Every race in Thardferr fields its own roster of troops with distinct strengths, weaknesses, and battlefield roles. Know what each unit does before you mass-train them, even the “best” unit has a counter, and even the “worst” unit has a job.
How to read the tables
Ranged: Unless otherwise noted, values in the Ranged column are long-range attacks (the opening volley).
Short-range: When a unit has a short-range note, it acts in the short-range phase before melee.
Upkeep: Gold per day / food per day.
Wizards: Wizard entries list upkeep only; they contribute to magic, not direct combat stats.
Tip: Build mixed armies. A wall of defense soaks arrows, skirmishers thin crowds early, and shock troops finish the job.
The speed of the runners and their throwing-axe ability allow them to attack in the short-ranged attack phase.
Dwarf Unit Descriptions
Name
Description
Shieldbearer
The heart of every dwarven war column. Shieldbearers don’t hit hard, but they don’t need to. Their job is to stand firm, soak damage, and protect the warriors behind them. Against arrow fire, charging cavalry, or brute-force assaults, these armored veterans are often the reason your army survives the first wave.
Hammer whielder
When dwarves say “bring the hammer down” they mean it. These battle-hardened warriors wield massive warhammers capable of shattering shields and morale alike. They hit hard, hold the line, and rarely go down without taking enemies with them. Not cheap, but very reliable in the thick of a fight.
Axeman
The most powerful dwarven unit and one of the deadliest melee fighters in the game. Axemen are trained to break armor and cleave through enemy lines with brutal efficiency. While expensive to train and equip, their high defense means they can survive multiple battles and still come back swinging.
Runner
Rare among dwarves, Runners are leaner and faster than their kin, often handpicked for speed and agility. They hurl axes during the short-range phase, softening up enemies before diving into melee. Not as tough as standard dwarves, but extremely valuable when you need an early strike.
Light Crossbowman
Basic, dependable ranged support. Light Crossbowmen are often used to soften enemy ranks before the clash, or to target fragile units from afar. They’re a staple of most dwarf armies, bringing solid value for a low cost.
Heavy Crossbowman
A step above the standard variant, these crossbowmen ride into battle on ponies and wear better armor, giving them staying power. Their ranged output is similar, but they’re more likely to survive the fight and reload for another volley.
Mages have an invisibility spell which they can use to hide from opponent attacks and only long-ranged attack can damage them. Look at unit description for more details.
Double damages vs mounted units.
Caragous attack and defense depend on the percentage of Caragous compared to the opponent army size. Look at Caragous description for more details.
Elf Unit Descriptions
Name
Description
Mages
Feared across all of Thardferr, elven Mages are devastating spellcasters who walk the battlefield with an aura of untouchability. Their invisibility enchantments shield them from all but long-range attacks, allowing them to move unharmed through melee. They cast from behind the lines and survive where others would fall. Costly, rare, and absolutely worth it if you can protect them from a well-placed volley.
Swordman
These light-footed warriors are the foundation of any elven army. Swordmen aren’t heavily armored, but they move with speed and precision. Their role is to absorb damage and stall enemy advances long enough for your elite units to do their work. Cheap, flexible, and reliable, don’t underestimate them.
Lanceman
Elven lancers are highly trained specialists who excel at slaying mounted units. With doubled attack against cavalry, they’re one of the best counters in the game for mounted-heavy armies. Their own defense is light, so use them as focused strike units, not line holders.
Caragous
The legendary Caragous, known as the Wings of Justice, are elite elven riders trained in advanced shock tactics. When deployed in large numbers, they don’t just fight, they dominate. Their attack and defense scale based on how many Caragous you field compared to the enemy army, representing their ability to encircle and overwhelm. In small groups, they’re decent. In swarms, they’re unstoppable.
Archer
Trained from childhood in the art of the bow, elven Archers are accurate and deadly. Though fragile in melee and lacking armor, their ranged volleys often eliminate threats before they reach your front lines. Use terrain and timing to your advantage, and these archers will bleed your enemies dry.
Elite Archer
The pride of the elven bow corps. Elite Archers strike faster, hit harder, and survive longer than any other ranged unit in the game. They bring more defense than basic archers and can survive a few counterattacks. In ranged duels, they are unmatched. A few volleys from them can turn the tide of war.
Gnome Units
Name
Cost
Attack
Defense
Ranged
Upkeep
Catapult1
14 planks and nails, 2500 gp
0
25
15
40/10
Infantry
1 spear, 1 leather armor, 75 gps
23
2
0
4/1
Militia
1 spear, 90 gps
13
1
0
1/1
Rider
1 poney, 1 spear, 1 chainmail, 450 gp
6
6
0
7/3
Rock thrower
1 sling, 100 gp
0
1
1
1/1
Balista2
9 planks and nails, 1750 gp
5
15
10
22/6
Wizard
450 gp
0
0
0
10/3
This unit requires 5 men to recruit.
