The Best Attackers

When building an offense army, train only the following troop types:

Roman

  • Imperian
  • Equites Caesaris

Teuton

  • Clubswinger *see note
  • Axeman
  • Teuton Knight

Gaul

  • Swordsman
  • Haeduan

Crop is a very important consideration when building any kind of large armies. Because of the high crop consumption, the density of attack power per crop is very important.

Rank Type Attack Value
Crop Consumption
Attack per Crop
 
1 Imperian Infantry 70 1 70
2 Swordsman Infantry 65 1 65
3 Axeman Infantry 60 1 60
4 Teuton Knight Cavalry 150 3 50
5 Haeduan Cavalry 140 3 46.6
6 Theutates Thunder Cavalry 90 2 45
6 Equites Caesaris Cavalry 180 4 45
7 Equites Imperatoris Cavalry 120 3 40
7 Clubswinger Infantry 40 1 40

From the chart above, the most powerful attackers are infantry units. The most powerful infantry unit is the imperian. The most powerful cavalry unit is the Teuton Knight. The Romans have the weakest cavalry.


It is no wonder that Roman armies have a lot of imperians and lesser cavalry. And Teutons have a higher ratio of cavalry.

Consider the attacking power of these two armies:-

20,000 clubswingers      40 attack points x 20,000   = 800,000
20,000 axeman 60 attack points x 20,000 = 1,200,000

For the same amount of crop consumption (ie, 20,000 crop), the axeman army produces 400,000 more attack points – that’s about 50 percent more attacking power than the clubswinger army. That is what is meant by the density of attack power per crop.

A fully upgraded unit in the blacksmith provides around 35 percent boost from the base attack point. When fully upgraded, the difference in attacking points becomes even bigger.

A fully upgraded clubswinger yields 54 attack points and axeman 81 attack points.

20,000 clubswingers      54 attack points x 20,000   = 1,080,000
20,000 axeman 81 attack points x 20,000 = 1,680,000

That’s a difference of 600,000 attack points – it could very well mean the difference between defeat and victory.

For this reason, do not train the Teuton clubswinger, Roman Equites Imperatoris or Gaul Theutates Thunder as part of an offense army – especially in a WW Army.

These units are good as raiders, and they are in fact the specialized raiders of their respective tribes. But in terms of brute attacking power, they won’t cut it.

*There is one exception to this rule however – the Teuton clubswinger.

The other important factor is troop building time. It takes a long time to build a massive army, and if you’re in a hurry, then train the Teuton clubswinger instead.

The Teuton clubswinger has the most efficient build time, and cost, and if calculating strictly by building time, the clubswinger army will provide more attacking points over the axeman army.

Consider the training time in a level 20 barracks.

If you trained continuously non-stop in the barracks, you would achieve this:-

No. of units trained in 30 days Fully Upgraded
Attack Value
Total Attack Value
21,240 clubswingers 54 1,146,960
12,750 axemen 81 1,032,750

In one month, you can train 21,240 clubswingers for a total attacking power of 1,146,960 points. Or 12,750 axeman for a total attacking power of 1,032,750 points.

That’s a difference of only 114,210 points over a month of building time.

Clearly, training clubswingers will give you more attacking power in a shorter time, but the increase is minimal. And it comes at a cost of a much higher crop consumption (66 percent more).

Therefore build a clubswinger army only as a last resort – such as when time is lacking.

3 Responses to The Best Attackers

  1. Zork says:

    All your focus is based on singel attack (like a ww-hammer), but very often you will attack again and again. Then speed is very importen.
    Based on how often you can hit targets a gaul TT is a very powerful unit. Since it is a raider, it support it self most off the time from the lot it brings back. I ran a 25K army from a standard 4-4-4-6 city and also supported tropps in a few other cities. Players I have been allied with have done the same with muche lager armies.
    Romens always build a waterinpost in any city with very a large force off horses is held. You shoukd include this in your calculation also.

  2. Rakirs says:

    You should include the Horse Drinking Thorough for the Romans because it would change the cavalry’s attack points for Romans dramatically. It would make both the Equites Imperatoris and the Equites Caesaris have the same amout of attack value as the axemen, but there is still crop cunsumption so it would’nt be wise

  3. HDT says:

    Well, upgrading the HDT (Horse Drinking Trough) all the way would decrease time by one fifth, decrease crop consumption of each horse by one (while keeping high attack), and the horses still have more speed and carry capacity than the axemen, when in APC (attack per crop) comparison.

    After the HDT upgrade

    .EC vs TK
    attack power (EC)
    attack per crop (EC)
    carry capacity (TK)
    training time (EC)
    train requirements (TK)
    speed (EC)
    ……EC WINS 4-2

    ..EC vs Haeduan
    attack power (EC)
    attack per crop (EC)
    carry capacity (EC)
    training time (EC)
    train requirements (Hae)
    speed (Hae)
    …….EC WINS 4-6

    …EC vs TT
    attack power (EC) [doubled!]
    attack per crop (EC)
    carry capacity (TT)
    training time (TT)
    train requirements (TT)
    speed (TT)
    ……..EC LOSES 4-2 , if you add one more point for doubling attack, they still lose =(

    -EI vs TK
    attack power (TK)
    attack per crop (EI)
    carry capacity (EI)
    training time (EI)
    train requirements (EI)
    speed (EI)
    ——EI WINS 5-1

    –EI vs Haeduan
    attack power (Hae)
    attack per crop (EI)
    carry capacity (EI)
    training time (EI)
    train requirements (EI)
    speed (EI)
    ——-EI WINS 5-1

    —EI vs TT
    attack power (EI)
    attack per crop (EI)
    carry capacity (EI)
    training time (EI)
    train requirements (TT)
    speed (TT)
    ——–EI WINS 4-2

    Looks Like Roman cavalry isn’t too shabby!
    *Needless to say, I’m a Roman man all the way

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