Army

Western Europeans

Mounted knights — Elite warriors, well-trained and armored. They fight to the last breath, but are very headstrong and prone to disobedience. Their advantage lies in a powerful charge. Try not to let them get locked into close combat. Beware of pikemen, especially in an all-around defense formation.

Mounted sergeants — Regular soldiers, well-trained and armored. Strong in combat, inferior only to elite soldiers. Their advantage lies in a powerful charge. Try not to let them get locked in close combat. Beware of pikemen, especially in an all-around defense formation.

Mounted militia swordsmen — Soldiers with low combat experience, poorly trained and armored, mediocre in combat. Vulnerable to shooting attacks and in close combat with regular soldiers. Appropriate for thinning out enemy archers and chasing fleeing soldiers. Beware of pikemen, especially in an all-around defense formation.

Foot knights — Elite European soldiers. Well-trained and armored, they fight to the last breath, but they are very headstrong and prone to disobedience. They have no equal in close combat. Beware of a heavy cavalry charge.

Foot sergeants — Regular soldiers. Well-trained and armored, strong in combat, inferior only to elite soldiers. Beware of a heavy cavalry charge.

Foot militia crossbowmen — Soldiers with considerable archery skill and low combat experience. Poorly armored, weak in combat. Their crossbows have a high stopping power but need a lot of time to reload. Try to avoid close combat.

Foot militia archers — Soldiers with low archery skill and combat experience. They are poorly armored and weak in combat. Their bows have medium killing power but their firing rate is higher than the crossbows. Try to avoid close combat.

Foot militia two-handed axemen — Soldiers with low combat experience. Poorly trained and armored, not very strong in combat. They are vulnerable to shooting attacks and in close combat against regular soldiers. The two-handed axe has a high damage rate but its attack is very easy to avoid. Most effective in flank and rear attacks.

Foot militia swordsmen — Soldiers with low combat experience, poorly trained and armored. They are not strong in combat. They are vulnerable to close combat against regular soldiers and cavalry attacks. Most effective against pikemen and irregulars.

Foot militia pikemen — Soldiers without combat experience. Poorly trained and armored, weak in combat. Vulnerable to shooting attacks and close combat against enemy infantry. Most effective against cavalry, especially in an all-around defense formation.

Foot irregulars — Recruit soldiers, poorly trained and unarmored, extremely weak in combat, they tend to panic at the first signs of danger. Under skillful command they can turn a battle in your favor.

Russians

Mounted pikemen of the senior druzhina — Elite Russian soldiers, well-trained and armored. They fight to the last breath. Their advantage lies in a fast-moving attack. Try not to let them get locked into close combat. Beware of pikemen, especially in an all-around defense formation.

Mounted pikemen of the junior druzhina — Regular soldiers, well-trained and armored, strong in combat. Inferior only to elite druzhina soldiers. Their advantage lies in a fast-moving attack. Try not to let them get locked into close combat. Beware of pikemen, especially in an all-around defense formation.

Mounted archers of the junior druzhina — Regular soldiers with extensive archery and close combat experience. They are well-armored and strong in combat. Their bows have a high killing power and firing rate. Their main advantage lies in continuous, on-the-move shooting. Try to avoid close combat with regular and elite soldiers.

Mounted Cumanian archers — Soldiers with limited archery and close combat experience, poorly armored. Their bows have high killing power and firing rate. Their main advantage lies in continuous, on-the-move shooting. They are vulnerable in close combat.

Foot swordsmen of the senior druzhina — Elite Russian soldiers, well-trained and armored. They fight to the last breath. They have no equal in close combat. Beware of heavy cavalry attacks.

Foot two-handed axemen of the senior druzhina — Elite Russian soldiers, well-trained and armored. They fight to the last breath. The two-handed axe has a high damage rate but its attack is relatively easy to avoid. They are most effective in flank and rear attacks. Beware of heavy cavalry attacks.

Foot axemen of the junior druzhina — Regular soldiers, well-trained and armored. They are strong in combat. In battle, they are inferior only to elite soldiers. Beware of heavy cavalry attacks.

Foot pikemen of the junior druzhina — Regular soldiers, well-trained and armored. They are strong in combat, but vulnerable in close combat against regular and elite infantry. Most effective against cavalry, especially in an all-around defense formation.

Foot archers of the junior druzhina — Regular soldiers with extensive archery and close combat experience, well-armored and strong in combat. Their bows have a high wounding power and firing rate. Beware of close combat with regular and elite soldiers and cavalry attacks.

