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Multiplayer Strategy FAQ by Victrix

Version: .75 | Updated: 10/21/2004

Kohan 2: Strategic and Tactical Primer
By Phillip Marcus (Kell)
Contact email: egopowered@hotmail.com

Current Version basis: 7.3 (beta final)
Guide Version: .75

-==Legal and Copyright Information==-

This document is copyright Phillip Marcus, 2004
All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Permission is NOT granted for any sites other than Gamefaqs.com and The
Awakening to host this file. The most recent version will always be posted
on Gamefaqs.com. If you are interested in hosting the guide, please contact
me directly.

-==Pending Updates==-

Factional Kohan information, Racial building and economic information,
updated Experience info, Raiding section, Gold master statistics

-==Company Construction==-

Adding units that provide Infantry/Cavalry Foe, Recon, or to the flank slot 
of a company provides the bonus to the entire company. Another use for the 
flank slot is mixing different units in with the front line. This allows you 
to spread the resource cost of a company over several resources.

A company will move at the speed of its slowest member. Keep this in mind 
when you are adding flank or support units to Fast and Very Fast units!

In the early game, scouting is at a premium. Different races have different 
scouting capability, but as a general rule of thumb, you will want at least 
one scout (and two is better). Some races can claim all camps with a single 
Kohan supported company, as well as many lairs. Others require two light 
companies to accomplish this.

As you're scouting the map, you'll want to commission your first combat 
companies. Full companies of a single unit type work well for most races 
here, gaining extra morale and survivability over short compaies for a higher 
purchase and upkeep cost. Exactly which units you will use will vary 
depending on your race. You will bump into your company limit early on, 
so you'll have to decide if you want to use cheaper companies (short 
companies, or weaker troops) and maintain a stronger econ, or max out your 
company limit with the toughest troops you can afford in exchange for a 
weaker economy. A very important point here is that the gold you earn from 
grabbing camps (even if you're not going to settle on them!) and lairs can 
keep your economy going in the early game, so it is possible to get out 
slightly 'advanced' units early and use them purely to lair with.

Stronger military will give you an advantage in momentum, but only if you 
can capture multiple lairs and camps for gold, capture light independant 
settles, or hit another settling player. Stronger econ will give you a more 
advantageous position during the transition into the midgame, but will leave 
you more vulnerable to the warmongers out there. Most races are capable of 
a balanced progression, maintaining a decent economy and a capable 
military (exactly what a 'decent' economy is varies per race, and racial 
differences mean your early military may match up poorly against your 
opponents early troops). In smaller games, or 1v1s, building up your 
economy instead of your military is not advisable.

Once you're past the very early game, you'll need to take a look at the map, 
any unclaimed resources you want to grab, independants to be taken, and 
enemy positions to hit. Hopefully you will have scouted out all of your 
opponents, and at a minimum, know their races. If you've spotted the 
companies they are using, this will help you in your unit choices. At this 
point, your options open up somewhat. You can mass more full companies, 
or start mixing in short companies with single support units. A few 
debilitating or healing spells can have a significant impact on the outcome 
of a battle (a short company of swordsmen with a cleric can defeat a full 
company of swordsmen, for a similar cost and upkeep, as an example). 
Fielding full companies with full support may stretch your economy 
excessively at this point, but it is an option.

As you transition into the midgame, you'll want to start fielding full 
companies with full support. You can also add in siege units, and heavy cav 
(though a few races can field their heavy cav during the early or midgame 
without straining econ heavily). As the game marches on, if it stabilizes, 
you may reach a point where you have a large number of companies in the field 
but you are still generating a lot of gold. If this occurs, you may wish to 
begin acquiring techs. They are global, and will give your regiments a lot 
more punch.


There are many Kohan for each faction in the game. Each Kohan fits into 
one of several roles - melee combat, spellcaster support, or ranged support. 
Some support Kohan are offensive, some are defensive. Kohan abilities and 
company bonuses vary significantly, and their benefits increase as they gain 

Carefully utilizing the Kohan you are provided by keeping them alive and 
transferring them to new companies appropriate to their abilities will give 
you an advantage in the mid and late game.

