Squad Units




Begotten Witches


Upgrades Into: Beast Master, Choking Knightmare, Karpathian Vampire, Puppet Master.
Alignment: Chaos Evil.
Unit Attributes: Magical, Flying, Humanoid.
Damage Affinity: Magic.
Roles: Loyalty Manipulation, Disruptor, Upgrading.

Squad Unit's Design: The Begotten Witches are designed as a low costing, highly effective enemy demoralizing unit. This unit is one of the few that can cause a direct loss of Loyalty for targeted enemy units via Hex. Their Bewitch ability also ensures that the hexed units remain disloyal, and likely to retreat from the battle. Being one of the best Loyalty-Manipulating units, the Begotten Witches provide a key tactical advantage against the more expensive elite units (especially those whom have a difficult or slow time earning loyalty). The Bewitch ability can also block the usage of certain powerful Loyalty-costing enemy abilities within an area. The Begotten Witches aren't particularly effective in combat, and have a somewhat low survivability. It is best to keep this unit flying in the sky, to avoid melee confrontations. Although, enemy ranged units can make quick work of Begotten Witches in the sky.



Berserkers


Upgrades Into: Beast Master, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Puppet Master.
Alignment: Chaos.
Unit Attributes: Humanoid.
Damage Affinity: Normal.
Roles: Siege, Growth Manipulation, Upgrading.

Squad Unit's Design: Berserkers are one of the cheapest units in the game, and are purpose-built to harass and pillage settlements or war camps. By utilizing these units, players can assault settlements or war camps without leaving these units vulnerable to counter attacks due to their enhanced Mobility. When a settlement poses too big of a threat to pillage, this unit can assist in downgrading its size, through Liberate. Mobility also makes these units rather effective in unit-to-unit melee combat, by exploiting small openings on the battlefield without blocking these gaps from being utilized by others. Berserkers are rather basic with their normal damage, and have no defensive advantages. Berserkers are however, disadvantaged against flying units.



Boulder Hurlers


Upgrades Into: Ogre Tactician, Titanic Troll, Firesworn Highlander, Icesworn Highlander, Stormsworn Highlander.
Alignment: Neutral.
Unit Attributes: Wild, Large, Humanoid.
Damage Affinity: Normal.
Roles: Damage Dealer, Movement Manipulation, Loyalty Manipulation.
Wild Terrain: Mountain.

Squad Unit's Design: The Boulder Hurlers are designed as a zone controlling and transportation unit. By leveraging mountain terrain this unit gains a range bonus to its Hurl ability. Given that Hurl is a powerful damaging ranged attack, opponents would be dissuaded from moving their units close to a Boulder Hurler that is on mountain terrain. However, if the Boulder Hurlers are caught or moved off of this advantageous terrain, then their effective dominion over the region is less substantial. The Toss Ally ability allows this unit to assist with the re-positioning of other ally units, especially if they have the flying attribute. Toss Ally can allow slow-moving ally units to get into the fray sooner, or assist ally units with retreating. The gaining of Loyalty when using Toss Ally can combo very well with other units that have a harder time gaining Loyalty otherwise. The major downside to using Boulder Hurlers is that it takes a full-turn to use their Hurl or Toss Ally ability. This makes re-positioning themselves quite burdensome.



Children of the Night


Upgrades Into: Karpathian Vampire, Lunar Huntress, Venomous Manticore, Gilded Shvod, Tamed Moonwalker, Xiphos Cerberus.
Alignment: Neutral.
Unit Attributes: Small, Flying, Wild, Bestial.
Damage Affinity: Normal.
Roles: Infiltrator, Unit Support, Upgrading.
Wild Terrain: Forest, Snowland, and Swamp.

Squad Unit's Design: Children of the Night are designed as the cheapest deployment and upkeep cost unit in the game. This unit fits the infiltrator role for a player's army by leveraging their high movement speed, and small attribute. This exceptional mobility opens up interesting strategies like quick settlement protection and counter-protection. This unit can also be utilized to deploy other wild units deep within enemy territory. This unit's combat effectiveness is fairly limiting due to a less than average squad size, and the limiting normal damage type. Although this unit's Grounded Flight, Swarm, and Small Swarm abilities offer some degree of nuanced combat competency; it is through their attributes that makes them very effective synergistic units.



Council of Mages


Upgrades Into: Beast Master, Blood Countess, Bounty Hunter, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Lunar Huntress, Puppet Master, Wise Shahmaran, Ziggurat Mummy.
Alignment: Neutral.
Unit Attributes: Magical, Humanoid.
Damage Affinity: All.
Roles: Anti-Elemental, Movement Manipulation, Healer.