This unit requires 4 men to recruit.
Double damages vs mounted units.
Gnome Unit Descriptions
Name
Description
Catapult
This is the gnomes’ answer to everything: throw a massive rock at it. Catapults strike hard during the long-range phase, often smashing enemy lines before they ever reach you. With proper research, they can be upgraded to launch explosive payloads for even more devastation. Each catapult ties up five soldiers to build, but the machine itself only counts as a single unit.
Infantry
Solid, cheap, and surprisingly scrappy, gnome infantry are trained to guard your war machines and finish off the wounded. They won’t win a battle on their own, but they keep your engines from getting overrun. For a small kingdom or an engineer-focused army, they’re a reliable tool.
Militia
Gnomish militia are barely soldiers. Plucked from the population, handed a spear, and shoved onto the field, they wear no armor and receive no real training. But they’re incredibly cheap and can be recruited quickly in huge numbers. If you need warm bodies to fill the ranks or stall an attack, these are your folk.
Rider
The best melee fighters the gnomes have to offer. Riders are fast, well-armored for their size, and trained to strike where it hurts. Mounted on ponies, they close distance quickly and can disrupt ranged units or chase down weakened foes. Every serious gnome commander brings a few along for battlefield mobility.
Rock thrower
These are just militia with slings and a dream. Rock Throwers don’t hit hard, don’t wear armor, and won’t last long – but they can attack from range, which gives them a purpose. When you need numbers fast or want a bit of chip damage, they’re a quick fix.
Balista
A more focused and precise weapon than the catapult, the balista fires massive bolts through multiple enemies at once. It requires four soldiers to operate but can also participate in close combat when things get messy. Balista strike during the long-range phase but don’t go quiet afterward. Tougher than most units and brutal when deployed in packs.
Human Units
Name
Cost
Attack
Defense
Ranged
Upkeep
Knight
1 horse, 2 swords, 1 plate armor, 500 gp
8
11
11
18/5
Infantry
1 sword, 1 light armor 100 gp
3
5
0
4/2
Pikemen
1 spear, 1 light armor, 150 gps
42
3
0
4/2
Heavy Infantry
2 swords, 1 plate armor, 450 gp
7
8
0
7/3
Archer
1 bow, 1 light armor, 100 gp
0
3
2
3/3
Mounted Archers
1 horse, 1 sword, 1 bow, 1 light armor, 300 gp
3
7
2
11/3
Wizard
275 gp
0
0
0
4/1
Knights charging allow them to get a short-ranged attack.
Double damages vs mounted units.
Human Unit Descriptions
Name
Description
Knight
The pride of the human armies, Knights are elite soldiers clad in heavy plate and mounted on war-trained horses. Their charge is devastating, landing a powerful short-range blow before the melee even begins. Armed with dual blades and trained in battlefield discipline, they’re a threat to any foe. Expensive to train and maintain, but worth every coin when used to break enemy lines or punch through defenses.
Archer
Archers strike early in battle, launching a deadly volley before the enemy closes in. They aren’t built for close combat and don’t carry any short-range weapons, so once they’re caught, they fall fast. But when placed behind a sturdy front line, they can soften up opponents and tip the balance before swords are even drawn.
Infantry
Your everyday soldier. Human infantry are cheap, quick to train, and sturdy enough to hold a line. They don’t hit hard and they can’t attack from range, but their true value comes in numbers. A wave of infantry can wear down stronger enemies, absorb damage, and protect your better units from early death. No army is complete without them.
Mounted Archer
Fast, versatile, and deadly on the move, Mounted Archers can harass enemies from a distance and still hold their own in melee. Their horses give them speed and flexibility, letting them respond to threats quickly or exploit gaps in the line. While they’re not cheap, they’re one of the few human units that perform well in both ranged and close combat.
Pikeman
These long-weapon specialists are built for one job, taking down mounted units. When facing cavalry, their attack power doubles, making them one of the most cost-effective counters in the game. While their armor is light and they won’t last long in open melee, a wall of pikemen can stop a mounted charge dead in its tracks.
Heavy Infantry
Heavily armored and hard-hitting, these soldiers are the sledgehammer of the human army. They can take a beating and dish one out, trading blows with almost any unit in the game. However, they’re costly to equip and maintain, so use them where it counts as your frontline crushers, not as fodder.
Orc Units
Name
Cost
Attack
Defense
Ranged
Upkeep
Shadow Warrior
1 leather armor, 1 axe, 700 gp
81
3
0
15/4
Rusher
1 axe, 1 leather armor, 1 wolf, 40 gps
4
3
02
4/3
Slother
1 spear, 1 wolf, 45 gps
23
2
02
2/2
Wolf Master
1 axe, 1 wolf, 1 enforced leather armor, 400 gp
6
3
1
5/3
Slinger
1 sling, 60 gp
0
2
2
2/1
Axe Thrower
3 axes, 1 leather armor, 150 gp
3
2
3
4/3
Wizard
300 gp
0
0
0
5/1
Shadow Warriors have a great hiding ability, so if they succeed in hiding, only long-ranged attacks will damage them. Look at unit description for more details.
