Infantry tactics

Chess pawn

Infantry is the backbone of most armies, a bone that if broken leaves us vulnerable. A simple way to ponderate whether an infantry unit will lose in melee against another is to compare their costs: expensive units beat cheap ones. When the price of units doesn't differ much, another factors come into play; exploiting them is often key to winning battles against other players.

Beyond the obvious, there are some more details to keep in mind to use infantry well:


The base of most armies. Use them against enemy infantry, but beware of their cavalry. Swordsmen with javelins, like Roman legionnaires with their pilum, can do a lot of damage to horses when throwing them.

In general, a unit of swordsmen with a cost x will defeat a unit with lances or halberds of the same cost.

Some infantry units with swords have shield formation; it is convenient to activate it if you foresee an enemy cavalry charge. If, otherwise, it is an infantry charge that is coming, it is best to counter-charge ourselves as well.


Axe bands are similar to swordsmen units, but with greater penetration damage and a better charge bonus, although they tend to have less armor. Very useful against the enemy's most armored units, but remember to always be the one who charges.


Spearmen: the base of many armies. They are the most flexible infantry units, thanks to their ability to defend against cavalry and the shields (almost all spearmen have shield) that protect them from arrows. Always have a spearmen unit close to your swordsmen or axemen to protect them from enemy cavalry. In addition, they defend the flanks very well. Their weak point: they will almost always lose against the enemy's swords (unless your spearmen are significantly superior to rival swords).

Use them as a first line against armies that stand out in cavalry and missile. Against armies with good melee infantry, use them as support units.


A kind of midpoint between swords and spears. They are better in melee than lancers, but they have no hands left to carry a shield, so arrows are their worst enemy. That's why they work best in armies that are powerful in ranged combat, which can finish off enemy archers before they can shoot the halberdiers.


Alexander's anvil. I wonder if antiquity pikemen where as powerful as they are in games. In any case, they have a great weakness: their terrible maneuverability; a player with some experience will mess with them like spanish 'toreros' mess with heifers.

Very useful against AI, not very useful against other players. They are still playable, but you have to know to make the enemy go to them. A strategy in which I use them consists in investing many resources in one flank to ensure victory in that flank and then sorround the enemy to attack from the rear. The way to prevent the enemy from sending more troops to defend the flank with few resources (we have invested a lot in the flank) is to cover the center with cheap pikes that advance slowly.

Strategy with pikemen

I don't want to say that this is the best way to use pikemen, it's just an example in which I take advantage of their strengths.

Dacian falxes, long axes and other two-handed weapons

Great charge bonus (unless you're a dwarf) and damage but weak defense. It doesn't worth to have a lot of them in the army, they're more adequate to flank and attack enemy units already in combat. On the other hand, well used provide a huge tactic advantage, because they get rid of enemies fast. Two or three units of this type charging against units inferior to them can open in a short time a breach in the enemy lines. If you want to test it, incorporate a pair of these units in a line of armoured swordsmen that can stand a long melee. My favorite strategy with Carthage was similar to this one.

Blocking savage's charges

If we play with armies like the Roman and face barbarians (e.g. Boii, Lusitanians) we run into the problem that our units have little charge bonus and theirs a lot. This causes our units to suffer too many casualties in the first shock, even if we countercharge. The solution is to hinder the enemy's charge.

Put yourselves in situation. You are in command of a line of hardened veteran legionnaires, waiting for the German barbarians to launch their attack. When they are close enough you see that the front line, which comes running against your men, consists of berserks and sword masters. Shit. The legionnaires may hold the melee, but the enemy charge will crunch them.

There are two simple solutions. One option is to have a first line of expendables, the cheapest thing you find, very extended (we want to minimize the investment, because they are going to die), to block the charge. Another option is to throw a cavalry charge against their lines and then incorporate the infantry into the combat to finally remove the cavalry. Anyway, anything you come up with that can hinder the enemy's charge can work; it's said that necessity sharpens ingenuity.

Finally, in Three Kingdoms, elite sentinels bring the ability to block charges to melee infantry under their command. Although I don't quite understand how it works against cavalry, I've seen that it reduces the damage they receive from the charge but they still receive a lot of damage.

Relieving fatigued soldiers

A very important point, especially in siege battles or settlements. Exhausted units fight worse than those who aren't, so if a unit is very tired and we have fresh units in the rear, it's a good idea to exchange them. There's an important point to avoid casualties in the procedure: first join the fresh unit into combat and then retreat the tired one. In this order.