
Quick overview
| Type | Offensive, Melee |
|---|---|
| Source | Barracks level 5 |
| Cost | 98 |
| Recommendation | Situational |
rating
Be careful right from the start - the Rebel Swordsman is classified as an offensive unit, but its numbers tell a different story. It has an attack of only 111, while its defense against melee is 137. In practice, this means you will want to use it more as a melee defender, even though it is officially offensive - its strongest statistic is defensive. You unlock it in the Barracks at level 5, so it is a mid-game affair. A major weakness is its defense against ranged units, where it has a poor 48 - against archers and artillery, these units fall by the dozens.
How to use it
Its main role awaits on the walls as a defender against melee attacks - there its 137 is worth it and it will survive longer than cheaper infantry. If you want to use it offensively (which the game formally designates it for), consider it as cheap meat for a full formation, not as a strike unit - an attack of 111 is insufficient for breaking through a well-defended castle. The food consumption is 4, which is standard for mid-game infantry, but once you build it in hundreds, expect your supplies to dwindle quickly. A speed of 25 is slow, but infantry is generally slow - for quick raids across the map, you use cavalry, not this. For defending your own castle, where it doesn't move, its speed doesn't matter at all.
What to combine it with
Distinguish between two situations. On DEFENSE, place it in the front line against melee and put units with high defense against ranged units next to it - it has only 48 against ranged units and you need to cover that gap with someone, otherwise the enemy will shoot it down. In OFFENSE, throw it completely forward as a tank that will take the first hits instead of your more expensive offensive units, and place real hitters with high attack behind it. In both roles, complement it with tools and a commander focused on melee - this will boost its strength, whether you are attacking or defending.
Weaknesses and what to avoid
Do not place it where you expect an overwhelming number of ranged units - with a defense of 48 against ranged, archers will take it out before it can do anything, and you are just feeding the enemy. Do not use it as the main offensive force against well-defended castles; an attack of 111 is simply not enough for that, save units with higher attack for that. And do not send it on quick long-range raids - a speed of 25 makes it a bottleneck for the entire army, rather take cavalry. If you are a new player and do not yet have Barracks at level 5, there is no point in eyeing it, you will only get to it in mid-game.
Related units
Back to Units.