Kohan frequently provide bonuses to entire companies, gain more powers as 
they earn levels, and either cast potent spells or are potent melee 
combatants. Generally their abilities will match up well with a certain type 
of company, and a certain role on the battlefield.

Wiping out your opponents Kohan can give you a significant advantage, and 
the best way to do this is with units that lockdown - either Paralyze 
(Warlock, Wrecker), or Entangle (Defiler, Harvester, Sorceress). Archers in 
concert with lockdown also work quite well, as they will be able to drop the 
Kohan more quickly than melee units. A secondary method is depleting 
their morale completely. Several units can assist with this - the Defiler, 
Fiend, Dreadlord, and Wizard.


The Kohan 2 'strings of doom'

Siege > Heavy inf/Archers/Buildings and walls
Light inf/cav, Heavy cav > Siege
Archers > Non siege units (with some caveats - Heavy inf can take the hits 
better than most units, there are quite a few ways to gain ranged resistance, 
and they require protection against flanking)
Fast/Very Fast and ranged resistant troops > Archers/Support
Supported and Experienced Troops > Greater numbers of inexperienced or 
unsupported troops

Heavy inf forms your core army for most races, when backed by appropriate 
support, it forms an extremely sturdy frontline to anchor your archers/ranged 
siege/ranged casters and flanking units.

Depending on race, support used, battlefield conditions, Kohan, unit control, 
and terrain, it is possible for the weaker company to come out the victor in 
the battle. In general though, when you see a player massing lots of one unit 
type, building the counter type will paste them nicely. Combined arms is 
usually the safest route. Archers can be pounded by cav that flanks and 
smashes into their ranks, but archers sitting behind a solid front line can 
pincushion the same cavalry. Siege can march straight into a withering hail 
of arrows without much trouble, but the same siege will die to light inf or 
cav. Carefully balancing your available military to pair up well against the 
troops your opponents are fielding is very important.

Melee engaging in front with archers and ranged siege in the rear, fast cav 
flanking, a rear guard screen, and melee siege on the front flanks is your 
'ideal' engagement scenario. Practical limitations will rarely allow this.

In most cases, you will have enough units to have a frontline, and a flank 
and rear guard. Flanking is less important if your opponent is not using 
heavy support, ranged siege, or archers. It is still useful for stopping 
spellcasting Kohan. If your opponent IS using heavy rear line troops, get 
some extra flanking companies.

Protecting your own flank and rear becomes more important as you add 
more support and ranged attackers to your army. Keep units back and watch 
for incoming flankers. You can automate this behavior somewhat by placing 
a unit to guard an archer or ranged siege company (click guard/hit G, click 
on the unit you want followed and protected)

Utilize the provided formations. Massed companies in Combat formation is 
how you want to make a slow push. Skirmish provides a LoS bonus, and 
spreads your units around so you cannot be flanked easily while moving. 
Column gives a speed bonus, and will NOT engage in in combat unless you 
specifically target a unit or a building. Use Combat for the assault, 
Skirmish for scouting in unknown territory (something you shouldn't be doing 
much of), and Column for rapid movement and flanking.

Once battle is joined, the victor will be determined by a host of factors - 
the number of companies engaged on each side, company composition, Kohan 
used, terrain, faction, race, morale, technologies, and initial positioning.

While most of the decisions you make up to the point where contact is made 
are hands off and micro free, during battle, you will need to monitor and 
adjust positioning, retreat units, block flankers, flank enemy 
support/archers/siege, and cycle in fresh reinforcements.

In a city siege situation, you need to control the advance carefully, to 
avoid having your regiments bunch up. Targeting specific wall sections, 
destroying buildings in the way to clear a path to the city, guarding against 
attacks from the rear, and positioning a blocking force to stop 
reinforcements are all considerations.

When you are ready to engage in combat, if you have nearby Supply 
available, you may wish to prep your troops to cycle by splitting your force 
and sending some of your troops ahead. When they begin to wear down, 
send in the fresh troops. This will allow you to get the cycling going 
cleanly, without retreating all of your army at once. Be careful attempting 
this tactic, as you risk defeat in detail if the massed force of the enemy 
regiment has enough firepower to wipe out your smaller regiment too quickly 
to retreat safely. If the enemy is choked up on terrain or in city, or is 
using too many melee units, you should have an easier time splitting your 
forces to start cycling. Be wary of doing so if the enemy has many archers, 
heavy support casters, or massed siege units.


