Age Of Wonders 4is a gamebrimming with customization options when it comes to race and faction, so it shouldn’t come as a surprise that it also boasts a massive roster of playable units. With over 200 unique options, ranging from peasant militias and elite warriors to fearsome beasts and dangerous spirits, there’s a viable option for every playstyle possible.
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While it would be a bit overkill to rank every unit in the game, all 206 are split into various unit types with different functions on the battlefield, and some are more powerful and more effective than others. As a result, here are the best unit types to prioritize inAge Of Wonders 4.
11Scout Units
Every culture has access to an early game scout unit, and while they perform poorly on the battlefield, they are perfect for what they were made to do – scout.
Players should use these units to findnearby factions and free cities, as well as explore the world to find expansion spots and other points of interest. It’s usually a good idea to keep them away from combat, but if in a pinch, they can assist players out if needed.
10Polearm Units
Specialists in anti-cavalry infantry tactics, polearm units deal +40% damage to both cavalry and large units. On top of this, they have Charge Resistance, allowing them to completely ignore the effects of a charge attack.
While this makes them a deadly threat to cavalry, they are underwhelming when going toe to toe with infantry, and more mobile units can simply avoid them or charge at a different target. As a result, they are quite a situational unit, and only powerful in certain matchups.
9Shield Units
Solid frontline infantry, shield units are best used as tanks to block incoming damage. They have Shield Defense, which gives +3 defense against most attacks, and Defense Mode: Shield Wall, which buffs adjacent units alongside themselves.
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It is often worthwhile to field one or two of these units to protect squishy units from dangerous enemies, but unless players have picked somedefensive body and mind traits, shield units aren’t going to be all that effective.
8Skirmisher Units
Presenting a nice mix of ranged and melee combat options, skirmisher units are cheap and versatile. They are light and ignore terrain effects in combat. At the same time, they do not suffer from opportunity attacks, allowing them to jump in and out of direct combat without penalty.
Skirmisher units are best deployed to harass enemy forces, distracting backline ranged units and luring powerful enemies away from the fighting. If used smartly, these nimble units can sow panic in the enemy’s ranks and have a substantial impact on the battlefield.
7Shock Units
Shock units, which include troops such as cavalry and berserkers, have a Charge Attack, which deals more damage the further they travel toward a unit. Getting hit by a Charge Attack disrupts Defense Mode, and puts the unit in a state of shock, unable to launch a retaliation attack.
As a result, shock units are great at initiating a fight, as they break down the enemy’s defenses and open them up to a flurry of attacks. If used in coordination with other forces, they can prove decisive in a tense battle.
6Ranged Units
Typically armed with bows or crossbows, ranged units are backline damage dealers that are best kept out of the action. Their accuracy is affected by needing a line of sight, meaning that firing at an obstructed target will result in a 40% accuracy penalty.
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The big advantage for ranged units is that they canmove first and then shoot, allowing them to remain mobile while still dealing consistent damage. Players should utilize this as much as possible, ensuring each attack is within range and has a good line of sight on the unit.
5Battle Mage Units
Magic is a key aspect ofAge Of Wonders 4, and battle mages utilizethe player’s chosen tomesto deal devastating magical damage. They work in a similar way to ranged units, with accuracy being affected by line of sight.
Battle Mages cannot use magical attacks when in melee combat, so they are most effective as damage dealers and should be deployed toward the rear of the army. This allows them to cast spells and inflict losses from a position of relative safety.
4Support Units
If battle mages represent offensive magic, then support units take up the defensive side. They have access to a number ofhealing and defensive spellsthat buff friendly units and keep them in the fight, as well as Defense Mode: Warding, which grants 3 resistance and 3 status resistance to all adjacent units.
Despite needing to be kept close to the action, support units are quite vulnerable. Players should keep them well protected with their units, and in turn, will receive magical buffs from an unthreatened support unit.
3Tower Units
A rather odd unit type, tower units are immobile pylons that provide unique effects on the battlefield. They are immune to both flanking and morale, but they do have hit points and can be destroyed, so players should keep them healthy to continue receiving their buffs.
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Tower units automatically use their ability every turn, which can range from summoning random units to the battlefield to amplifying spell damage. Whether these units should be used or not is subject to playstyle, as they can be a powerful boon or a lackluster presence depending on the kind of strategy the player is going for.
2Fighter Units
Fighter units are often plants, beasts, and spirits, representing units that don’t fall into any other categories. Their abilities and specializations will vary from unit to unit, but they’re usually powerful melee combatants that will get stuck into the fight and grind down the enemy.
They sometimes serve as a good distraction, pinning the enemy down, and for this reason, canreplace weaker infantryin the army composition.