Troops in Guns of Glory are made up of 4 different types. These are Infantry, Distance, Cavalry and Artillery. Each troop is designed for a specific purpose in combat and no two different troops are equal. Each troop has different stats which include Health, Attack, Defense, Speed, Power, Load and Upkeep. It is important to know the differences of each troop type as more of one kind over another might not always be better.
Infantry
Infantry is a defensive unit and each tier is effective at defending against different types of troops
T1 – Musketmen – Strong defense against Cavalry
T2 – Pikemen - Strong defense against Distance
T3 – Gunmen – Strong defense against Cavalry
T4 – Armored Pikemen – Strong defense against Distance
T5 – Skirmishers – Strong defense against Cavalry
T6 – Spearmen – Strong defense against Distance
T7 – Frontline Gunners – Strong Defense against Cavalry
T8 –Armored Spearmen – Strong Defense against Distance
T9 – Royal Gunners – Strong Defense against Cavalry
T10 – War Masters – Strong Defense against Distance
T11 – Royal Duelists – Strong Defense against Cavalry
T12 – Royal Rogues – Strong Defense against Distance
Cavalry
Cavalry are an offensive unit that are strong against Infantry and Riflemen
T1 – Mounted Musketmen - Strong attack against Infantry
T2 – Mounted Swordsmen – Strong attack against Distance
T3 – Armored Horsemen – Strong Attack against Infantry
T4 – Light Dragoons – Strong Attack against Infantry
T5 – Cavaliers – Strong Attack against Distance
T6 – Chargers – Strong Attack against Infantry
T7 – Heavy Dragoons – Strong Attack against Distance
T8 – Carabiniers – Strong Attack against Infantry
T9 – Royal Cavaliers – Strong attack against Distance
T10 – Storm Riders – Strong Attack Against Distance
T11 – Winged Hussars – Strong Attack Against Infantry
T12 – Charging Cossacks – Strong Attack Against Distance
Distance
Distance troops or Riflemen are an attack unit, strong against Cavalry, Artillery and Infantry
T1 – Huntsmen – Strong Attack Against Cavalry and Artillery
T2 – Fire Starters – Strong Attack Against Infantry
T3 – Bomb Throwers – Strong Attack Against Infantry
T4 – Fusiliers – Strong Attack Against Cavalry and Artillery
T5 – Bombardiers – Strong Attack against Infantry
T6 – Heavy Bombardiers – Strong Attack against Infantry
T7 – Marksmen – Strong Attack Against Cavalry and Artillery
T8 – Sharpshooters – Strong Attack Against Cavalry and Artillery
T9 – Royal Grenadiers – Strong Attack Against Infantry
T10 – Master Marksmen – Strong Attack Against Cavalry and Artillery
T11 – Thunder Throwers – Strong Attack Against Infantry
T12 – Battlefield Elites – Strong Attack Against Cavalry and Artillery
Artillery
Artillery units are good for gathering and are good at defending against and attacking traps
T1 – Minion Cannons – Strong Trap Defense
T2 – Light Mortars – Strong Attack Against Traps
T3 – Falconets - Strong Trap Defense
T4 – Bombards – Strong Attack Against Traps
T5 – Sakers - Strong Trap Defense
T6 – Heavy Mortars - Strong Attack Against Traps
T7 – Culverins- Strong Attack Against Traps
T8 –Double Destroyers - Strong Trap Defense
T9 – Death Launchers - Strong Attack Against Traps
T10 – Supercannons - Strong Trap Defense
T11 – Master Mortars - Strong Attack Against Traps
T12 – Wall Smashers - Strong Trap Defense
As you can see, every unit has it’s perks and utilizing the right troops in the right situations is essential. Artillery units largely have no place is a PVP formation in the Spirit Mines, while on the other side of the token they are essential when attacking a heavily defended enemy estate. Infantry is your main defending unit, so being sure you do research for Infantry defense and health points is essential and over-powering your Cavalry and Distance troops with attack stats bonuses can also go a long way to insuring you win a battle.