A key component of the combat engine, and a topic worth discussing on its 
own. All companies in the game have Morale, except for Undead. Shadow 
and Drauga units have hardier Morale.

A companies Morale total is determined by the number and type of the units 
making up the company. Short companies will have less morale. Generally, 
stronger units have higher Morale. Morale varies slightly by race as well.

Morale is a measure of a companies willingness to stay in battle. Every 
second a company is engaged, it will lose Morale. Losing units drops 
Morale. Losing a captain drops Morale significantly. Killing enemy units 
raises Morale. Resting out of battle (in or out of Supply) raises Morale. 
Some spells and efffects can increase or decrease Morale directly, and 
increase or decrease the rate of Morale loss or recovery. Entrenching your 
troops slows Morale loss.

When a companies Morale reaches its breakpoint, the company will rout, 
and flee randomly. You will want to pull your units back before this occurs, 
as a routing unit cannot be issued commands until it stops moving, AND it 
will continue to lose Morale while fleeing in panic. If you spot a unit 
losing Morale (or Health) rapidly, disengage it from the fight and send it 
into Supply to heal. Be particularly careful when controlling units that are 
reluctant to flee - if you aren't watchful, they will happily fight to the 
death. Remember, the longer a unit stays alive, the more experience it will 

If a unit runs out of Morale completely, it will become exhausted, and stop 
moving entirely. It will no longer respond to commands, and if engaged in 
battle, the company will fight to the death.

Understanding Morale can allow you to maintain a push, even against a 
superior force. By utilizing Undead lack of Morale, Drauga and Shadow 
high Morale, Morale increasing units, Morale decreasing units, and 
constantly applying pressure by cycling, you can influence how quickly 
your units and enemy units will flee from battle.

The Elder, Healer, and Moonwatcher all boost Morale while healing,and the 
Elder's Spirit of Battle spell also increases Morale slightly. The Paladin 
slows Morale loss. Entrenching also slows Morale loss.

The Defiler, Fiend, Dreadlord, and Wizard all decrease morale


Companies and Kohan both earn experience in battle. Experience is earned 
every second that a company is engaged, and bonus experience is awarded 
for killing units and destroying buildings.

Companies progress from green recruits to Regulars, then to Veterans, and 
finally to Elites. Each step gives several benefits, including av, dv, morale 
recovery, morale, and health total. Kohan advance from their awakened state 
to Enlightened, then Restored, then Ascended, and finally Kohan Lord. Each 
step grants them new powers, and a large increase in their statistics. Make 
use of your powerful Kohan by moving them on to new and stronger 
companies as you commission them. Pay attention to the type of abilities a 
Kohan has to decide what type of company suits them best.

-==Supply and Outposts==-

Maintaing your companies health and Morale is critical to sustaining a push, 
or holding a defensive line. Cities are the obvious source of supply, but 
Outposts are the offensive weapon in your arsenal to take advantage of 

Use outposts aggressively to advance into enemy territory. If you are 
making a concentrated push, post before the enemy city, then advance. For 
particularly tough advances, you may need multiple outposts (each 
providing a fallback point).

Nearby supply enables you to take advantage of 'cycling'. Rotate out 
damaged units to heal, while fresh units keep up the pressure. You will have 
slightly less units engaged at once, but if you can maintain a push, and deny 
the enemy his ZoS by keeping him under siege, you will eventually wear 
him down, drain his Morale or kill his units, and break through.

When assaulting enemy positions that have outposts nearby, make a 
decision about the outpost, and either deal with it directly, or avoid it 
entirely. If it is occupying a position you need to claim, it must be 
destroyed. Typically, outposts placed behind settlements to provide Supply 
during battle, and outposts guarding resources fall into this category. Some 
outposts are remnants of an enemy push into your territory, or were placed in 
a defensive position that can be avoided. These are only worth destroying if 
you can do so with a bare minimum of effort and danger to your army. Be 
wary of assaulting a heavily outposted position (particularly with entrenched 
troops-present) it is often better to skip it entirely and force the enemy to 
react to an attack elsewhere.