Short-range attack increased depending on the number of Wolf Master compared to the number of the given unit. See unit description for more details.
Double damages vs mounted units.
Orc Unit Descriptions
Name
Description
Shadow Warrior
The deadliest unit in the orcish arsenal, Shadow Warriors are masters of stealth and chaos. If they manage to stay hidden, they can move through the battlefield like ghosts, slashing through enemy lines without being touched. But once exposed, they fall quickly. Arrows remain their main weakness since their magic doesn’t fool a sky full of random projectiles. Use them wisely and they’ll break the enemy’s spirit before the real battle even begins.
Rusher
The most common unit in any orc horde, Rushers are reckless, wild, and quick to strike. Riding into battle on feral wolves, they reach the enemy fast and hit even faster. When Wolf Masters are nearby to help command the beasts, the wolves themselves join in the attack during the short-range phase. With enough coordination, Rushers can overwhelm a line before it even knows what hit it.
Slother
Slothers are raw recruits on wolves, barely armored and barely trained. They’re cheap to produce, and that’s the whole point. Like Rushers, they strike during the short-range phase if enough Wolf Masters are present to control their mounts. Slothers die quickly, but sometimes that’s a good thing. They’re excellent for soaking damage and tying up enemy lines while your stronger troops do the killing.
Wolf Master
These warriors aren’t just riders, they’re beast-commanders. Wolf Masters train alongside their mounts from birth, forging a bond that turns wild animals into battlefield weapons. When they ride with Rushers and Slothers, they bring discipline to the chaos, allowing the wolves to bite, tear, and maul during the short-range phase. The more Wolf Masters you field, the stronger your mounted attacks become. Any orcish commander worth their blood knows to bring them in packs.
Slinger
Sloppy, scrawny, and often shirtless, Slingers are orcs too weak for proper weapons but too angry to be left at home. Armed with simple slings and a pocket full of rocks, they fling death from the back line, or at least they try to. They won’t win a war, but they might land the shot that starts one. Cheap, fast to train, and perfect for padding your numbers.
Axe Thrower
Orcs love axes, and some love throwing them even more. Axe Throwers bring the best of both worlds, striking first from range before charging in to finish the job with bloodied hands. They’re stronger and better armored than Slingers, and they offer valuable flexibility in mixed armies. A volley of axes before melee can break a weaker line before the real clash begins.
Abomination Caragous attack and defense depend on the percentage of Abomination Caragous compared to the opponent army size. Look at Abomination Caragous description for more details.
Double damages vs mounted units.
Undead Units Descriptions
Name
Description
Dark Knight
Twisted remnants of once-noble warriors, Dark Knights ride forth clad in cursed armor and wielding both steel and sorcery. With the Dark Magic technology, these fiends gain the ability to hurl blasts of necrotic energy before the melee begins, making them deadly at any distance. While not the most heavily armed of the Undead host, their mix of melee prowess and warlock-like sorcery makes them a versatile threat on the battlefield.
Skeletal Legion
The backbone of any Undead army. Raised en masse from ancient graveyards, the Skeletal Legion is cheap to summon and endless in number. On their own they are fragile, with meager defense, but when commanded under the Swarm of Death strategy they march fearless into battle, impervious to ranged fire. This makes them the perfect shield wall for more valuable Undead units, even if it means the rest of the army must suffer heavier blows.
Wraith Pikeman
Once loyal soldiers, now spectral husks bound to long, cruel spears. Wraith Pikemen are the Undead answer to cavalry, effortlessly piercing through charging mounts with cold precision. Though they lack durability, their ghostly nature allows them to strike hard against riders before fading back into the melee. Their low cost and specialized role makes them indispensable when facing horse-heavy foes.
Abomination Caragous
Grotesque amalgamations of flesh and bone, stitched together by necromancers to parody the elegant cavalry of living races. Abomination Caragous fight with horrific strength but rely heavily on numbers – their attack and defense rise in proportion to their share of the battlefield. In swarms they are overwhelming, encircling their prey like a tide of horrors. Alone or in small groups, however, they are far less effective, crumbling under focused resistance.
Phantom Archer
Ethereal bowmen who exist halfway between the mortal plane and the shadow realm. Though frail in close quarters, their spectral arrows pass through armor and strike true from afar. Phantom Archers bring steady ranged fire to the Undead host, thinning enemy ranks before the clash of steel.
Wraith Rider
These ghostly cavaliers charge on mounts of bone and shadow, haunting the battlefield with sudden, crushing strikes. Wraith Riders are faster and more resilient than most Undead units, serving as shock troops who can tear through lighter forces or flank an enemy line. Though expensive to raise, their spectral steeds and terrifying presence make them a versatile and dangerous component of any Undead army.