recursal/Fanatic-Fandom huggingface dataset:
Greek Philosopher

## Overview

The **Greek** **Philosopher** is a unit belonging to the Ancient Faction (Though it is a secret unit candidate). It comes in two variants. One that throws plus signs, and one that throws minus signs. The plus signs make the part of units it hits bigger, and the minus signs make the part it hits of units (both enemies and allies) smaller. It seems to hinder whatever unit it hits, regardless of if it the plus or minus.

## Appearance

The Greek Philosopher appears to either dual wield two plus signs or two minus signs.

## Usage

Plus Philosopher (+) Can slow down unit due to their huge size. Minus Philosopher (-) Can make Units that relies on their large weapon span useless.

It will likely be very expensive, as demonstrated in the video, they can cause extreme chaos to all enemy Units.
Halberd

* Red
* Blue

## Statistics

###

###

 400

###

461 ()

###

1.20x

###

2.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Early Access 0.5.0

## Characteristics

The Halberd is a tough and durable unit, they use a Halberd against foes with a vertical chop that can deal devastating damage. It can also backpedal slightly, and when an enemy unit gets too close, they can dash back for a better angle and strike.

## Appearance

The Halberd looks like a unit holding a halberd, a shafted weapon with a spike, spear tip and an axe head. They wear a black sallet, with a white tunic. Not to be confused with the Executioner.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Strategies

The Halberd is unassuming and clumsy at first glance. However, the Halberd's powerful long weapon and ability to backpedal make it quite good at dealing with slow tanky units and hordes of fodder alike, especially when combined with distracting allies like the Halfling. When paired with such units, the Halberd's ability to keep some distance and its tendency to not deal friendly-fire damage will make them a consistent damage source, able to power through various melee groups. And while it has comparable reach with the Sarissa, its downward strike allows it to hit shield-using units on the head, rendering their protection useless. They are vulnerable to the Farmer, Sarissa, and Fencer, who won't let the Halberd take advantage of its range and backpedal due to their ability to lunge forward a little bit when attacking.

Due to its cost of 400 and their functionalities, they can be compared to the Chieftain, Taekwondo, and Executioner. It has a great balance of tankiness, reach, and damage but lacks the wild DPS and aggression of the Chieftain and the higher single-target stopping power of the Taekwondo. It can also be compared to the Sarissa, which is superior in some use cases, and less subject to randomness in simulation.

In summary, it is a strong unit for use in mixed unit groups, against mixed unit groups.

## Trivia

* Due to their similarities, the Halberd is essentially a renaissance version of the Executioner.
* The Axe has a slim chance to have a unit get stuck on it.
* In reality the Halberd was more of a thrusting weapon, like the Sarissa.

## Gallery

Full-scale image of the Red HalberdFull-scale image of the Blu HalberdA Halberd chopping on a SquireOH BOY, IT'S MASSACRE TIME!New maces and halberds for the Renaissance faction!A halberd in realityBack view of a Red HalberdBack view of a Blue HalberdAncient warfare meets would-be protectors.
Gas Throw

## Statistics

###

Throwable - Ranged

###

###

1

###

0.3 s

###

###

10 s

###

###

3 WM

###

20 WM

## Effect Statistics

###

7 s

###

28.57/s ()

###

0/s

## Additional Statistics

###

1 s

###

12 WM/s

###

10

###

20 s

###

###

0

###

2

###

0

###

0 s

###

0

## Usage

###

 50

###

N/A

The **Gas Throw** is a Miscellaneous ranged weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Gas Throw is a throwable grenade that will spew purplish gas in an area after landing on the ground, creating a toxic gas cloud that will suffocate all units in it. While under the effects of the toxic gas, units will become woozy and drop to the ground, as well as turning purplish in color. Getting hit by the grenade itself will also inflict a tiny amount of damage.

The gas cloud covers a big area, affecting all units (including the grenadier) within a 3 WM radius. If stayed, the gas cloud will rapidly damage a unit for 14 seconds, though the gas cloud itself will last for 18 seconds. Inhaling the gas will also give a toxic effect, suffocating units for 7 seconds.

After throwing the gas grenade, the grenadier will have to take a long time to reload before they can throw another. Units with Gas Throw will start throwing from a decent distance, but affecting the grenade's effectiveness is how far the target is from the grenadier.

