Bastions of Ash
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Troops

Units

Each unit has attack power, defense, speed and transport capacity.

Reading a unit

A unit is understood through four axes: attack, defense, speed and cargo. A slow unit can slow an entire detachment; cargo can turn a victory into an economic gain.

The technical card gives the numbers, but real value always depends on context: raid, defense, spying, convoy, reinforcement or map control.

Composing a detachment

The server calculates travel and resolution from the units that were actually sent. Mixing roles can be useful, but every added unit changes timing, capacity and risk.

A training batch may exceed 1,000 units when the bastion has enough resources and capacity. An admin-managed guardrail only limits one submission, to 100,000 units by default; the Explorer personal limit remains separate. Its completion report agrees the unit name and verb with the quantity actually completed.

The main classes follow a tactical triangle: infantry counters cavalry, cavalry counters archers, and archers counter infantry. Scouts, carts, ballistae and ash priests remain neutral specialists.

The Explorer is a civilian unit culturally tied to the people that trains it. With 0 attack, 0 defense and 0 cargo, it cannot join combat, contracts, escorts or garrisons and contributes no power to them; its sole purpose is revealing landmarks through surveying missions.

The counter bonus is weighted by the vulnerable military power in the opposing army. A fully favorable composition receives the configured maximum bonus, while a mixed army naturally reduces that edge. Losses are then redistributed: directly countered classes are more exposed without increasing the total losses calculated for the battle.

When a spy report has revealed the garrison, raid preparation compares the selected classes with the latest known intelligence and shows a favorable, balanced or unfavorable matchup. This is not a victory prediction and may become stale if the garrison changes.

An effective force is not always the largest one: composition, terrain, doctrines and fortifications determine its real power together.

Neutral auxiliaries

The Wandering Warden, Ruin Stalker, Free Sapper and Ash Penitent are culturally independent and available to all three peoples. Their origin does not replace their technical combat class: the player people’s command doctrines apply normally.

They can never be trained in the Barracks and cannot be bought through Premium access. A landmark contract announces their quantity before departure; on return they join the chosen bastion, count toward power, fight, reinforce, are recalled and die like other troops. In reports, contracts, raids, garrisons, and simulators, all four auxiliaries use a round ash-toned medallion distinct from the gold medallion used by regular units. On the Units page, each auxiliary uses the regular-unit card frame with an uppercase name, the ash-toned medallion, and icon-based stats while retaining its full illustration. A “Training” heading then clearly separates trainable units from this contract roster.

Each auxiliary has a personal cap in the world. Recruitment contracts also carry a per-player, per-landmark seasonal right and an explicit cooldown: there is no global stock and no transfer between players or worlds.

Reference

Values and definitions

Unit: militia

Militia

A spear, a cloak, and enough fear to hold the walls.

Attack
2
Defense
5
Speed
8
Cargo
10
Training per unit
00:00:45

Base cost

Food
Food
45
Dark wood
Dark wood
20
Iron
Iron
10

Requirements

  • BuildingBarracks level 1

Details

  • Combat class Infantry
  • Advantage against Cavalry
  • Tactical role Cost-effective defense and position control.

Unit: raider

Raider

Fast, brutal, and rarely burdened by scruples.

Attack
6
Defense
2
Speed
12
Cargo
35
Training per unit
00:01:30

Base cost

Food
Food
80
Dark wood
Dark wood
30
Iron
Iron
20

Requirements

  • BuildingBarracks level 1

Details

  • Combat class Infantry
  • Advantage against Cavalry
  • Tactical role Fast raids and loot transport.

Unit: bastion_guard

Bastion Guard

A heavy defender, slow and disciplined by necessity.

Attack
4
Defense
10
Speed
6
Cargo
15
Training per unit
00:02:00

Base cost

Food
Food
90
Dark wood
Dark wood
40
Iron
Iron
60

Requirements

  • BuildingBarracks level 1

Details

  • Combat class Infantry
  • Advantage against Cavalry
  • Tactical role Heavy defense for bastions and fortified positions.

Unit: archer

Archer

A patient marksman who strikes before the melee closes in.

Attack
9
Defense
3
Speed
9
Cargo
15
Training per unit
00:02:15

Base cost

Food
Food
90
Dark wood
Dark wood
65
Iron
Iron
35

Requirements

  • BuildingBarracks level 1

Details

  • Combat class Archers
  • Advantage against Infantry
  • Tactical role Ranged attacks, forests and position defense.

Unit: scout

Scout

Careful eyes for dead roads and neighboring bastions.

