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Units — Stronghold Crusader

If you take one lesson from the Crusader battlefields, it is this:

Here is a breakdown of the game’s deadliest units, from the humble Spearman to the terrifying War Elephant. These units are cheap, accessible, and form the bulk of any feudal lord’s forces.

The assassin. Faster than the European Swordsman and equipped with a tower shield that makes them nearly arrow-proof. They are the perfect unit for flanking. While your opponent focuses on your battering ram, a squad of Arabian Swordsmen set to "Aggressive" will sprint to their Lord’s keep and stab him to death in ten seconds. The Agony of the Desert: Crusader’s Unique Threats The Horse Archer: The most micro-intensive unit in the game. Using the "Hit and Run" tactic (Ctrl+Right Click), a single Horse Archer can kite an entire enemy army to death. They are the hard counter to slow melee units (Pikemen, Knights). Their weakness is extreme: stationary Crossbowmen and the Slave unit. One well-placed Slave fire pot will panic and kill an entire squadron of Horse Archers. stronghold crusader units

The ultimate fodder. Costing only 8 gold and 1 unit of iron, the Spearman is weak against archers but lethal to cavalry. Their primary use is not killing, but distraction . A group of Spearmen set to "Aggressive" stance can pin down expensive Swordsmen or Horse Archers while your archers do the real damage. They are also the only cheap unit that can survive a single charge from a Knight.

The professional killer. At 40 gold, they are expensive, but they outrange and out-damage standard Archers. Their bolts pierce chainmail, making them the hard counter to enemy Swordsmen and Pikemen. The meta of Crusader often revolves around the "Crossbow duel"—whoever wins the ranged war usually wins the game. The Elite Melee: The Anvil and the Hammer The Knight (European): The tank. Extremely slow, extremely expensive (100 gold + iron), and almost invulnerable to arrows. A Knight will lose a 1v1 fight against a War Elephant, but it will win the war of attrition. Use them to hold choke points. Their "lance charge" ability (automatic on attack command) can one-shot Horse Archers. Never send Knights alone; they are the anvil that stops the enemy charge, not the hammer. If you take one lesson from the Crusader

The cost-effective killer. Cheaper than the Knight (60 gold) but faster, the Swordsman is your general-purpose heavy infantry. They chop down Spearmen like wheat and can break down gates without siege equipment. Their weakness? They have no shield bonus against Crossbowmen. A group of 20 Crossbowmen will annihilate 20 Swordsmen before they cross 50 meters.

The "assault trooper." For 20 gold, they carry a shield that deflects arrows reasonably well and a mace that crushes enemy archers and buildings. They are too slow to chase horse archers, but if you can get them into melee against enemy Crossbowmen, it’s a slaughter. Their true value comes from their torch throw—one Maceman can throw three torches, making them the early-game siege king. Faster than the European Swordsman and equipped with

The queen of the early game. Cheap (12 gold) and requiring no iron, massed Archers on a tower or behind a moat can defeat armies ten times their cost. However, they are glass cannons. A single volley from enemy Crossbowmen or a charge by even five Arabian Swordsmen will wipe them out. Controlling elevation (high ground) is vital for their survival.