Good defense is setting the stage to repulse an assault and counterattack. 
Bad defense is getting hit unexpectedly and unprepared.

Scouting heavily will give you the knowledge needed to prepare for 
assaults. Once you know the most likely target for an enemy push, set up 
Outposts behind your cities, or near the resources you suspect they will hit. 
If you engage at the outer limit of your city, you can fight, retreat into 
the outposts supply, and cycle defensively.

It is also possible to use terrain and entrenchment on the defense. Set up at 
the edge of advantageous terrain, place outposts at the edges, and sit your 
units on Guard until they entrench. This is easier to do at obvious 
chokepoints, but it is possible to control a fairly broad swath of territory 
by doing this.

Baiting an enemy into attacking you may be a key part of beginning a 
serious push at the enemy. Since you will have to deal with his primary 
army on the offense if you attack anyway, forcing or tricking your opponent 
into attacking you while you are entrenched and posted in defensive terrain 
and then counterattacking can be a viable tactic - particularly if your army 
isn't quite strong enough to breach enemy defenses AND tackle his army.

Generally, playing defense is not the position you want to be in. However, 
when defense is necessary, you want to be well prepared to take advantage 
of the benefits playing defense provides. Skillful defense will allow you to 
blunt an enemy attack, scatter his army, and mount a counter-push to retake 
a key objective (typically a settlement). Be wary of turtling excessively. 
Using defense to attack is both wise and skillful - playing strong defense 
constantly while your opponent expands and pressures you is suicide.

In any circumstance where you are forced onto the defensive due to a 
superior enemy position, it is imperative that you strike at your opponents 
weakest point to deal economic damage. This may necessitate sacrificing 
your own economy even further, or taking an all or nothing risk by splitting 
your army and hitting another target the instant your opponent begins to hit 
you. You are simply gambling on restoring balance to the fight. If you fail, 
the game may end immediately, but the alternative is typically a drawn out 
and certain defeat.


Scouting is enormously, hugely, massively, gigantifantastiomatically 
important. Clear? Scouting wins games. Poor scouting loses games.

Make use of your races Very Fast, Fast, Trailblazing, and Recon units. 
Scout early, scout often. Scout settlements, resources, and lairs early. 
Scout enemy positions. Scout ahead of your push. Patrol to catch enemy 
movements. Scout relentlessly.

Utilizing the intelligence provided by good scouting, you will be well 
positioned to exploit the map fully. Hit the easiest lairs, claim the 
resources in the safest, most defensible positions, and target the proper 
cities for primary assaults.

Good scouting also allows for better team coordination. Making a blind 
push with multiple players armies into unscouted terrain is a foolish use of 
force. Apply the maximum force to the weakest point in your enemies 
defenses. Hit their undefended resources.

Even the best players are sometimes lax in scouting as the game ebbs into 
the mid and late game, but it is always worthwhile to continue 
reconnassiance. While the multiple fronts and economic growth will 
demand much of your attention during mid and late game, it is still worth 
diverting some of your focus to scouting. Spotting a key enemy push, or a 
raid before it begins can tip the scales in your favor.


If your company banner is inside a terrain border, even by the tiniest 
margin, your company will benefit (or suffer) from the terrain modifier. You 
can make use of this by positioning companies on the edge of terrain types. 
This will intercept enemy companies before they can move into the terrain.

Forest provides +20% Ranged resist. Make use of this when assaulting cities 
if possible. If your enemy is using a lot of archers, try to engage within 
forested ground.

Broken and uneven ground gives +20% Melee resist. Place your companies 
at the edge of this terrain, and build outposts on the edge of it.

Most terrain slows movement. You can take advantage of this in several 
ways. When chasing enemy companies, watch their movement - if you 
carefully skirt slowing terrain, you can outpace an enemy company, and if 
you have a unit that can paralyze or entangle, you can chip off and kill 
fleeing units.

Slowing terrain sets a maximum speed. This means that light cav will move 
at the same speed as heavy inf. Be aware of this, and either take advantage 
of trailblazing units, or skirt slowing terrain.


