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Two-handed swordsman – Goodgame Empire

Two-handed swordsman

Offensive Melee

An offensive powerhouse of the mid-game, which has one purpose - to break the melee part of the defense when supplemented with archers. An attack of 109 for 115 coins and 4 food is a reasonable ratio for a unit that you build in large numbers, just keep in mind that a defense of 19/5 makes it purely an offensive piece. Once you have Barracks at level 4 and food production running, it is a reliable choice for an offensive composition alongside ranged units and a commander with a melee bonus.

109Attack
19Melee defense
5Ranged defense
18Speed
4Food upkeep

Quick overview

TypeOffensive, Melee
SourceBarracks level 4
Cost115
RecommendationRather yes

rating

Attack
Defensive
Cost
Speed

The two-handed sword fighter is your first real offensive foot soldier that you will get in the mid-game. An attack of 109 is a decent number for a melee unit from Barracks level 4, but look at the other side of the profile: defense against melee is only 19 and against ranged units a miserable 5. These numbers tell you one thing - this unit is for attacking, not for holding walls. It costs 115 coins and consumes 4 food, so it's not the cheapest soldier, but for that offensive power, it's manageable.

How to use it

Deploy him exclusively for attacking enemy castles and camps, never for defending your own. With a defense of 19/5, he will die at home in the first wave, especially against archers. When attacking, send heavy foot soldiers to the flank where your opponent has a generally weaker defense - the attack of the unit acts against the defense of that flank in general, so you are not looking for "where does the opponent have melee", but where there is a gap. It is taken in tens and hundreds, not one by one. Therefore, before large attacks, have production running - 115 coins and 4 food per piece will add up quickly with hundreds of units, faster than you expect, and a disrupted economy will stop you in the middle of a campaign.

What to combine it with

By itself, it is one-dimensional, so mix it with ranged units. When you send melee and ranged attackers at the same time, you cover both parts of the opponent's defense and do not get stuck on archers, which your foot soldier cannot handle. Always send him under a commander who adds a bonus to melee attack - a bare unit without a commander will perform significantly worse. It has a speed of 18, I do not have a comparison with other units from the data, so practically: mix it with similarly fast units so that your army does not arrive torn apart in stages and the first wave does not hit full defense alone.

Weaknesses and what to avoid

Do not put him in defense - a defense against ranged units of 5 is so low that one volley from archers will wipe out the entire unit. Do not build him until you have Barracks at level 4 and are realistically in the mid-game; until then, focus on the economy and cheaper units, this one would just consume resources without being utilized. And do not stockpile him without food coverage - a consumption of 4 per piece will add up quickly with a large army, and a disrupted resource production will catch up with you just when you want to attack.

Pro player tipThe star profile will immediately tell you what this unit is for, without you having to allocate anything - stars are the unit's rating, not points for allocation. An attack of 3 is its main asset, which is why you build it. A defense of 1 means "ignore it in defense", which fits with the defense of 19/5 from the rough numbers. A cost of 4 tells you that it is cost-effectively decent - 115 coins and 4 food for an attack of 109 is a reasonable ratio, so it is worth mass production as soon as you have the economy for food.
Common mistakeThe most common mistake of newcomers is to stuff him into the garrison of their own castle as a "strong unit" - the attack of 109 is tempting, but in defense, defense counts, and here it is 19/5, which is tragic. The second mistake is sending him into attack alone, without archers and without a commander with an attack bonus. Then you will run into a balanced defense, the ranged part will take you down before the melee even gets a chance to engage, and you will wonder why the losses hurt so much.

Related units

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