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Stronghold Crusader Unit Stats May 2026

Stronghold Crusader , unit performance is dictated by hidden numerical values for health (HP), damage per second (DPS), and movement speed. Generally, European units require physical weapons and armor produced in workshops, while Arabian mercenaries are hired instantly for higher gold costs. European Units (Barracks)

These units are the backbone of a structured economy. They are often more cost-effective if you have a stable production of iron and leather. Health (HP) Damage (DPS) 7 (Ranged) / 1 (Melee) Long range; weak against armor Cheap; can dig moats; weak combat stats High damage; fast; leather armor Crossbowman 30 (Ranged) / 0.8 (Melee) Anti-armor; slow firing/movement High health; "tank" unit; metal armor Slowest unit; extremely high defense Very fast; high damage; metal armor Arabian Mercenaries (Mercenary Post)

Mercenaries offer tactical flexibility but cost significant gold. They do not require an armory or weapon production.

Stronghold Crusader , unit effectiveness is defined by a balance of Health (HP), Damage Per Second (DPS), and speed. Key meta-units like the Arabian Archer

often outperform their European counterparts due to higher HP and faster attack speeds. Core Unit Statistics

Below are the base statistics for the most common units found in the game: Health (HP) Ranged Resist Heaviest armor; slow movement. Arabian Swordsman More expensive but faster than European version. High damage and health with horse speed. Best "tank" unit for defensive walls. Optimal for quick castle raids/rushing. Arabian Archer 75% faster attack speed than standard Archers. Crossbowman Best anti-armor ranged unit. High damage for price but very fragile.

Stronghold Crusader , unit efficiency is defined by a balance of gold cost, recruitment speed, and specific damage resistances. While the game does not display these numbers in-game, community testing has established the following performance data for the primary unit roster. Crusader Barracks Units

These units are generally slower to produce because they require manufactured weapons, but they often possess higher specialized armor. Primary Stats & Characteristics Notable Resistances/Weaknesses 1 DPS / 22 HP.

Extremely cheap; high rate of fire but low impact against heavy armor. 50% Damage Reduction (DR) from enemy arrows. Crossbowman 5x base Bow damage. High pierce; effective against plate and chainmail. High resistance to arrows; very slow movement speed. stronghold crusader unit stats

Low health; primarily used for pushing ladders, digging moats, or as fodder. Very vulnerable to archers; dies in roughly 2-3 hits. 20 Gold + Pike/Metal. High health tank; moves slowly but absorbs massive damage. 25 seconds to kill at 2 DPS (high HP pool). 20 Gold + Mace/Leather. High speed, high offense "glass cannon". Faster than most melee but lacks heavy arrow resistance. 40 Gold + Sword/Metal. Highest HP and melee damage (10 DPS). from Arrows; nearly immune to bow archers. 200 Gold + Sword/Metal + Horse. Extreme speed and damage; requires high Honor.

Often considered "overrated" due to high cost and vulnerability to pikes. Mercenary Post Units

Mercenaries require only gold and peasants, allowing for "instant" army generation, though they often cost more per unit than barracks counterparts. Arabian Archer: 2 DPS / 26 HP.

Slightly more durable and damaging than the European Archer; features 50% DR from arrows

Disposable unit used for burning enemy economies or digging moats; extremely efficient for their price.

Ranged unit effective against light armor; fast but lacks the protection of crossbowmen. 8 DPS / 32 HP.

Stealth unit capable of climbing walls without ladders. Features 67% DR from arrows Horse Archer:

Exceptional for hit-and-run; can fire while moving. Often considered one of the strongest tactical units. Arabian Swordsman: 10 DPS / 46 HP. Stronghold Crusader , unit performance is dictated by

Similar to the European Swordsman but slightly faster recruitment; maintains 94.25% arrow resistance Combat Efficiency Factors Arrow Damage Tiers: Standard bows do base damage. Crossbows deal roughly 5x bow damage

per shot, making them essential for killing heavy armor units like Swordsmen or Pikemen. Fear Factor Influence:

Maintaining a positive fear factor (through "good things") can increase unit health and damage by up to , though it reduces economic production speed. Unit Speed vs. HP:

Fast units like Macemen and Assassins trade survival for mobility. For static defense, heavy units like Pikemen and Crossbowmen are superior due to their time-to-kill (TTK) stats.

