Alfred the Great/Counters (SHL)

=== Defense ===
Alfred is perhaps the easiest Legends opponent to build a defense against. His lack of siege armies and droves of weak barracks units makes him most potent at the early-game.
Walling off your territory and deploying a large number of ranged units easily blunts Alfred's efforts. His men-at-arms and archers may prove deadly to light units, but they can be severely weakened with height advantage at your disposal. Adding crossbowmen to your defenses will ensure a sustainable medicine in the long term, nonetheless archers are also affordable in larger numbers. Against catapults, just add a tower or two that can pick them off well before rocks start flying at your structures.
=== Offense ===
Alfred's castle is rather effortless to besiege due to the lack of towers and traps. He tends to have a much larger number of archers than other lords in his garrison, making an assault with light units painful.
Alfred's moat usually forces you to funnel towards the gatehouse. Easily eliminate his weak spot with catapults or set up ladders and storm the interior. Heavy armor or even swift raider troops will do, nonetheless a band of swordsmen may retaliate from the keep. Try eliminating the barracks timely to prevent reinforcements pouring in, and easily wrest control over the courtyard.
Like any lord, Alfred can summon a group of bodyguards that can thwart your kingslayer forces. Bait it out with a melee unit or two, then wait for it to expire in order to have an easier time on the Lord.
Category:Strategy Page