BANNERWAKEv0.105.20
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FIELD GUIDE

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Army

Four soldiers form a cycle, each strong against the next. Mix them, and build what beats what you see.

Pikeguard
↘+13 damage
Rider
↙+9 damage
Longshot
↖+17 damage
Swordsman
↗+8 damage
each beats
the next
LaborerWorker · Town Hall · Homestead

Gathers, builds, and repairs the settlement.

50

ScoutScout · Town Hall · Homestead

Fast explorer with exceptional sight.

6515

PikeguardInfantry · Barracks · Homestead

Cheap spear infantry that stops mounted foes; loses to Swordsmen and Longshots.

5520+13 vs mounted

SwordsmanInfantry · Barracks · Homestead

Sturdy blade infantry that cuts through Pikeguards; Longshots outshoot it.

6025+8 vs spear infantry

LongshotRanged · Archery Range · March

Ranged fighter that outshoots infantry; keep it away from Riders.

3555+17 vs infantry

RiderMounted · Stable · March

Mobile fighter that punishes exposed ranged units; charges hit harder.

8045+9 vs ranged

BreakerSiege · Workshop · March

Slow siege machine with heavy building damage; weak in the field, needs an escort.

5090+33 vs buildings

TrebuchetSiege · Workshop · March

Counterweight siege engine that hurls stones at buildings from beyond Tower range. It must deploy before it fires and pack up before it moves, cannot fire at close range, and falls fast to Riders and Swordsmen.

220160+120 vs buildings+70 vs siege

Banner BearerSupport · Barracks · March

Carries your banner with the army and slowly heals nearby units out of combat. Never starts a fight.

703020

WardenRanged · Fortress · Sovereignty · River Compact only

River Compact crossbowman in heavy mail: slow, heavy bolts from beyond a Longshot’s reach that punch through infantry and Riders. Riders still run it down.

553540+10 vs infantry+6 vs mounted

ClansmanInfantry · Fortress · Sovereignty · Highland Pact only

Highland Pact warrior with a two-handed sword: fast on foot, charges in, and hews through infantry. Lightly armored, so Longshots cut it down.

7555+7 vs infantry+5 vs mounted

LegionaryInfantry · Fortress · Sovereignty · Roman Empire only

Roman Empire heavy infantry with a tall shield and a short sword: throws a pilum as it closes in, and its shield wall is twice as strong and stops the most missiles. Slow, so Wardens, and Longshots in numbers, still wear it down.

652045+4 vs infantry

Stone BearerInfantry · Fortress · Sovereignty · Gallic Tribes only

Gallic Tribes giant who fights with a standing stone: slow and hard to fell, and every blow also crushes the enemies packed around its target and batters buildings. Longshots and Wardens still wear it down from range.

751050+4 vs infantry+5 vs mounted+10 vs buildings

Pharaoh’s GuardInfantry · Fortress · Sovereignty · Egyptian Kingdom only

The Egyptian Kingdom’s disciplined royal guard in gilded scale with a tall shield and a khopesh: holds the line against infantry and Riders, and near your Towers, Walls, Gates, and Fortress its shields lock for more armor. Massed archers and siege still wear it down.

701550+4 vs infantry+7 vs mounted

  • Banner Bearer: heals every friendly unit within 4 tiles by 1.5 HP per second once it has not fought for 5 seconds. Bearers do not stack and never start a fight; send them with the army by attack-move. A Bearer that is healing raises its banner high (the Roman standard overhead, the Druid its staff) and sways it until no one near it is hurt.
  • Rider: the first blow after riding 3 tiles deals +8.
  • Unique units: each faction trains its own elite soldier at the Fortress in Sovereignty: River Compact, the Warden; Highland Pact, the Clansman; Roman Empire, the Legionary; Gallic Tribes, the Stone Bearer; Egyptian Kingdom, the Pharaoh’s Guard. Strong, but each still loses to its counter.
  • Breaker: slow, but the only unit that does full damage to Towers and the Fortress. Guard it.
  • Stances: Aggressive: chases and fights any enemy it sees. Defensive: fights enemies near its post, drops targets beyond 6 tiles, then returns. Hold position: never moves on its own; fights only what is in weapon range.
  • Shelter: wounded? A Town Hall or Fortress shelters up to 10 units, a Tower 5 units on foot (no Riders, Scouts, or siege). Inside they heal 1.5 HP per second, safe from harm, and the building shoots 25% faster for each. With units selected, point at your building: the shelter cursor, a green ring, and a hint (“Right-click: take shelter · 3/5 inside”) say it takes them, red when it is full. Then right click it (or press G for the nearest one). Soldiers shelter on a right click; Laborers repair a damaged building first, then work at a drop-off, and shelter in a Tower; Alt + right click shelters everyone. The building’s panel lists who is inside by type: click a type to release those units, Shift + click to release one, or Release all.

Bandit camps

With bandit camps on (the default), a Bandit Camp stands beside every landmark. Its bandits belong to no realm and fight everyone.

BanditBandit · 72 HP · 8 damage every 1.4s

A hooded cutthroat with an axe, guarding a landmark for the Bandit Camp beside it. Weaker than a trained Swordsman.

Bandit ArcherBandit · 44 HP · 7 damage every 2.4s

A bandit with a hunting bow, shooting from behind the camp’s guards. Weaker than a Longshot.

  • Guards: each camp starts with 3 bandits. They attack anything that comes within 7 tiles of their post, chase at most 10 tiles, then walk back and heal. They never raid your base.
  • Landmarks: living bandits within 6 tiles of a landmark stop anyone from capturing it. Bring an army.
  • The camp (600 HP, armor 3) raises another bandit every 80 seconds while it stands, up to 4 (5 after minute 15). Sack it for +100 Food, +100 Wood, +50 Stone, +30 Glory; the bandits left behind stay, but no more come.
  • At a Moai Statue 2 camps stand guard on opposite sides of it, each with 3 bandits to start, another every 65 seconds up to 4 (5 late), and 850 HP; each pays +100 Food, +100 Wood, +60 Stone, +30 Glory. (Maps from before had one bigger camp: 5 bandits, up to 6.)
BANNERWAKE · ORIGINAL RTS PROTOTYPEPrivacy · BUILD THE LAND. RAISE THE BANNER.