Meleed ranged Siege, and meleed AoE Melee siege units can do a number 
on blocks of regular infantry, and pummel Militia. Ranged siege units are 
the Catapult (Human) and the Maelstrom Engine (Gauri). AoE Melee siege 
units are the Juggernaut (Gauri), the Bone Golem (Undead), the Hillstrider 
(Haroun), and the Behemoth (Drauga).

Buildings in towns can be destroyed. To avoid clumping problems as you 
assault, you may want to destroy the buildings as you attack. If you get 
repulsed, you will have done some damage. This is easier to do with Ranged 
Siege, but it is possible to use Melee Siege in column move to attack 
buildings that are away from the militia/enemy troops in mid battle.

Many light infantry units and Engineers have bonus Siege damage, and are 
resistant to enemy Siege damage. Nationalists also get a slight Siege damage 

Walls can be strengthened with upgrades from the Quarry. Shadow Walls 
will drop completely when destroyed. Other races walls can be attacked in 
discrete parts. To avoid clumping your army heavily, spread out your assault 
over a wall front, and have Siege units and your army target slightly 
different wall segments.

Melee siege units have problems maneuvering around other troops, so 
babysitting them to engage separately is advisable. They are ranged resistant 
however, so they can shrug off the militia archers. If the defenders sally 
forth, you'll be in a position to hit their clumped units with AoE spells or 
siege damage.

Skeletal units can siege walls fairly easily - they won't do a lot of damage, 
but they make excellent bullet shields for other units.

An entire regiment of Zombies is very cheap to commission and throw at a 
wall in the midgame. You can use this to soak up fire and block exits from 
the town

Keep a few loose companies around to provide flank protection for your 
support and ranged siege companies.

Remember that sieging cuts off Supply from the city or outpost. If you can 
maintain a constant attack by cycling your troops carefully, you will be able 
to deny your opponent any supply to heal (forcing him to retreat farther 
back, and slowing his time to re-engage), and sap the Morale of his engaged 
troops until they rout.

Combat Modifiers and Notes

Company flags denote several bits of info. The 'banner' on the top of the 
flag is the faction of the player controlling that company. Left sided gold 
border for Council, Bones for Ceyah, etc. Flashing white indicates the unit 
is out of supply. Flashing red with swords crossed through the flag, the 
company is engaged in combat. White background, the unit has routed. Chevrons 
beside the flag indicate experience level. An amulet on the left indicates a 
Kohan has been attached.

All Cavalry units receive +4AV in open terrain

All Archers gain opening volley, dealing +15 damage on their first shots in 

Heavy Cover (in forest) gives 20% Ranged resistance

Rough Terrain provides 20% Melee resistance.

Most terrain types limit speed to a certain maximum, trailblazing can avoid 
this effect

Experience gives large bonuses to individual unit elements, and upgrades 
Support units spells. Kohan also gain increasingly potent abilities.

Moving in any formation other than Combat reduces combat effectiveness. 
Column will drain your units to 50% av, Skirmish to 75% av. Engaged 
companies (in any formation), will climb back up to 100%. Companies that 
are stationary will also climb to 100%.

Column units will not engage in battle unless specifically directed to attack 
a target.

Stationary infantry units will entrench if left alone. This provides a +3 DV 
bonus, slower Morale drain, +3AV for archers, and a ZoC bonus (your 
company will engage farther out, make sure to place your units on Guard to 
take advantage of this)

% modifiers are calculated AFTER dv is subtracted from av.

Most melee attacks are on a 1.5 second timer

Most ranged attacks are on a 3 second timer

Most spells and siege are on a 5 second timer

Identical enchantments DO NOT stack (ie, you cannot have two clerics 
stack two blessings, but they will both heal).

