Content warning

This article discusses military units, castle assaults, and siege tactics in a historical strategy game.

The answer before the background

Our recommendation

For most games, build Perimeter Turrets first, place Archers on them, then replace the positions that matter most with Defense Turrets or Square Towers. Round Towers are the best final defensive choice because they have the greatest durability and room for missile units or tower engines. Crossbowmen are the strongest all-round defenders when gold and armour production are stable. On attack, use Macemen for fast pressure, Pikemen or Swordsmen to survive contact, and Knights when the map gives you space to manoeuvre. Do not treat one unit as universally best: the right choice depends on armour, terrain, approach width, and whether the objective is survival, siege, capture, or mobility.

Best towers at a glance

The tower hierarchy is straightforward, but the best purchase depends on timing. A cheap tower that covers a gate immediately is more valuable than an expensive tower that delays your economy. Use the following ranking as a priority guide, not as a rule that every map must follow.

  • S tier: Round Tower. Choose it for the keep approach, a gate exposed to repeated attacks, or any position where you expect a siege engine and several defenders.
  • A tier: Square Tower. It is the best compromise between defensive strength, footprint, and cost when a Round Tower would consume too much stone.
  • B tier: Defense Turret. Use it to strengthen a long wall or create several affordable firing positions before your economy can support major towers.
  • C tier: Perimeter Turret. It is an efficient early-game outpost and a useful connector, but it should not carry the defence of a critical gate by itself.
  • Situational: Wooden Platform. It helps when only wooden walls are available, but it does not provide the same defensive value as a stone tower.
TowerBest useRecommendation
Round TowerLate-game strongpointBuild on the most threatened approach and fill it with ranged defenders.
Square TowerMid- to late-game defenceUse where you need a durable platform without spending the maximum stone cost.
Defense TurretEarly stone wallsRepeat along broad walls to improve coverage efficiently.
Perimeter TurretOpening or remote flankUse for early warning, cheap coverage, and wall corners.
Wooden PlatformTemporary wooden defenceReplace or supplement it once stone becomes available.
Verified versus recommended

The tower roster and the broad role of each structure are supported by the game manual and established reference material. The tier labels are this guide's recommendations based on durability, space, cost, and defensive utility; Firefly does not publish an official tower tier list.

Best units for defence and attack

Archers are the safest opening choice because they provide immediate ranged coverage without demanding the economy needed for armour-heavy troops. Crossbowmen become more attractive once your gold income and armour chain are reliable. Their slower, more deliberate role is especially useful from strong towers.

Among melee troops, Pikemen are dependable blockers and Swordsmen are durable assault troops. Macemen are the practical choice for fast attacks against exposed workers, siege crews, or lightly defended positions. Knights are expensive, but their mobility can decide an open-field engagement or let you punish an enemy who leaves the castle.

  • Best early defender: Archer. Put them on a Perimeter Turret, Defense Turret, or wall position covering the first approach.
  • Best armoured defender: Crossbowman. Prefer them on a large tower or a position with a clear line of fire.
  • Best breach holder: Pikeman. Use them to delay attackers at gates, wall gaps, and narrow entrances.
  • Best durable assault unit: Swordsman. Send them after ranged support has reduced the defenders.
  • Best fast pressure unit: Maceman. Use speed to attack vulnerable economic buildings or exposed siege crews.
  • Best open-map mobile unit: Knight. Choose them when the map has room for flanking and your economy can sustain their cost.
  • Best support specialists: Engineers and Laddermen. They are not frontline fighters, but they enable siege equipment and access to enemy walls.
RoleFirst choiceWhy it works
Cheap ranged defenceArcherFast access to useful wall and tower fire.
Armoured target controlCrossbowmanBetter fit for sustained fire against tougher troops.
Gate or breach holdPikemanReliable melee screen for a narrow approach.
Fast raidMacemanSpeed matters more than staying power against exposed targets.
Castle assaultSwordsmanDurability helps once the attack reaches walls or buildings.
Open-field manoeuvreKnightMobility creates flanking and pursuit opportunities.
Important limitation

The game does not present an official in-game tier list. Unit rankings here are role-based recommendations. Community reference tables are useful for comparison, but older guides may describe the original release rather than every later Definitive Edition adjustment.

What to build in each scenario type

Campaign missions reward adaptability. You may begin with limited resources, fixed objectives, or a timed attack, so the strongest unit is often the one available before the mission's economy matures. In defensive missions, spend early on cheap ranged units and only upgrade the most exposed towers. In assault missions, protect siege equipment with melee screens instead of trying to win with a single expensive troop type.

