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Imperial guardsman – Goodgame Empire

Imperial guardsman

Offensive Melee Special

A usable melee offensive unit with a decent attack of 135 for its cost and food, but it's not a top-tier offensive stat - better offensive event units exist. In offense against melee defense, it pays off, but in defense, it's useless due to the 8 against ranged, so consider it purely as an offensive tool, not a universal soldier. If you pull it from special offers or events and play actively offensively, it's a reasonable addition to your offensive lineup - just always evaluate it with commander buffs, not based on bare stats.

135Attack
21Melee defense
8Ranged defense
28Speed
4Food upkeep

Quick overview

TypeOffensive, Melee
SourceSpecial
Game stageSpecial
Cost169
RecommendationMore likely yes

rating

Attack
Defensive
Cost
Speed

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.

Pro player tipWhen upgrading with stars, prioritize attack - here, the star for attack is the most valuable, as you will never raise this unit's defense enough to survive in defense. And again: before comparing it with other offensive units, account for the bonuses from commanders and camps, as the final attack in the game will differ from the bare 135. If your supply is in order, feel free to have more of them and rotate them in waves - food 4 won't break you.
Common mistakeA common mistake is that new players leave it in the castle as a garrison after an attack - in defense, with an 8 against ranged, it's useless and just consumes food. A second typical error: sending a pure wave of guards without ranged units and wondering why losses increase. A melee unit won't cover defenders against ranged attacks, and you're unnecessarily losing expensive pieces; 169 for one adds up quickly. And third: evaluating the unit based on the bare attack of 135 without buffs - in the game, it never fights with just the bare number.

Related units

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