Play Goodgame EmpireFree, right in your browser, no install needed. Build a castle, raise an army, and conquer.▶ Play Now
Swordsman – Goodgame Empire

Swordsman

Offensive Melee

Solid close-range attack infantry for the mid-game - 85 coins for attack 61 is a good ratio and makes it a reliable core of attack waves against infantry. It's not an elite unit and don't build it for defense, but as an attack infantryman who pushes close-range infantry, he leaves a nice piece of work behind as long as you cover him with archers and machines and until the researched veteran replaces him.

61Attack
5Melee defense
3Ranged defense
24Speed
3Food upkeep

Quick overview

TypeOffensive, Melee
SourceBarracks level 3
Cost85
RecommendationYes

rating

Attack
Defensive
Cost
Speed

The Swordsman is your first proper close-range attack infantry - with an attack of 61 from the Barracks at level 3, he's significantly stronger than anything you start with. He belongs in the mid-game and you'll recognize him by having almost all his value packed into attack, while defense is laughable: 5 against close combat and 3 against archers. He costs 85 coins and consumes 3 food, so this isn't something you can churn out by the thousands without consequences for your supply.

How to use it

In practice, the Swordsman is a purely offensive tool - you send him to attack, not defend. With defense 5/3, enemies will sweep him off your walls before he can do anything, so don't send him to defend your castle at all. His place is in the attack wave against enemy castles, where you push on the flank or center occupied by enemy close-range infantry. The consumption of 3 food means you'll pay for a large standing army of Swordsmen even at rest, so keep them in reasonable numbers and produce them only before a specific operation. He has a speed of 24 - the main thing is to sync him in the wave with units that will reach the walls at the same time, otherwise your attack will arrive scattered.

What to combine it with

The Swordsman alone isn't enough - his 61 attack needs cover. Have units with defense against archers in your composition, because he only has 3 and enemy archers will take him down on the walls. Ideally you send him as attack infantry under the protection of siege equipment and accompany him with archers who deal with defenders at range. Compared to the Axeman (attack 38), this is a jump of 23 points per unit for 40 coins more, so in the same slot of the attack wave he'll do significantly more work - that's why it makes sense to gradually replace Axemen with Swordsmen, not mix them half and half.

Weaknesses and what to avoid

Don't throw him into castle defense - defense 5/3 is so low that your opponent will sweep him and you'll just waste food and coins. Also don't produce him unnecessarily early: if you're a new player and don't have the Barracks at level 3 yet or a running economy, he can wait, because consuming 3 food per unit will undermine your production with a large army. And don't send pure Swordsmen against a castle packed with archers without your own support - that three-point defense against archers will pay dearly.

Pro player tipAccount for recruitment time - one Swordsman takes over ten minutes (607 seconds), so schedule a batch for a bigger attack in advance and don't expect to top it up between two raids like you do with Spearmen. He only carries 12 loot per unit, so he's expensive and slow for transporting resources from camps; let cheaper infantry work there and save the Swordsman for targets where it's about breaking through defense. A stronger version will come from researching Veteran Swordsman in the Research Tower, which will replace him with a much stronger unit for more gold and food.
Common mistakeA common mistake is leaving Swordsmen sitting in the castle as defenders because 'he's a close-range soldier' - but with defense 5/3 he'll fall at the first assault and you unnecessarily lose units and food. The second typical mistake is sending pure Swordsmen without archers and siege equipment; their 3 defense against archers makes them easy targets on the walls and the attack collapses before you reach the gates.

Related units

Back to Units.