Attack
1
Defense
1
Speed
16
Cargo
5
Training per unit
00:01:15

Base cost

Food
Food
55
Dark wood
Dark wood
25
Iron
Iron
10
Essence
Essence
5

Requirements

  • BuildingRavenry level 1

Details

  • Combat class Specialist
  • Tactical role Intelligence, speed and movement through forests or ruins.

Unit: explorer

Explorer

A non-combat cartographer who crosses unknown sectors in search of landmarks.

Attack
0
Defense
0
Speed
14
Cargo
0
Training per unit
00:02:30

Base cost

Food
Food
85
Dark wood
Dark wood
40
Iron
Iron
20
Essence
Essence
15

Requirements

  • BuildingRavenry level 2
  • ResearchAsh Cartography level 1

Details

  • Combat class Specialist
  • Operational role Exploration only — combat, escort, and garrison prohibited
  • Tactical role Personal sector surveying and landmark discovery; cannot fight.

Unit: fallen_knight

Fallen Knight

A heavy, costly force still bound to old oaths.

Attack
18
Defense
9
Speed
7
Cargo
30
Training per unit
00:04:00

Base cost

Food
Food
160
Dark wood
Dark wood
60
Iron
Iron
140
Essence
Essence
20

Requirements

  • BuildingBarracks level 2

Details

  • Combat class Infantry
  • Advantage against Cavalry
  • Tactical role Heavy assault and breakthroughs on open ground.

Unit: cavalry

Cavalry

A mounted blade, swift on open ground and fearsome in raids.

Attack
14
Defense
7
Speed
14
Cargo
25
Training per unit
00:03:30

Base cost

Food
Food
150
Dark wood
Dark wood
80
Iron
Iron
110
Essence
Essence
10

Requirements

  • BuildingBarracks level 2

Details

  • Combat class Cavalry
  • Advantage against Archers
  • Tactical role Mobile raids and charges across open ground.

Unit: cart

Cart

Slow, precious, and essential when raiding gets serious.

Attack
0
Defense
2
Speed
6
Cargo
120
Training per unit
00:01:50

Base cost

Food
Food
70
Dark wood
Dark wood
120
Iron
Iron
40

Requirements

  • BuildingBarracks level 1

Details

  • Combat class Specialist
  • Tactical role Bulk transport and logistical support.

Unit: ballista

Ballista

A slow machine built to persuade walls.

Attack
22
Defense
4
Speed
4
Cargo
20
Training per unit
00:05:00

Base cost

Food
Food
120
Dark wood
Dark wood
180
Iron
Iron
170

Requirements

  • BuildingBarracks level 2

Details

  • Combat class Specialist
  • Tactical role Siege attacks against outposts, towers and camps.

Unit: ash_priest

Ash Priest

Occult support best reserved for more dangerous rites.

Attack
3
Defense
6
Speed
7
Cargo
10
Training per unit
00:04:20

Base cost

Food
Food
110
Dark wood
Dark wood
60
Iron
Iron
40
Essence
Essence
70

Requirements

  • BuildingAsh Altar level 1

Details

  • Combat class Specialist
  • Tactical role Occult support in ashlands and ruins.

Unit: wandering_warden

Wandering Warden

Defensive auxiliary infantry, particularly reliable in garrisons.

Attack
5
Defense
13
Speed
6
Cargo
10
Acquisition
Landmark contract only

Details

  • Combat class Infantry
  • Cultural origin Independent auxiliary available to all three peoples
  • Advantage against Cavalry
  • Tactical role Defensive infantry and reliable garrison troop.

Unit: ruin_stalker

Ruin Stalker

A swift fighting scout accustomed to ruins, caves, and difficult terrain.

Attack
10
Defense
5
Speed
15
Cargo
20
Acquisition
Landmark contract only

Details

  • Combat class Archers
  • Cultural origin Independent auxiliary available to all three peoples
  • Advantage against Infantry
  • Tactical role Fast fighting scout on difficult terrain.

Unit: free_sapper

Free Sapper

A mobile specialist against structures and fortified positions.

Attack
12
Defense
4
Speed
9
Cargo
40
Acquisition
Landmark contract only

Details

  • Combat class Infantry
  • Cultural origin Independent auxiliary available to all three peoples
  • Advantage against Cavalry
  • Tactical role Mobile specialist against fortified structures.

Unit: ash_penitent

Ash Penitent

A resilient support fighter tied to Ash purification rites.

Attack
4
Defense
9
Speed
7
Cargo
15
Acquisition
Landmark contract only

Details

  • Combat class Archers
  • Cultural origin Independent auxiliary available to all three peoples
  • Advantage against Infantry
  • Tactical role Defensive support tied to local purification.