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In your Barracks you can recruit the following troops. To make a Troop you need an unemployed Settler, enough Brew & Weapons of the right type.

See the Barracks page for more information about production times.

Unit Name Abbr. HP Max Min Acc. Init. AC XP Brew #W Wpn.
TroopsCSS Recruit R 40 30 15 80% Normal N 2 5 10 Bronzesword
TroopsCSS Militia M 60 40 20 80% Normal N 9 10 10 Ironsword
TroopsCSS Soldier S 90 40 20 85% Normal N 10 15 10 Steelsword
TroopsCSS Elite Soldier E or ES 120 40 20 90% Normal N 20 50 10 Damascene
TroopsCSS Cavalry C 5 10 5 80% First N 8 30 40 Horse
TroopsCSS Bowman B 10 40 20 80% Normal Y 3 10 10 Bow
TroopsCSS Longbowman LB 10 60 30 80% Normal Y 8 20 10 Longbows
TroopsCSS Crossbowman A or XB 10 90 45 80% Normal Y 20 50 10 Xbow
TroopsCSS Cannoneer K or CN 60 120 60 90% Last Y 30 50 10 Cannon
TroopsCSS General G 1 120 120 100% Normal - - -
  • A Unit will inflict either Max or Min damage, nothing in between.
  • The Accuracy is the probability that on any given attack the Troop will do the maximum damage.
  • The Initiative is when the troop makes attacks in battle. All units surviving to the sub-round where they get to strike WILL strike, even if they are shown to "die" before being shown to strike.
    • First: Unit strikes in the first sub-round.
    • Normal: Unit strikes in the second sub-round.
    • Last: Unit strikes third and final sub-round, usually reserved for the most powerful units and enemies.
    • Attack the Weakest: Unit attacks the lowest-HP enemy units first. Units without this ability attack melee units from weakest to strongest, then "other" units such as cavalry, and finally units with the "Cautious" ability. Ordinary computer-controlled units will attack player units in the order shown above.
  • AC signifies that the unit has the ability "Armor Class bonus in tower".


Unit Breakdown[]

Recruit

  • The most affordable unit. Moderate HP and low damage.
  • Is used as human shield to protect all other units. Enemy units with "Attack the Weakest" ability can evade their shielding to strike Cavalry and ranged units, however.

Militia

  • Of limited use, added to Recuits can save a few losses of Soldier or Recuits.
  • Protects Cannoneers from units that "Attack the Weakest", even though they have the same HP.

Soldier

  • The backbone of most advanced armies. Usually attack en masse behind a small platoon of Recuits, which absorb all damage done.
  • Effective against bosses.
  • Relatively expensive in resources and build time, and thus are always shielded as effectively as possible.

Elite Soldier

  • Massive boost over the Soldier with better HP and Damage.
  • Only available to very high-level players.
  • Due to expense, experienced players always shield these units from damage by weaker melee troops. Therefore, their enormous HP only comes into play when attacking extremely powerful enemy camps that otherwise would be impossible to destroy in one wave of attackers.
  • Directly replace Soldiers with Elites as soon as they become available.
  • Great for boss attacks that would kill Soldiers.
  • Very expensive in resources and build time.

Cavalry

  • Very Low HP and relies on its First Attack action to strike and withdraw.
  • Highly vulnerable to Attack Weakest enemies, such as Dogs. As these are the weakest player-controlled unit, it is impossible to shield them against "Attack the Weakest" enemies. Warning: The wording of the description of "Cautious" units sometimes suggests otherwise to inexperienced players, but this is a fallacy. 
  • Used to wipe out Bowmen and other low-HP units when these are not protected by enemy troops with similar abilities. Enemy troops with Normal or Last initiative killed by Cavalry will not get a chance to inflict any damage at all on player units, saving enormous numbers of player units. 
  • Should be protected by Recuits and Soldiers to avoid deaths.
  • Sometimes the only option for breaking a Boss Camps defences to let your Melee units through.
  • Occasionally can be used en masse to wipe out a camp with zero losses.
  • Extremely costly at first but become more economical to make later on, while still having long creation times.

Bowman

  • Very weak ranged unit; they attack after melee units for added damage.
  • Should be protected by Recuits to avoid losses early on.
  • Used later as human shields for the more powerful ranged units against "Attack Weakest" enemies.
  • Should be demoted to human shield status as soon as Longbowmen become available

Longbowman

  • Superb ranged attack and a staple of well balanced attacks, replacing the Bowman.
  • Protected by melee units except against "Attack the Weakest" enemy units; you should take few losses outside of Boss Camps.
  • Replaced by the Crossbowman later but can remain a useful low-cost alternative.

Crossbowman

  • Very strong ranged unit to repace the Longbowman in many situations.
  • Only available to high-level players.
  • Extremely slow to build and gather units.
  • Losses should be avoided at all costs.
  • Can shave 10's of Recuit deaths when replacing Longbowmen.

Cannoneer

  • The ultimate weapon, with the greatest damage of any player unit. This damage is guaranteed to wipe out one enemy unit singlehandedly every combat round, except for bosses and a very few extremely powerful enemy units such as the Uproarious Bull from the Horseback adventure.
  • Only available to extremely high-level players.
  • Due to great expense of production but lower HP than Soldiers, experienced players carefully shield them at all costs.
  • Massively expensive and slow to produce but useful in virtually every attack.
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