Squad Unit's Design: The Council of Mages are designed as a highly mobile skirmishing squad unit that is particularly effective at exploiting units with damage type vulnerabilities. Most elemental units have a damage type vulnerability, which makes the Council of Mages particularly effective against them. The Council of Mages reward players that have a more thorough understanding of units deployed by their opponents, through the use of Spellbook and Lift. In addition, this is one of the few units that can deal life or death damage, which makes them fill the healer role when needed. This unit is reliant on their limited-use supply-costing abilities, and will eventually require resupplying. Their true neutral alignment, along with their magical aptitude and experimentation also presents their owning player the largest set of elite unit upgrade options.



Domesticated Corvus


Upgrades Into: Quisling Cockatrice, Gaveling Thunderbird, Mythical Siren, Gilded Shvod.
Alignment: Neutral.
Unit Attributes: Small, Flying, Bestial.
Damage Affinity: Normal.
Roles: Supply Manipulation, Attrition, Unit Support.

Squad Unit's Design: The Domesticated Corvus are designed as an offensive supply manipulation unit, for the front-lines. This is one of the few units in the game that can resupply its fellow ally units. However, this unit must first Scavenge the supply from enemy units before it can Gift its allies with new supply. When there is no need to directly manipulate supply, this unit can still be a great annoyance for the opponents by Pestering enemy units into paying higher upkeep costs. Given that these creatures primarily feed off of the dead, they do work well in armies that utilize undead and small bestial units. Due to their small size however, this unit is typically not a combat threat.



Evasive Vegemen


Upgrades Into: Fruitful Sycomore, Mire Creeper, Pollinating Lyris.
Alignment: Chaos.
Unit Attributes: Small, Wild, Plant.
Damage Affinity: Normal.
Roles: Supply Manipulation, Gold Manipulation, Attrition.
Wild Terrain: Forest and Swamp.

Squad Unit's Design: Evasive Vegemen are designed as a low-costing gold and supply resource manipulating units. Through their Looter ability, these units can cause a great disruption to an enemy's war-fund management and front-line supply dependent units. Being a plant unit, they are particularly effective when occupying forest terrain which grants them healing and automatic squad member stocking; along with increased number of attacks per turn. If left uncontested, these units can assault settlements and enemy war camps, opting to delay a pillage in exchange for greater looted gold. The ability to thieve gold from opponents is quite effective, as it'll surely lead to long-term war-fund mismanagement. The trade-off however, is that the Evasive Vegemen leave these assaulted targets unscathed.



Little Anarchists


Upgrades Into: Toad Hermit, Choking Knightmare, Holy Diver, Gilded Shvod.
Alignment: Chaos.
Unit Attributes: Small, Humanoid, Mount, Wild, Bestial.
Damage Affinity: Normal.
Roles: Siege, Disruptor, Infiltrator.
Wild Terrain: Mountain and Desert.

Squad Unit's Design: The Little Anarchists are designed as the ideal answer for assaulting higher level settlements and enemy war camps. This mounted small unit is capable of moving through enemy units; gaining access to a settlement or war camp's inner borders. Once inside this unit can cause a Diversion, awarding an offensive assault bonus to the rest of the player's army. If opponents are unable to prevent Saboteur from taking effect during their protected settlement or war camp's turn, it could lead to a devastating turning point in the war.



Mercenaries


Upgrades Into: Beast Master, Blood Countess, Bounty Hunter, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Lunar Huntress, Puppet Master, Ziggurat Mummy.
Alignment: Neutral.
Unit Attributes: Humanoid.
Damage Affinity: Normal.
Roles: Upgrading, Gold Manipulation, Anti-Humanoid.

Squad Unit's Design: The Mercenaries are designed as a low-cost anti-humanoid melee squad unit that can be paid gold to efficiently boost their loyalty. When using mercenaries, players will be able to build their loyalty quickly and cheaply, via their For Hire and Influence abilities. In addition, mercenaries are an ideal squad unit to upgrade into various elite units. The mercenaries are intended to offer players the flexibility to change between chaos or law based strategies. Instead of being penalized for changing between chaos and law strategies, the mercenaries allow players to be rewarded when adopting an opposing strategy. Combat-wise, this unit is rather plain in their offensive and defensive capabilities. Their Spoils of War ability, when coupled with their combat bonus versus humanoids, will promote and reward offensive tactics.