Foot swordsmen — Soldiers with low combat experience. Poorly trained and armored, they are weak in combat and vulnerable to regular soldiers and cavalry attacks. Useful against pikemen and irregulars.

Foot archers — Soldiers with low archery and combat experience, poorly armored. Not strong in combat. Their bows have medium killing power but their firing rate is higher than one of crossbows. Vulnerable in close combat.

Foot pikemen — Soldiers with low combat experience. Poorly trained and armored, not strong in combat, vulnerable to long-range attacks and in close combat against regular soldiers. Most effective against cavalry, especially in an all-around defense formation.

Foot irregulars — Recruit soldiers, very poorly trained and unarmored and extremely weak in combat, they tend to panic at the first signs of danger. Under skillful command, they can turn a battle in your favor.

Mongols

Kheshigten horsemen — Outstandingly experienced and armored elite Mongol warriors that fight to the death. Their main power is a powerful charge like European knights. Protect them from being tied up in melee, beware pikemen, especially in circle formation.

Hoshuuchi mounted archers — these well-armored professionals with vast archery and close combat experience will fight to their last breath. Their bows have a formidable killing power and high firing rate.

Their main advantage lies in continuous, on-the-move shooting, protect them from being tied up in melee with professional and elite troops.

Hoshuuchi horsemen — Well-trained and armored professionals that will fight to the last breath and are inferior only to elite warriors. Their advantage lies in a powerful charge. Try not to let them get locked into close combat. Beware of pikemen, especially in a circle formation.

Luvchten mounted archers — Warriors with limited archery and close combat experience, poorly armored, but will fight to their last breath. Their bows have high killing power and firing rate. Their main advantage lies in continuous, on-the-move shooting, since they are vulnerable in close combat.

Luvchten horsemen — Limited combat experience, poorly trained and armed, but will fight to their last breath. They are vulnerable to long-range attacks and in close combat against regular or elite warriors, but are good for thinning out enemy archers and chasing fleeing soldiers. Beware of pikemen, especially in a circle formation.

Khabutu mounted archers — Warriors with limited archery and no close combat experience, unarmored, but will fight to their last breath. Their bows have medium killing power, but a high firing rate. Their main advantage lies in continuous, on-the-move shooting: they are very vulnerable in close combat, but can inflict serious casualties if used properly.

A list of possible regiment characteristics in the game:

  • Unmounted and cavalry — Cavalry is certainly more mobile, but not without their weak points.
  • Light, medium and heavy — Depends on the quantity of armor the units wear. Light units do not have any armor. Knights, in turn, are an example of heavily armored units.
  • Different experience levels — Novice, veteran, and elite. See Unit Status for more details.
  • Long-range and close combat — Archers and crossbowmen are long-range units. They have secondary weapons (usually swords), which they can use when they run out of arrows or during hand-to-hand combat. Siege engines (trebuchets, catapults, battering rams, assault ladders, siege towers and so on) are a separate regiment type.
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Formations

Like in real battles of the era, regiments in Real Warfare are an organized entity. Depending on troop composition and distance between soldiers, their capability to fight and withstand enemy attacks (including long-range attacks) can vary substantially. The following formations are possible:

  • Line/Column — The main infantry formation, soldiers are standing together rank behind rank. When the width of the formation is much bigger than its depth, it is called “line”; when depth surpasses the width, it is “column”. In general it is used by infantry while defending, such as during a charge and on the move.
  • Wedge — main cavalry and heavy foot knights formation. It allows breaching the enemy line like a ram, and keeping a good defense at the same time. There is a cavalryman (the most honorable and strong) in the first rank, three cavalrymen are in the second rank, then five and so on.
  • Circle — infantry formation (usually spearmen formation), which allows them to repel enemy cavalry attacks from any direction. Soldiers form a circle pointing their spears outward, so the unit is basically facing all sides simultaneously.

Unit behavior mode

Units in the game have a certain freedom in making their own decisions depending on the selected behavior mode:

  • Aggressive — Units will attack and pursue the closest enemy in sight.
  • Hold position — Units won’t move and will wait for the enemy. A regiment won’t attack or pursue the approaching enemy by itself, but can turn to meet the enemy.
  • Avoid engagement — Units avoids engagement, retreating in a direction opposite to the enemy attack. Useful for long-range troops or for luring the enemy into a trap.
  • Wait for fire order (long-range troops only) — Archers or crossbowmen will not fire at the enemy by themselves (even if the enemy is within lethal range), they will wait for your order.
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