The way Gas Throw is used by units is different than other throwables. Instead of aiming directly at the target's torso, the grenadier will lob the grenade. If the target starts off afar, the grenade will most likely land in front of them, forcing them to go through the gas cloud. This however is futile against long-ranged units or any non-moving targets. If the target starts off too close to the grenadier, they will most likely lob the grenade over their heads.

## Trivia

* There is a tiny chance for the Gas Grenade to extinguish within a second after bonking a unit.
* It was first teased in a video[1] with the name "Mustard Gas", where it spewed a yellowish-green gas and creates more of a smoke instead of a cloud.
Fireworks Bow

## Statistics

###

Throwable - Ranged

###

###

1

###

1.2 s

###

###

8 s

###

###

2.5 WM

###

25 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

9

###

15 s

###

###

25

###

0

###

3

###

Null s

###

5

## Usage

###

 140

###

The **Fireworks Bow** is a ranged weapon from the Dynasty faction. It is used by the Firework Archer.

## Characteristics

The Fireworks Bow fires a special propellant arrow that can launch light units into the air, before exploding spectacularly. Heavier units will be able to endure some Firework Arrows and need much more to be launched into the air. Upon impact, Firework Arrows will explode after 4 seconds, no matter if it hit a unit or not.
Heavy Hitters

## Unit Order

**Heavy Hitters** is the fifty-seventh level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

All the factions bosses lining make their appearance here. From front to rear are 1 Mammoth, 2 Scarecrows, 1 King, 2 Zeus and 1 Longship.

## Trivia

* The Longship used to be the Viking faction's boss unit, hence the lack of the Jarl's presence.
Defend the Captain

## Unit Order

**Defend the Captain** is the ninth level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

Being pinned isn't fun and to our despise... we still are. Atleast we got a Captain to help us out here.

Five Flintlocks surround us on each side, with four Blunderbusses at each secondary passage to our enemies ship and two Bomb Throwers at each secondary passage of our ship. It also looks as if there's two Cannon behind the Flintlocks on each side.

**Total units**:

Enemy Units: 10 Flintlocks, 8 Blunderbuss, 4 Bomb Throwers, 4 Cannon

Ally Units: 1 Captain

## Strategies

Your Captain will be able to do most of the work, but you will need Units to help. The Viking Faction can come into great use for this level. Using Berserkers too jump over the armies and too the cannon is a good plan. Accompanied with any type of attacking Units, Valkyries are good as well. The rest of your money can be spent on some cannon-fodder, like Halflings or any other cheap Unit.
Glock 18

## Statistics

###

Gun - Ranged

###

###

1

###

17

###

0.15 s

###

20 | ()

###

0.04 s

###

8 s

###

500 | ()

###

10 WM

## Additional Statistics

###

0 s

###

90 WM/s

###

25

###

2 s

###

2,000

###

###

3

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **Glock 18** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Glock 18 is a fully-automatic pistol, an extremely fast-firing weapon with exceptional firepower. Although each bullet is extremely weak, the immensely high rate they are fired can completely devastate units while propelling them back with its high knockback.

However, the Glock 18 suffers from a short range and even more so from accuracy, as it fires so fast that units cannot adjust their aim in time. It also only holds a clip size of 17 shots, which can be emptied under half a second, leaving it powerless most of the time as it takes a long while to reload its clip.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. And while the powerful knockback can expose shield bearers to its bullets, the shield itself cannot be pierced by the bullets.

## Trivia

* The Glock 18 uses the same ammunition as the M1911 in-game.
* Due to its reload time for each shot being faster than its warm-up, the first shot may fire a burst of four bullets.
* The Glock 18 fires 9×19mm Parabellum ammunition in real-life.
* Glocks got their number from their patent number; knowingly, the Glock 18 is the company's 18th patent.
Farmer (Alpha)

*Back in my day...*This Page Is Displaying Info From a Long Time Ago. No Further Info Is Known.

*This article is about the Alpha version of Farmer (Alpha), and is very, very old. For the Release version of this unit, see Farmer.*

## Farmer (Alpha)

* Red
* Blue

## Statistics

###

Misc

###

30

###

50

###

60

## Weapons

###

Two-handed

###

Pitchfork

###

N/A

## Additional Statistics

###

## Characteristics

The **Farmer** is a powerful melee Unit first added in the Pre-Alpha and is still in the game today in the Farmer faction. It is considered one of the most cost effective melee Units in the game.