Phalanx


Upgrades Into: Bounty Hunter, Puppet Master, Holy Diver, Choking Knightmare, Karpathian Vampire, Lunar Huntress, Blood Countess, Ziggurat Mummy.
Alignment: Law.
Unit Attributes: Armored, Humanoid.
Damage Affinity: Normal.
Roles: Anti-Mount, Protector, Damage Dealer.

Squad Unit's Design: The Phalanx are designed as an low costing anti-mount area defending unit. Phalanx units have resistance to two of the more popular damage types, normal and fire. Their Javelin ability ensures that they can effectively defend themselves against flying units when needed, or to give them the extra needed assault range to make up for their slower movement speed. Group Trained encourages players to deploy multiple phalanx units, which increases their offensive capabilities when positioned alongside one another.



Piatek Knights


Upgrades Into: Bounty Hunter, Puppet Master, Holy Diver, Choking Knightmare, Karpathian Vampire, Lunar Huntress, Blood Countess, Mythical Siren, Ziggurat Mummy, Gaveling Thunderbird.
Alignment: Law.
Unit Attributes: Armored, Humanoid, Mount, Bestial.
Damage Affinity: Normal.
Roles: Damage Dealer, Protector, Anti-Humanoid.

Squad Unit's Design: The Piatek Knights are designed as an offensive cavalry squad unit. This unit is ideal for chasing down and assaulting slower melee-only units. Their improved mobility allows the player to tactically reposition this unit in order to protect other mounted units via Mounted Defense. This makes the Piatek Knights ideal for bodyguard and protection-based roles as well. Piatek Knights can only deal normal damage, which makes them rather ineffective against other armored units. These units don't have a ranged attack, which also makes them vulnerable to flying units.



Runic Protectors


Upgrades Into: Beast Master, Fasted Monk, Hunter of the Night, Puppet Master, Bounty Hunter, Lunar Huntress, Holy Diver.
Alignment: Neutral Good.
Unit Attributes: Humanoid, Mount, Wild, Bestial.
Damage Affinity: Ice and Life.
Roles: Anti-Magical, Healer, Infiltrator.
Wild Terrain: Forest and Snowland.

Squad Unit's Design: The Runic Protectors are mounted archery squad units. Their ice damage affinity gives them a unique edge against magical units. The Runic Protectors gain bonuses when attacking or working with magical units. This unit also has a limited means of healing allies or assaulting undead units, via their Life Arrow ability. These unique characteristics make the Runic Protectors a rather versatile unit. However, the Runic Protectors may not be an ideal unit to deploy when opponents are avoiding the usage of magical units.



The Living Dead


Upgrades Into: Karpathian Vampire, Rotting Mermaid, Ziggurat Mummy.
Alignment: Neutral Evil.
Unit Attributes: Undead, Humanoid.
Damage Affinity: Normal and Ice.
Roles: Attrition, Anti-Magical, Upgrading.

Squad Unit's Design: The Living Dead are designed as a highly efficient, and hard to kill front-line combat squad unit. Their Undeath and Grave Dig abilities pressure opponents into fully committing to killing or hard-countering these units in order to prevent them from restocking back to full size. In addition, these units are equipped with specialized ice-damage enhanced bone arrows, that allow them to deal with enemy flying units. The main drawback to The Living Dead is their lacking natural ability to generate loyalty. In addition, there are key countering units that opponents can utilize which can shutdown this unit's Undeath and Grave Dig abilities.



Vermin Bombers


Upgrades Into: Amphibious Croakillery, Beast Master, Choking Knightmare, Fasted Monk, Holy Diver, Hunter of the Night, Karpathian Vampire, Mythical Siren, Puppet Master, Quisling Cockatrice, Toad Hermit.
Alignment: Chaos.
Unit Attributes: Humanoid, Flying, Mount, Wild, Bestial.
Damage Affinity: Fire and Acid.
Roles: Area Damage, Anti-Plant, Anti-Small.
Wild Terrain: Forest and Swamp.

Squad Unit's Design: The Vermin Bombers are designed as a multi-target assaulting flying squad unit. It is particularly effective against grounded melee units, but cannot engage against other flying units in the sky. Vermin Bombers are ideal for breaking up tight enemy formations, as their Cluster Bomb ability threatens to deal large amounts of damage via its Splash(2) effect. Opponents that don't adjust their defensive formations will certainly risk taking wide-spread damage. Their standard fire damage Bomb ability, makes these units quite effective against plants; particularly due to most plant units being unable to range attack. The Live Ammo ability allows the Vermin Bombers to be somewhat self-sufficient when utilizing their limited supply Cluster Bomb. However, Live Ammo requires some coordination with ally units like Children of the Night.



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