Units that deal Fire damage: Human Warmage, Undead Revenant
Units that are weak to Fire damage: Hillstrider 20%, Harvester 20%
Units that are resistant to Fire damage: Juggernaut 40% (also immune to 
Fire enchantments), Sorceress Elemental Aura spell (20%)

Units that deal Magic damage: Human Sorceress, Human Ranger, Shadow 
Leviathan, Shadow Warlock, Nationalist Zealot, Council Wizard, Royalist 
Paladin, Ceyah Prophet
Units that are weak to Magic damage: All Undead units (25%)
Units that are resistant to Magic damage: All Gauri units (20%), Warden 
Counter Magic spell (20% and immune to magical enchantments), Sorceress 
Elemental Aura spell (20%), Warmage Dispel Magic spell (immune to 
magical enchantments)

Units that deal Khaldunite damage: Gauri Maelstrom Engine, Gauri 
Warden, Haroun Pathfinder
Units that are weak to Khaldunite damage: All Shadow units (20%)
Units that are resistant to Khaldunite damage: All non Shadow Kohan (20%)

Units that deal Siege damage: Human Catapult, Gauri Juggernaut, Haroun 
Hillstrider, Drauga Behemoth, Undead Bone Golem, some light inf and 
Units that are weak to Siege damage: buildings!
Units that are resistant to Siege damage: All Shadow units (20%), Light inf 
and all Cav

Units that deal Ranged damage: All basic archers
Units that are not resistant to archers: Light inf, Light and Heavy cav, 
Engineers, most support units
Units that are resistant to archers: Undead units (particularly Skeletal 
all heavy inf, all siege, Council Wizards Storm Shield spell (25%), any unit 
in forest (20%), Haroun Harvester (-4 projectile range)

Units that deal Melee damage: duhhh
Units that are resistant to melee damage: Heavy inf, some Siege

The Nationalist Zealot can cause 20% weakness to Melee, Ranged, and 
Siege damage


Gauri, Haroun, Human
-10% Structure Cost
Wizard: Support mage. Lightning: 125 Magic Damage, -2 Morale. Storm 
Shield: +25% range resist, 5 Magic damage to attackers hitting shielded 
units every two seconds.

Drauga, Gauri, Human
-20% Recruit Cost, +6 Supply Range, +4 Detection Range, +1 Siege 
damage vs buildings
Zealot: Support healer. Invigorate: +25% health to entire company. Wash of 
Pain: 30 Magic Damage, +20% Melee Ranged, Siege Vulnerability, 
Medium AoE

Drauga, Haroun, Human
+1AV, +1 dv, +15% resupply rate, +15% morale recovery rate
Paladin: Support Cavalry. 10 extra Magic damage per attack. Armored. 
Inspiration: +3av +2dv, +33 slower Morale loss rate.

Human, Undead
+1 AV, +20% Entrenchment rate, +15% Movement Speed
Prophet: Support offensive healer. Life Leech: 25 Magic damage drained, 
Medium AoE. Dark Restoration: 150 Heal.

Shadow, Undead
+10% Health, +6 Detection Range
Dreadlord: Captain Cavalry. Bloodlust: +4av. Umbral Aura: +1dv, -.2 
Morale loss to enemy units, deals Vorpal damage

Racial Bonuses:

Kohan: 20% resistance to Magic and Khaldunite damage. Immune to 
Disease. (note that some Kohan are of the Shadow race)
Gauri: 20% resistance to Magic Damage
Shadow: 20% Siege Resistance, 20% Khaldunite Vulnerability, Immune to 
Undead: 20% Magic Vulnerability, 20% Ranged resist, Immune to Poison 
and Disease

-==Racial tone==-

Human: Solid 'baseline' units, mix of offensive and defensive support, 
access to healing, lockdown, trailblazing, aoe damage, ranged siege, dispel 

Gauri: Strong resource economy, defensively focused, excellent siege 
capability. Have access to healing, slow, paralysis, magic resistance, 
enchantment immunity.

Drauga: Offense focused, lack staying power but have a very heavy punch. 
High iron income. Strong morale. Have access to haste, healing, 
summoning, trailblazing.

Haroun: Fast units, strong archers, weak frontlines. Free settlement 
upgrades, but cost per component is very high. High wood income, high 
potential Mana income. Settlers can 'plant' a settlement and leave (they 
cannot assist its growth, but they can be used to plant more). Have access to 
healing, entangle, archer debuffs, trailblazing.

Undead: Heal out of supply, but heal slowly. Cheap, upkeepless zombies are 
fodder units. Weak econ, but high mana income. Skeletal units can attack 
walls easily. Combination settler/engineer unit. No morale. Have access to 
entangle, numerous movement speed debuffs, av and dv debuffs, 
summoning, aoe damage.

