
← Units · Infantry
Men-at-Arms
Attributes
Basic
- Health
- 7,078
- Strength
- 28
- Speed
- 5.5
- Labour
- 5.04
Attack
- Piercing damage
- 1,209
- Slashing damage
- 1,026
- Blunt damage
- 684
- Piercing armour pen.
- 1,621
- Slashing armour pen.
- 905
- Blunt armour pen.
- 515
Defence
- Piercing defence
- 705
- Slashing defence
- 598
- Blunt defence
- 329
- Block
- 550
- Block recovery
- 27
Strength
Where this unit shines, by fight type
Skill Tree Veterancy nodes unlocked as the unit levels. Hover or focus a node for detail.
Recommended veterancy- If you can help your unit (heavy armor, or fighting medium armor): Top Line + rest Mid until 3/3 piercing dmg, rest non-selected line - If you can't help your unit (light armor, or medium such as musket): Bot Line + rest Mid until 3/3 piercing dmg, rest non-selected line
Hero pairingAny
Filled nodes show the recommended points, out of each node's max.
Skills
Shield Rush
Order your unit to charge in a designated direction, inflicting high damage on enemies hit along the way. Charging soldiers take less damage.
Cover Commander
Order your unit to rush to your side.
Formations
Dispersed
The unit forms a spread-out square formation to lessen the impact of ranged attacks.
Block
A dense formation intended to enhance the unit's defences.
Shielf
Soldiers stand in a tight defensive formation, countering frontal attacks. Enhances impact resistance.
Unique doctrines The unit's own doctrine slots from the game data. Amya's picks live in the guide below.
- Noble Blood Doctrine IEpic
- Noble Blood Doctrine IIEpic
Guide
Counters
- Loses to: High burst units
- Struggles vs: Spacing units
- This unit counters: Low-tier units rellying on hit to debuff, heroes
Playstyle
- Like Palace Guards, you’ll rely heavily on using Cover Commander as your main DPS tool
- The cooldown for the “mini-charge” in Cover Commander mode (not the first ability) is 9 seconds
- Focus on charge-related doctrines, especially the +1 hit on charge, as they improve DPS more effectively than any unit or siege damage bonuses
- Always use them in Cover Commander mode, never use V
- You can charge to engage but it’s often way better to simply activate Cover Commander and move in and out of combat
- If you trigger Charge and Cover Commander just after (no V or X-move), the unit will follow you as usual but the charge will “stack” and act as a mini-charge on the next impact
You want to Reset the Cover Commander every ~2s because of the dmg reduction which is 40% —> 0% (decaying over 4-6s).
Doctrines
Highest level you can.
Mandatory
- Stamina Doctrine V (-24% charge CD, +1 charge target)
- Charge Doctrine V (+250 charge dmg, +450 charge block break)
- Iron Damage Doctrine V (Ironsides)
Top Pick
- Unit Damage Doctrine V
- Anti-Infantry Doctrine (+200 dmg infantry, +250 block)
Filler
- Noble Blood Doctrine
- Epic Leadership Doctrine (alt for Ironside)
- Siege Fighter Doctrine (+8% all-type dmg in sieges)
Can replace Ironside by Leadership doctrine. You can replace any dmg doctrine you miss by either Siege Dmg or Units Dmg. Important doctrines are charge +1 hit and the block break / dmg charge one.
Example Build
- Stamina Doctrine V (+1 hit on charge)
- Charge Doctrine V (block break + dmg)
- Iron Damage Doctrine V (Ironsides) or Epic Leadership Doctrine
- Unit Damage Doctrine V or Siege Fighter Doctrine
- Anti-Infantry Doctrine or Noble Blood Doctrine
Tips & Tricks
- Keep reseting the cover-commander because there is an hidden passive that give you damage reduction