Stronghold Crusader Unit Stats Info

In Stronghold Crusader , victory belongs to the player who sees past the unit portrait. Understanding that crossbows pierce armor, that swordsmen push enemies back, and that attack speed alters DPS calculations allows for surgical precision on the battlefield. A player who ignores these stats will blindly throw swordsmen at assassins and wonder why their superior army crumbled. By mastering the underlying statistics of health, armor, speed, and cost, a commander transforms from a mere castle builder into a true warlord, capable of exploiting the mathematical vulnerabilities of any opponent.

These units are the backbone of a structured economy. They are often more cost-effective if you have a stable production of iron and leather. Health (HP) Damage (DPS) 7 (Ranged) / 1 (Melee) Long range; weak against armor Cheap; can dig moats; weak combat stats High damage; fast; leather armor Crossbowman 30 (Ranged) / 0.8 (Melee) Anti-armor; slow firing/movement High health; "tank" unit; metal armor Slowest unit; extremely high defense Very fast; high damage; metal armor Arabian Mercenaries (Mercenary Post)

(Melee): Knight, Swordsman, Arabian Swordsman

Based on data from the community Crusader and Arab unit stats breakdown , here is how the primary units compare in raw numbers: Health (HP) Ranged Resistance Key Weakness 96.5% vs. Arrows, 90% vs. X-bow Extremely slow speed. Knight 96.5% vs. Arrows, 87.5% vs. X-bow Cannot climb walls or dig moats. Pikeman High (Tanks 17 X-bow bolts) Low melee damage output. Maceman Vulnerable to heavy fire. Arabian Swordsman 60% vs. Crossbows Much weaker to armor-piercing. Assassin 60% vs. Ranged Invisible until close to enemies. Arabian Bowman 50% vs. Ranged Low melee defense. Archer 50% vs. Ranged Fragile against all armor. Strategic Highlights & "Pro" Insights stronghold crusader unit stats

Boosts worker productivity but reduces your troops' attack damage by up to 25%.

: Base hit points (HP) dictate survival against everything from stray arrows to direct sword strikes. For perspective, a basic European Archer has 22 HP, while a heavily armored Swordsman boasts 46 HP.

| Unit | Cost | Role | Key Ability | | :--- | :--- | :--- | :--- | | | 30 Gold | Siege Operation | Builds & operates siege engines | | Ladderman | 10 Gold | Siege Support | Places ladders on walls | | Tunneler | 30 Gold | Wall Breaker | Digs under walls to collapse them | | Mantlet | 15 Gold | Mobile Cover | Protects units from ranged fire | | Catapult | 2 Engineers | Building Destroyer | High damage to buildings | | Trebuchet | 4 Engineers | Long-Range Siege | Devastating anti-building damage | | Ballista | 2 Engineers | Anti-Unit/Engine | Accurate, high damage to units | | Fire Ballista | 2 Engineers | Anti-Building | Sets buildings on fire | | Battering Ram | 4 Engineers | Gate Breaker | Destroys gates quickly | | Siege Tower | 4 Engineers | Wall Access | Allows melee units to attack walls | | Monk | 10 Gold (Church) | Defense Support | Heals nearby allied units | In Stronghold Crusader , victory belongs to the

Throws incendiary flasks that ignite patches of ground. Specialist & Siege Units (The Engineer's Guild)

Identical in stats to the European Archer, but much more expensive. They are used when you need instant ranged defense without building fletchers. 2. Slinger Cost: 12 Gold Health: Low Damage: Low (Ranged) Speed: Fast

Engineers and Tunnelers are trained at the Engineer's Guild and Tunneler's Guild respectively. By mastering the underlying statistics of health, armor,

European units are generally slower and more expensive but offer superior armor and staying power. They are produced at the and require specific weapons from the Armory. Cost: 12 Gold + 1 Bow Speed: Fast Armor: Low Attack: Low (Ranged)

, choosing the right soldier isn't just about gold; it’s about understanding the raw data behind their steel. Whether you’re defending a mountain pass or launching a desert blitz, mastering unit stats is your key to victory.

| Unit | HP | Melee Dmg | Armor | Speed | Cost (Gold) | Special | |------|----|-----------|-------|-------|-------------|---------| | | 25 | 6 | 5 | Fast | 8 | Bonus damage vs cavalry | | Maceman | 35 | 12 | 10 | Medium | 12 | High damage, no shield | | Swordsman | 50 | 14 | 20 | Slow | 20 | Best melee armor | | Knight | 100 | 25 | 25 | Slow | 40 | Tramples archers, high morale | | Pikeman (Arabian) | 30 | 8 | 8 | Fast | 10 | Anti-cavalry, fast attack | | Slave | 12 | 3 | 0 | Very Fast | 5 | Sets tunnels on fire; suicide bomber in Crusader Extreme |

But the real story is how these stats create a economy of war.

Digs underground tunnels to collapse enemy walls from beneath. Summary Reference Table Weapon Requirement Health Category Movement Speed Primary Role Archer Castle Defense Spearman Medium-Fast Moat Digging / Trash Unit Maceman 1 Mace + 1 Leather Castle Assault Rush Pikeman 1 Pike + 1 Metal Armor Chokepoint Defense Crossbowman 1 Crossbow + 1 Leather Anti-Armor Defense Swordsman 1 Sword + 1 Metal Armor Main Line Assault Knight 1 Sword + 1 Metal + 1 Horse Flanking / Mobile Defense Arabian Archer Early Defense Slave Extremely Low Economic Sabotage Slinger Anti-Harassment Assassin Medium-High Stealth Wall Capture Horse Archer Skirmishing / Harassment Arabian Sword Armored Frontline Fire Thrower Medium-Fast Area Denial Core Combat Mechanics Armor Types vs. Damage Damage