## Appearance

The Farmer takes on the appearance of a Wobbler with smaller, round eyes and a straw hat. It wields a large pitchfork which it uses to stab its enemies.

## Usage

The Farmer can go head-to-head with most melee Units. Although their stats aren't the best, the fact that they can attack rapidly allows them to land lost of blows on their target and do some decent damage, and are a great, cheaper alternative to the Spearman.

To maximize its potential, and to cover the low health, it is recommended to place a large group of Farmers which should be able to kill any enemy Units that come to their range quickly.

## Trivia

* In the Pre-Alpha, the Farmer used a similar attack pattern to the Axe and lacked its straw hat. This, however, was changed in the Open Alpha.
* In the Open Alpha, the farmer made a squeaking sound when attacking.
* The Farmer is a great counter to the Viking.
Halfling Jump

## Characteristics

The Halfling Jump is a harmless ability that provides Halflings the needed movement to pile on larger opponents. Its range is 4 WM and has a 8 second cooldown. When given to a Wobbler, they more or less perform a pathetic jump when engaging their enemies while usually getting slapped in the process.
End

## Unit Order

**End** is the ninth level of the Spooky campaign in Totally Accurate Battle Simulator.

## Survey

All who decide to come to a plain of death, already know that they are dead.

Four Skeleton Warriors line up at every bridge, with the sides being supported by a Swordcaster and four Vampires. The main staircase is guarded by three Vampires and also the transporter to this plane... The Grim Reaper.

**Total units**:

12 Skeleton Warriors, 11 Vampires, 2 Swordcasters, 1 Reaper
Gotta Go Fast

## Unit Order

**Gotta Go Fast** is the forty-sixth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

Flying high are 8 Valkyries in loose formation along with 3 Wheelbarrows in between.

## Strategies

* Use the Reaper(or several ones), Place them directly behind the line, instead of far away. This is to ensure the Valkyries are targeted by the tendrils.
Gunslinger

* Red
* Blue

## Statistics

###

###

 650

###

50

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

None

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Early Access 0.11.0

## Characteristics

The Gunslinger is one of the strongest Units in the Wild West faction. It wields two revolvers in each hand and shoots bullets upwards, which fall back down onto units, as if it's raining bullets.

## Appearance

The Gunslinger has a dark, bowler-like team color hat and black sideburns. It wears a beige undershirt and a buttoned over-shirt with its team's color, with a purple tie which seems very wide. The gunslinger also has a jacket over their shirt that is team colored with a purple handkerchief. It also wears pants with it's team's color, black shoes, and two empty gun holsters. It wields two Bullet Rain Revolvers in each hand.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Usage

The Gunslinger is an effective crowd control unit at a relatively low cost compared to most others. It rains down bullets at decent range, dealing bullet damage to anything in the area. Like most other ranged crowd control units, anti-projectile units and abilities don't work against it, so it will be just as effective at dealing with a group of Samurai as it is against a group of Squires. The gunslinger is quite good at dealing with groups, but like most crowd control units, it is mostly ineffective against tough units like the King. Like other units of the Wild West Faction, it is very fragile, as a single hit from a Clubber can kill the Gunslinger. Thus, it is very important that you protect them with more durable units to be on the front lines.

## Trivia

* It was thought to be called Bullet Rain.
* It's the only unit to have two ranged weapons in one hand.
* Although it looks like the bullets they shoot up into the air are then falling down onto the heads of its enemies, they just fly off into the sky while new bullets fall down onto enemies.
* The falling bullets are not affected by the Samurai and the Shogun’s deflection, they can be considered as a powerful counter to the shogun, because their bullets will always hit their target, and they can't deflect them, and 2-4 bullet storms can kill them.
* It was thought to be the western boss unit.
* It doesn't matter which direction the bullets go, because they always hit their target.
* The Gunslinger has an unused icon.
* There was a bug that made it look like the gunslinger was missing their undershirt that happened in the legacy update.
* It has a total of four Guns (Two per hand).
* As of the Legacy Update, the Gunslinger's bullets now have collision, making it much more effective against the Tree Giant, Ice Giant, Samurai Giant, and the Mammoth.

