Overview
The medieval armies in Kingmakers are not just background scenery. They are the backbone of the player's fighting force and the primary challenge on the enemy side. At Early Access launch, six distinct unit types are available. Each fills a specific role on the battlefield and interacts with other unit types through a rock-paper-scissors balance system. Understanding these matchups is essential for winning large-scale engagements, because even the best personal combat skills cannot compensate for a poorly composed army.
All six unit types can be commanded from strategy mode, where the player issues formation orders, attack commands, and movement directives from an overhead view. Each unit type is upgradeable through two to three tiers, improving their stats, equipment, and battlefield effectiveness. The upgrade system ties into the game's kingdom building mechanics, as players need to invest resources into training and equipping their forces.
Unit Types
Unit | Role | Strengths | Weaknesses |
|---|---|---|---|
Swordsmen | Frontline infantry | Defensive bonuses when near other units; solid in formation | Weak against Spearmen; average damage output |
Spearmen | Anti-cavalry | Counter Cavalry effectively; long reach | Vulnerable to Archers and flanking by fast units |
Cavalry | Fast flanking, shock attacks | High speed; devastating charges against unprotected ranged units | Countered by Spearmen; struggles in tight spaces |
Archers | Ranged support | Counter light armor; effective at range before melee contact | Vulnerable in close combat; low armor |
Berserkers | Burst damage, aggression | Rage mode with massive burst damage; break enemy morale | Fragile outside rage; no formation bonuses |
Men-at-Arms | Heavy tanks | Heaviest armor in the game; absorb enormous punishment | Slow movement; vulnerable to flanking and Cavalry charges |
Swordsmen
Swordsmen are the most versatile infantry unit and typically form the core of any army. They carry swords and shields, giving them a balanced mix of offensive and defensive capability. What sets Swordsmen apart from other units is their proximity bonus: when positioned near other friendly units, they receive a defensive boost that makes them harder to kill. This encourages players to keep their Swordsmen in tight formations alongside other unit types rather than sending them out alone.
In practice, Swordsmen are the unit you build when you need a reliable front line. They will not counter any specific enemy type with dramatic effectiveness, but they will not fold to any single counter either (with the exception of Spearmen, who hold the advantage in direct engagements). They are the bread and butter of most army compositions, and new players will likely lean on them heavily before learning the subtleties of the other five types.
Spearmen
Spearmen exist primarily as the answer to Cavalry. Their long-reaching spears allow them to strike mounted units before those units can close to melee range, and the bonus damage they deal to Cavalry makes them the hardest possible counter. A line of Spearmen positioned in front of your archers or siege equipment is a wall that enemy Cavalry cannot easily break through.
The trade-off is that Spearmen are less effective against other infantry types and are particularly vulnerable to Archers, who can thin their ranks from a distance before they can close to melee range. Spearmen also lack the formation bonuses that make Swordsmen so durable when grouped together. They are specialists, and deploying them requires understanding where enemy Cavalry is likely to attack.
Cavalry
Cavalry are the fastest units on the battlefield. Their primary role is flanking: swinging around the edges of an engagement to hit enemy archers, siege crews, or the rear of an infantry formation. A well-timed Cavalry charge into an unprotected ranged unit can eliminate it almost instantly, and the speed of Cavalry allows them to disengage and reposition before the enemy can respond.
However, Cavalry that charge directly into a formation of Spearmen will be torn apart. The spears negate the charge bonus, and Cavalry lack the armor to survive a prolonged melee. Smart use of Cavalry means identifying the right moment and the right angle for an attack, striking fast, and pulling out before the enemy can pin them down. In co-op multiplayer, having one player manage Cavalry flanks while another holds the front line with infantry creates a natural division of labor that the game is clearly designed to encourage.
Archers
Archers are the primary ranged unit, and their effectiveness depends almost entirely on positioning. Placed on high ground or behind a screen of infantry, Archers can thin enemy ranks long before the two sides meet in melee. They are particularly effective against lightly armored units and can soften up heavy infantry before the front lines clash. Archer towers, which are part of the game's siege equipment, provide elevated and protected firing positions that amplify their effectiveness further.
The obvious weakness of Archers is close combat. Once an enemy reaches them, Archers have almost no defensive capability. Cavalry, which can close the distance quickly, are their natural predator. Protecting Archers is one of the core challenges of army composition in Kingmakers, and failing to do so will leave a critical gap in the player's ranged damage output.
Berserkers
Berserkers are a high-risk, high-reward unit that operates differently from the other five types. Their defining feature is a rage mode that, once triggered, dramatically increases their damage output for a limited time. During rage, Berserkers can tear through enemy formations with burst damage that exceeds any other infantry unit. They also have a morale-breaking effect on enemies, which can cause nearby units to waver or rout.
Outside of their rage window, Berserkers are fragile compared to Swordsmen or Men-at-Arms. They do not benefit from formation bonuses and their armor is lighter. Using Berserkers effectively means timing their deployment so that rage activates at the critical moment of an engagement. Sending them in too early wastes the rage window; sending them in too late means they arrive after the battle is already decided. They are a specialist unit for players who like aggressive, timing-dependent tactics.
Men-at-Arms
Men-at-Arms are the heavy tanks of Kingmakers' medieval roster. They wear the heaviest armor available and can absorb enormous amounts of punishment before going down. In a straight fight, they outlast every other infantry type simply by virtue of not dying. Their role is to hold a position: a chokepoint, a gate, a bridge, or any other location where the enemy has to come to them.
The cost of all that armor is speed. Men-at-Arms are the slowest unit in the game, and they can be flanked by faster units if left unsupported. Cavalry charges against an exposed flank of Men-at-Arms will deal significant damage, and Archers can whittle them down over time from a safe distance. They work best when anchored in a defensive position with supporting units covering their flanks and rear.
Upgrade System
Each of the six unit types can be upgraded through two to three tiers. Upgrades improve a unit's stats, change their equipment visually, and in some cases unlock new abilities or passive bonuses. The upgrade path is tied to the player's kingdom building progression: constructing specific buildings, gathering resources, and investing in military infrastructure are all prerequisites for unlocking higher-tier units.
Peasant levies start as the lowest tier of soldier and can be trained up into proper military units as they gain experience through battle. Officers, who lead squads of soldiers, gain individual XP that tracks separately from the units they command. A veteran officer leading upgraded troops is significantly more effective than a fresh recruit leading peasant levies, creating an incentive to keep successful units alive and protect experienced leaders.
Siege Equipment
In addition to the six unit types, the player has access to medieval siege equipment that fills specialized roles on the battlefield.
Siege Weapon | Function | Best Used Against |
|---|---|---|
Trebuchets | Long-range stone-throwing; high structural damage | Castle walls, fortifications, grouped infantry |
Ballistae | Large bolt launchers; high single-target damage | High-value targets, armored units, gates |
Archer Towers | Elevated archer positions with protection | Advancing infantry, area denial |
Siege equipment cannot be commanded in the same way as mobile units. Trebuchets and ballistae need to be positioned before the battle begins or built during the engagement, and archer towers are static defensive structures. They are part of the broader fortification system that also includes guard positions, walls, and other defensive constructions.