
Quick overview
| Type | Offensive, Melee |
|---|---|
| Source | Special |
| Game stage | Special |
| Cost | 169 |
| Recommendation | More likely yes |
rating
The Imperial Guard is a purely offensive melee unit: attack 135, defense 21 against melee and only 8 against ranged. An attack of 135 is a solid number for its cost and food consumption, but don't consider it a top-tier offensive stat - common event and workshop offensive units exceed this. And remember, no one evaluates bare stats in isolation: the real strength of this guard depends on the bonuses from commanders, camps, and court ladies, so take 135 as just a base from which buffs are calculated upwards.
How to use it
You send it to attack enemy defenders in melee - there, an attack of 135 does its job. At its cost of 169 and food consumption of 4, it makes sense, just don't expect it to break through stronger optimized defenses on its own. A food consumption of 4 is standard for an offensive unit of this category, nothing extraordinary either way, so it won't disrupt your supply if you have it under control. A speed of 28 is average, neither slowing down nor speeding up. The key is to deploy it where you know the opponent mainly relies on defense against melee - against that, your attack works at full capacity.
What to combine it with
It only handles melee attacks, so always mix it with offensive ranged units; otherwise, against mixed defenses, you're only pushing with half the strength. In practice, compose your wave roughly half and half - for a typical defensive tower, around 40-60 guards and a similar number of offensive ranged units, so your attack covers both melee defenders and ranged attacks simultaneously. Supplement with tools (siege engines and shields) according to the target and number of rounds. Because the guard with a defense of 21/8 holds poorly on its own, let units with higher defense or health take the first hit and send the guards behind them as a striking fist.
Weaknesses and what to avoid
The main weakness is its defense against ranged attacks of 8 - simply don't place it in castle defense, enemy archers will shoot it down before it can do anything. That's its only major "no", but it's crucial. Another thing: don't send a pure wave of guards without ranged support; against balanced defenses, it will result in unnecessary losses. And if you know the target mainly relies on defense against ranged attacks, it's better to opt for another unit - melee attacks may get through, but it's a waste of an expensive soldier.
Related units
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