  • Campaign defence: Start with Archers, add a few Spearmen or Pikemen for gates, then upgrade the threatened tower rather than every wall segment.
  • Campaign attack: Use Macemen for speed, Pikemen or Swordsmen to protect the advance, and Engineers to keep siege equipment operating.
  • Castle Trail and siege scenarios: Prioritise Crossbowmen and large towers when the map gives you prepared fortifications. Bring enough melee troops to stop climbers or breaches.
  • Freebuild or economic maps: Delay premium troops until food, weapons, armour, and gold are stable. A broad network of cheaper towers is usually stronger than one isolated Round Tower.
  • Multiplayer: Expect opponents to exploit gaps. Mix ranged defenders with a mobile reserve instead of placing every unit on walls.
Mode or objectivePriorityAvoid
Hold a castleArchers, Crossbowmen, PikemenSpreading expensive units across every wall
Break a castleEngineers, Swordsmen, MacemenSending melee troops ahead of siege support
Capture or raidMacemen, KnightsSlow formations on open ground
Economic survivalPerimeter and Defense TurretsOverbuilding Round Towers before income is ready
Multiplayer defenceMixed garrison and reserveA single predictable attack route
Map rule

Narrow entrances magnify the value of towers, ranged fire, and blocking units. Open maps reduce the relative value of static defence and increase the value of Knights, Macemen, and a mobile response force.

A practical upgrade path

Build in layers rather than waiting for the perfect castle. The first objective is coverage, the second is durability, and the third is a specialised garrison. This keeps your early economy moving while still giving attackers a reason to avoid your strongest approach.

  • Opening: Place Perimeter Turrets at corners, gates, and the first likely attack route. Recruit Archers before committing to expensive armour.
  • First expansion: Add Defense Turrets along the longest exposed wall. Keep a small melee group near the gate rather than filling every tower.
  • Stable economy: Replace the most important turret with a Square Tower and add Crossbowmen where enemy armour or siege pressure is becoming serious.
  • Late defence: Build a Round Tower around the keep approach, main gate, or best siege-engine position. Use it as a concentration point, not as an excuse to neglect the rest of the wall.
  • Before an attack: Scout the approach, group Engineers with the siege force, and keep Macemen or Knights available to punish defenders who leave the castle.
  • After a breach: Send Pikemen or Swordsmen through first, then follow with faster troops. Do not let fragile specialists enter an undefended gap.
StageTower planUnit plan
OpeningPerimeter TurretsArchers and a small melee guard
DevelopingDefense TurretsMore Archers, then selected Crossbowmen
EstablishedSquare TowersCrossbowmen plus Pikemen or Swordsmen
Late gameRound Towers at critical pointsMixed garrisons and a mobile reserve
Evidence boundary

The progression order is a recommendation derived from the documented tower roles, unit roster, and resource demands. It is not a developer-prescribed build order, and mission scripting can make a different sequence better.

How to get more value from towers

A tower is only as good as its firing lane and garrison. Avoid placing every structure in a dense cluster where one siege attack can damage several positions. Instead, overlap coverage around gates and likely breaches while keeping enough distance to force attackers to spend time moving between targets.

  • Do not fill a Round Tower before you have enough food, gold, and replacement troops to support it.
  • Do not rely on Archers alone when the enemy is bringing armoured troops or siege pressure.
  • Do not place siege engines without a plan for protecting the tower or the engineers operating them.
  • Do not chase mobile attackers with slow melee formations when a small reserve or tower fire can force them away.
  • Do not judge a tower only by hit points. Height, firing angles, space for units, and the map's approach lanes are equally important.
ProblemBetter response
Attackers reach the wall safelyAdd overlapping ranged coverage and remove blind corners.
Armoured troops survive arrow fireTransition key positions to Crossbowmen and use melee blockers.
A tower falls too quicklyMove the main garrison, reinforce the approach, and avoid isolated placement.
Your attack stalls at the gateProtect Engineers and send durable melee troops before fast raiders.
You run out of goldUse cheaper Archers and basic towers until weapon and armour production stabilise.
Bottom line

The most reliable general plan is cheap ranged coverage early, durable stone strongpoints in the mid game, and specialised troops only where the map gives them a clear job.

Common questions

Are Round Towers always the best tower?

They are the best final strongpoint, but not always the best immediate purchase. A Defense Turret or Square Tower may provide more useful coverage when stone is limited or the wall is long. Build the Round Tower where losing the position would matter most.

Which unit should I put on towers first?

Use Archers first because they are economical and available early. Replace or supplement them with Crossbowmen when you face armoured enemies and can support the higher gold and equipment demand.

Are Pikemen better than Swordsmen?

They serve different jobs. Pikemen are excellent for holding narrow approaches and buying time at gates or breaches. Swordsmen are generally the better durable assault choice once your army is moving through the enemy's defences.

When should I use Knights instead of Macemen?

Choose Knights when the map is open, you can afford their higher cost, and you need durable mobility or flanking power. Choose Macemen for cheaper, faster pressure against exposed workers, siege crews, and lightly defended targets.

Does the current Definitive Edition change this ranking?

The current official v1.34 announcement confirms a security patch and improved soundtrack, but it does not list a combat rebalance. These recommendations therefore remain suitable for the current Steam build, while exact numerical comparisons should be checked against the in-game tooltips and any future balance notes.

What we checked

Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.