Four lines, seven tiers each. Warriors beat Archers, Archers beat Mages, Mages beat Warriors — and the counter bonus grows with tier, from 5% at Tier 1 to 20% at Tier 7. Early fights are decided by numbers; late ones by composition.
The wall · trained at the Barracks
Plate and shield. Warriors soak the fire that would otherwise land on your archers and mages — a march without a wall is a march that gets annihilated.
Beats Archers · falls to Mages
The steady line · trained at the Range
Archers loose from round one of every battle and never stop. Balanced attack and defence make them the backbone of a ranged line.
Beats Mages · falls to Warriors
The glass cannon · trained at the Wizard Tower
Robes, not hide. Mages break front lines with 1.85× an archer's attack — and die to anything that reaches them, which is what makes bringing a wall the real decision.
Beats Warriors · falls to Archers
The haulers · trained at the Stable
No weapons, deep saddlebags. Cargo riders decide how much plunder a winning march actually brings home — up to 20,000 per rider.