Shadow: Strong units, NO support. Companies consist of 4 frontline and 4 
flank units. A variety of different captains can be used in place of support. 
Weak econ, high mana income. Shadow walls are all or nothing - once a 
Shadow cities wall hits 0 hp, the entire wall drops. Combination 
settler/engineer unit. Strong morale. Have access to healing, paralysis, 
summoning, and trailblazing.

-==Racial Breakdowns==-

Human units are roughly 'baseline'

Light Infantry - Pikemen: Agile (20% Siege Resistance), provides Cavalry 
Foe (+5 AV vs Cavalry) if placed in flank slot for any company.
Heavy Infantry - Swordsmen: Armored (20% ranged and melee resist) and 
Shielded (5% ranged resist).
Archers - Bowmen: Slow ranged attack
Light Cavalry - Lancers: Swift (40% Siege Resistance), provides Archer 
Foe (+5 AV vs Archers) if placed in flank slot for any company.
Heavy Cavalry - Dragoons: Agile, Charge (+4 AV and 25% speed boost for 
first 15 seconds of engagement)

Siege - Catapults: Ranged bombardment, 4 Siege Damage, +160 vs 
buildings, Medium AoE (area of effect). Poor mobility - must wheel about 
to turn. Mechanical (Immune to Poison/Disease, 60% Range and 20% 
Melee Resist)
Cleric - Blessing: +3av/+2dv. Heal: 30 healed to entire company
Ranger - Slow ranged attack, Trailblazing (company ignores terrain speed 
modifiers) +3 Detection Range. Very fast speed.
Warmage - Dispel Magic: Renders company immune to magical 
enchantments, Fireball 45 Medium AoE damage, 5 burn damage for 3 
Sorceress - Elemental Aura: +20% Magic and Fire resistance, Spirit Cage: 
20 Magic damage, Entangles medium area for 10 seconds (Entangle stops 
movement, does NOT stop fighting). Fast speed.

Gauri units typically have 1 more dv than other factions similar units

Light Infantry - None! Engineers take this role (and are quite strong, though 
they lack Cav Foe). Has 50% faster entrenchment rate and Agile properties, 
deals +12 (!) Siege damage vs Buildings
Heavy Infantry - Anvil: Armored, Shielded
Archers - Spear: Slow ranged attack

Light Cavalry - Trackers: Swift, Recon (gives +6 detection range to entire 
company if placed in flank slot), Archer Foe
Heavy Cavalry - Hammer: Agile, Charge
Maelstrom Engine - Ranged Khaldunite bombardment. 40 Khaldunite 
damage, +140 vs buildings, Medium AoE. Poor mobility (though slightly 
better than catapults). Mechanical.
Juggernaut - Arm Blade melee strike: 36 Siege damage, +60 vs buildings, 
Small AoE. Mechanical, Fireproof (40% fire resistance, and Fire 
enchantments have no effect), Berserk (no morale), Unstoppable (physically 
restraining enchantments have no effect).
Healer - Slow: -2 AV and -25% Attack Speed, Large AoE. Revive: 25 
healed to entire company and +.25 morale.
Wrecker - Immobilize: Paralyzes one target for 20 seconds (target cannot 
move or attack), Tactician: +3av. +25% Entrenchment rate. Recon. Deals 
Siege damage.
Warden - Counter Magic: Provides immunity to enchantments and +20% 
magic resist. Deals Khaldunite damage.

Drauga units typically have higher hp, av, lower dv.

Light Infantry - Raider: Agile, Archer Foe, +4 siege damage vs buildings, 
Fast speed
Heavy Infantry - Berserker: Berserk, Armored
Archers - Impaler: Slow ranged attack
Light Cavalry - Mauler: Swift, Cavalry Foe, Recon. (deals extra damage to 
fleeing units?). Uses Gold for upkeep.
Heavy Cavalry - Beastriders: Agile, Charge
Siege - Behemoth: Bash melee strike. 42 Siege damage, +70 vs buildings. 
Small AoE. Monstrous (+40% ranged and +20% melee resist). Unstoppable.
Elder - Spirit of Battle: +2av, +.5 Morale. Recover: 150 heal to single 
target, +2 morale
Warmonger - Armored. Defensive Tactics: +2dv. Haste: +25% attack 
speed, +2 av. Fast speed
Huntmaster - Swift, Trailblazing, Summons Maulers. Fast speed

Haroun frontline units are weaker than all other races, but they have 
archers, and the only mounted ranged unit.

