line | 230 | 90 | 161 | 4 | Siege Workshop lv. 21 | Heavy Siege Engines | Stones × 12 | |
| Siege line | 260 | 170 | 247 | 8 | Siege Workshop lv. 28 | Advanced Siege Engineering | Stones × 24 | |
| Siege line | 660 | 300 | 6600 | 6 | Siege Workshop lv. 30 | Covered Rams | — |
“Against a wall” is what that engine actually brings to bear on the masonry in a round. A high attack value does NOT mean it is good against a wall.
Support units
| Unit | Lane | Attack | Defence | Against a wall | Citizens | Building | Research | Ammunition |
|---|---|---|---|---|---|---|---|---|
| Support | 0 | 2 | — | 1 | Barracks lv. 8 | Medicine | — | |
| Support | 0 | 2 | — | 1 | Barracks lv. 12 | Drill & Discipline | — | |
| Support | 0 | 2 | — | 1 | Siege Workshop lv. 6 | Mechanics | — |
Support units never stand in a lane and take no frontage.
“Stronger” is not always “better”
| Because | So |
|---|---|
| The ground is finite | A hundred Companion Riders may not fit in the flank. |
| Citizens | Taken from the city's free citizens the moment you order the unit: one per soldier, eight for a Helepolis. A trained unit is no part of the population. |
| Role | A thousand Archers cannot breach a wall. A thousand Hoplites cannot walk through one. |
| Depth | Only your reserve replaces the line you lost this round. |
| Ammunition | Even your most expensive archers fall silent after fifteen volleys. |
The figures come from the game's own content. Balance updates can move some numbers; the rules themselves are as written here.
