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Maceman – Goodgame Empire

Maceman

Offensive Melee

Solid and cheap early-game attack infantry you'll use fully in the early game—mainly on weak neighbors and Bandit camps without heavy ranged fire where melee defense sits. 38 Attack and 38 Close Defense are good for the start, but 6 Defense against Archers is its biggest weakness and you'll replace it with stronger units in later game. A good choice for new players on first raids, but experienced players will phase it out gradually for stronger infantry.

38Attack
38Melee defense
6Ranged defense
73Speed
2Food upkeep

Quick overview

TypeOffensive, Melee
SourceBarracks level 1
Cost45
RecommendationSituationally

rating

Attack
Defensive
Cost
Speed

The Footman with Mace is cheap early-game melee attack infantry from the Barracks (level 1), one of your first attack units. For 45 coins you get 38 Attack and the same Close Defense (38), so it's not useless in melee. The weakness is elsewhere: Defense against Archers is only 6, and that number decides where you can send it and where absolutely not. 2 food consumption and 73 speed make it a standard beginner infantry unit.

How to use it

In practice it's your workhorse for early raids. 38 Attack in the early game is enough to break basic neighbor defenses and mainly grind low-level Bandit camps where mostly melee defense sits. There losses come out reasonable and 45 coins per unit means you can recruit a decent force. Deploy it deliberately against targets where the defender bets on infantry and don't forget a Commander bonus to attack—even a few percent extra saves units in a larger army. Against anything built on Archers, leave it home.

What to combine it with

6 Defense against Archers is so low you never send it alone in attack. Pair it with units or tools that hold Defense against Archers so your Mace users don't fall to arrow salvos before they even reach melee. In a mixed attack army, position it next to siege tools that handle walls while Mace users carry the close fight. Next to a Spearman it's a clear upgrade in melee (38 vs. 26 in both Attack and Close Defense) for 15 extra coins, so once your economy can handle 45 coins per unit, shift your attack wave's weight from Spearmen to Mace users.

Weaknesses and what to avoid

Never send it against defense built on Archers—6 Defense against Archers is full of holes and arrows will cut it down before it strikes. Against player castles with towers full of Archers your losses will spike in one attack, so grab something else there. Don't cram it into your castle defense either—it's pure attack infantry and hold walls with defensive units, not a Footman with 6 ranged defense. And don't go back to it in later game: once you unlock stronger infantry, phase Mace users out gradually so you don't waste food (2 per unit adds up).

Pro player tipThe main edge is cost—45 coins lets you build an army you don't mind losing, so treat it as expendable attack infantry for grinding weak Bandit camps without heavy ranged fire. A bonus is 32 loot per unit, more than double what a Spearman carries, so when raiding camps the same number of Mace users brings back significantly more resources. You don't buy a stronger version; you get it through Veteran Footman with Mace research in the Research Tower. The key to surviving regular Mace users until then is target selection, nothing else.
Common mistakeA common beginner mistake is sending bare Mace users against a castle with Archers and then wondering why half the army comes back in coffins—6 Defense against Archers is simply insufficient. The second classic is dragging it along into mid and late game just because "I have it recruited." 38 Attack is great at level 1, but against real late-game defense it's useless. And remember your army moves at the speed of its slowest unit—73 speed is standard for infantry and doesn't slow things by itself, but once you mix it with fast cavalry you drag the whole army down to its pace.

Related units

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