For more technical data or specific AI strategies, you can reference the Stronghold Wiki or community-compiled Unit Stats Sheets for specific AI opponents? Stronghold 2 units GUIDE - Steam Community

Act V: The Horse Archer (The Untouchable)

  • HP: Low (≈15)
  • Damage: Low per arrow
  • Special: Shoot-on-the-move. Faster than any melee.

The Story: The most broken stat in the game is not damage—it’s attack delay while moving = 0. Every other archer stops to shoot. Horse archers don’t. Their story is the feigned retreat. You chase them with macemen. They shoot you. You stop. They shoot you. Your army evaporates without landing a single hit. The stat that matters here is "kite efficiency."


D. Formation & Morale

  • Units in tight formation take less damage from arrows (shield wall).
  • Morale drops if lord dies or many units flee → speed and attack penalties.

Stronghold Crusader Unit Stats: The Ultimate Guide to the Desert Battlefield

Stronghold Crusader, released in 2002 by Firefly Studios, remains a gold standard for real-time strategy (RTS) games, blending economic simulation with visceral castle sieges. Unlike its predecessor (simply Stronghold), Crusader introduces Arabian units alongside European crusaders, creating a unique asymmetric balance.

To master this game, you cannot rely on brute force alone. You need data. Understanding unit stats—damage, armor, speed, and cost-effectiveness—is the difference between a successful crusade and a pile of ash outside a Saladin-controlled fortress. HP: Low (≈15) Damage: Low per arrow Special:

This article provides a complete breakdown of every military unit's statistics, hidden mechanics, and practical applications.


5. The Pikeman

  • HP: 20
  • Melee Attack: 6 (Pike)
  • Armor: 5
  • Cost: 20 Gold + 1 population + 1 Iron
  • Special: Devastating anti-cavalry bonus (3x damage). Immune to horse archer kiting? No – they are slow.
  • Role: Castle gate defense.

The Verdict: Do not confuse Pikemen with Spearmen. Pikemen are heavy infantry that specifically murder Knights, War Elephants, and Mounted Sergeants. In a 1v1, a Pikeman loses to a Swordsman. But a Pikeman kills a Knight in two hits.

Key Stat Explanations

  • HP (Hit Points): The amount of damage a unit can take before dying.
  • Attack: Higher numbers mean more damage.
    • Note on Armor Penetration: Metal armor (Plate) reduces damage significantly. Piercing units (Crossbowmen, Pikemen) have bonuses against metal armor, while blunt/bladed units (Macemen, Swordsmen) are better against Leather or unarmored targets.
  • Defense:
    • None: The unit takes full damage from all attacks.
    • Leather: Offers minor protection, weak against fire and arrows.
    • Metal (Plate): High protection against arrows and melee, but makes the unit slow.
  • Speed:
    • Very Fast: Cavalry, Assassins, Slaves.
    • Fast: Archers, Spearmen, Macemen.
    • Slow: Crossbowmen, Pikemen, Swordsmen.

Act I: The Lowly Spearman (The Peasant’s Gambit)

  • HP: Low (≈10)
  • Damage: Very Low
  • Special: Bonus vs. cavalry (lancers, horse archers)

The Story: You are a poor lord with only a woodcutter’s hut. You can’t afford swords. So you spam spearmen for 8 gold each. They die like flies to archers. But when the enemy’s 40 lancers charge? Those cheap spears hold the line because their hidden stat—"cavalry damage multiplier"—triggers. They are the anvil, never the hammer.

Infantry

  • Militia

    • Role: Basic melee footsoldier; cheap garrison unit.
    • Strengths: Very low cost, suitable for early defense and garrisoning.
    • Weaknesses: Low HP and attack; poor against armored foes.
  • Spearman

    • Role: Anti-cavalry and front-line defense.
    • Strengths: Good vs. cavalry, reasonable cost.
    • Weaknesses: Average melee damage and survivability.
  • Swordsman

    • Role: Heavy infantry for sustained melee.
    • Strengths: Higher HP and melee damage than militia/spearmen.
    • Weaknesses: More expensive; slower to train.
  • Armored Swordsman

    • Role: Elite melee unit.
    • Strengths: High HP, armor, strong damage—good for holding key points.
    • Weaknesses: High upkeep and cost.
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stronghold crusader unit stats
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