Light Infantry - Mistrunners: Agile, Cavalry Foe, +4 siege vs buildings, 
Fast speed
Heavy Infantry - Stonewalkers: Armored
Archers - Rainbringers: Medium speed ranged attack (the only ranged unit 
with this speed - only Drauga archers with Warmonger support can 
approach this)
Light Cavalry - Stormdancer: Swift, Archer Foe, Recon
Heavy Cavalry - Windrider: Medium ranged attack
Siege - Hillstrider: Bash melee attack, 36 Siege damage, +60 vs buildings, 
small AoE. Regeneration (15 healed per second), Living Wood (60% 
Ranged, 40% Melee, 20% Magic resist, 20% Fire weakness, Poison 
Immune), Unstoppable (yes, they are beefcake tanks)
Moonwatcher - Holy Shield: +5 dv, Revive: 25 heal to entire company, 
+.25 Morale
Harvester - Regeneration (15 healed per second to Harvester only), Living 
Wood, Grasping Thorns: 3 Magic damage a second for 10 seconds also 
Entangle in medium AoE. Whirlwind: Medium AoE -2dv -4projectile range.
Pathfinder - Medium speed ranged attack, Trailblazing.

All Undead units have 20% Ranged resist. Skeletal undead units have 40% 
Ranged resist on top of that.

Light Infantry - Zombies: Festering Sores: -1 av, -25% move speed to single 
target. Rapid Entrenchment, +5 Siege damage vs Buildings. Slow speed.
Heavy Infantry - Skeletons: Skeletal, Shield. Fast speed.
Archers - Bone Archer: Skeletal, Slow ranged attack
Light Cavalry - Ghouls: Swift, Archer Foe, Recon, Bleeding Boils: -1av, -
25% move speed to single target.
Heavy Cavalry - Nightmare: Skeletal, Charge
Siege - Bone Golem: Ground Smash 34 Siege damage, +60 vs buildings. 
Small AoE. Skeletal, Unstoppable. Spawns two skeletons if it dies.
Lich - Spectral (40% melee, ranged, and siege resistance), Lethargy: -2 AV, 
-20% Attack Speed, -20% move speed, Medium AoE. Animate Dead: 
Summons skeletons.
Revenant - Skeletal. Hit causes burning for 3 seconds. Immolation: 25 Fire 
damage in a Medium AoE. Causes Burning for 5 seconds.
Defiler - Agile, Infection: -1av, -25% move speed to single target. Toxic 
Mist: -3AV, 2 Magic damage per second for 10 seconds Medium AoE. 
Cloud of Fear: .25 Morale damage, 10 Second Medium AoE Entangle.

Shadow units are generally stronger than other races.

Light Infantry - Shadeling: Very weak in combat. Very fast speed. Agile, +5 
Siege vs buildings, Archer Foe, Recon.
Heavy Infantry - Reaver: Armored
Archers - Fury: Slow ranged attack
Light Cavalry - Wargs: Swift, Cavalry Foe, Recon
Heavy Cavalry - Beasts: Agile, Charge
Siege - Leviathan: Dreadfire Blast 35 Magic damage, +140 vs buildings. 
Medium AoE. Unstoppable, Monstrous.
None, but Captains take the place of support for Shadow
Banshee: Unholy Strength: +4 av. Dark Restoration: 150 heal to single 
target. Fast speed
Fiend: Shadowswarm: Summon 4 Shadelings. Umbral Aura: +1dv, Fear 
reverse effect. Fast speed.
Shade: Agile, Recon, Trailblazing. Very Fast speed.
Warlock: Infantry Foe (+5 av vs Infantry). Umbral Shield: +20% Melee 
resist. Shadowshock: Paralyze for 5 seconds, 20 Magic damage, Medium 

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