## Gallery

An example of the gunslingers design in the legacy updateAn example of the gunslingers design in the UC update.An example of the gunslingers unused icon
Fist

* Base
* Halfling
* Headbutter

## Statistics

###

Unarmed - Melee

###

20 - 40

###

1.5 s

###

26.67

###

1.5 WM

## Additional Statistics

###

40

## Statistics

###

Unarmed - Melee

###

45 - 90

###

1.5 s

###

60

###

1 WM

## Additional Statistics

###

15

## Statistics

###

Unarmed - Melee

###

20 - 40

###

2 s

###

20

###

1.2 WM

## Additional Statistics

###

40

## Usage

###

 0

###

The **Fist**, **Slap** or **Punch** are a melee weapon used by humanoid units that does not have actual weapons equipped.

## Characteristics

The Fist is the most basic weapon in the game. It is the default weapon for all Wobblers and Stiffies. These barehanded units attack by walking up to their opponents and punch them aggressively with both hands, though inflicting low damage. Halflings on the other hand have much greater strength, being twice as powerful as the former unit bases.

Units will only Punch if there are no weapons equipped; they will not use Punch even if one hand is free.

## Trivia

* Although the Headbutter has their own version of the Fist, they do not use them according to the game files.
	+ Instead, they are assigned with the Pirate Fist.
* As it is the default attack for all units, it is technically not a weapon and its stats cannot be modified in the unit creator.
	+ Cheerleading Poms have no effects on the cooldown period as well.
* The Fist is predominantly used by sub-units as most of them are carriers or artillery operators.
Crowbar

## Statistics

###

Bludgeon - Melee

###

45 - 90

###

0.8 s

###

112.5

###

2 WM

## Additional Statistics

###

0.5 s

###

35

## Usage

###

 30

###

N/A

The **Crowbar** is a melee weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Crowbar is an iron bar used as a swift-swinging improvised weapon. Though its damage per hit is relatively low, its short cooldown period allows it to be swung much more frequently. Units using this weapon will lunge towards their opponents when close, giving a quick cheeky hit.

## Trivia

• This is likely a reference to Half Life's crowbar.
Deflector Shield

## Overview

The **Deflector Shield** is a Unit holding a variant of the regular Shield. This special shield can reflect enemy projectiles back at their sender, rendering ranged weapons ineffective.

## Appearance

It looks like a Wobbler, holding a Deflector Shield.

## Usage

It Could Be Possibly Used To Easily Defeat Snakes or other ranged units such as Archers and Spear Throwers.

It has been replaced with the mirror shield, though it is only used in the Unit Creator.

## Trivia

* The Mirror Shield probably functioned as the Projectile Block and the Master Projectile Block of Samurai, Shogun and Lady Red Jade.
Defend the City

**Defend the City** is the twenty-third level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

A phalanx of troops (Consisting of eleven Shield Bearers and eleven Sarissas) await near the cities streets, accompanying ten Hoplites surrounding a troubleful Minotaur at the city gate.

**Total units**:

11 Shield Bearers, 11 Sarissas, 10 Hoplites, 1 Minotaur.

## Strategies

* Use several dyaminte throwers, bank robbers, or gunslingers in the front so they can deal with the phalanx, then use something like a quickdraw or deadeye to finish of the remaining units.
Enraged Fable

## Unit Order

**Enraged Fable** is the eighteenth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

Three Minotaurs in front of two Zeuses with two pairs of Snake Archers on either side.

**Total units**:

4 Snake Archers, 3 Minotaurs, 2 Zeuses.

## Strategies

* 11 Devout Gauntlet
* 1 Righteous Paladin
* 2 Divine Arbiter

Position 4 Devout Gauntlet on either side across but on the line from the Snake Archers. Offset them so that they start chasing the archers as soon as the fight starts.

Position the Righteous Paladin directly on the line in the center. place the 3 remaining Devout Gauntlet evenly spaced no wider than the Minotaur formation in front of them.

Up till now all units are as close to the line as possible. This is to take attention from the Minotaur and Zeus units so the Divine Arbiters can do the killing. Their homing missiles can kill a Minotaur or Zeus in 1 hit.

Place the Divine Arbiters centered but spaced far apart and halfway back from the front line.

The Minotaur formation will instantly charge past the Righteous Paladin and Devout Gauntlet directly in front of them. The Devout Gauntlet on the flanks will charge the Snake Archer units and their snakes will target them.

If the Divine Arbiter units are positioned properly, the Minotaur opposite them will slide to a halt directly in front of them, allowing an instant attack that kills two Minotaur units inside of the first second of starting. The melee units will charge whatever is closest.

The Divine Arbiter units will chase down and kill the final Minotaur and target the Zeus units while they're distracted with the rest of the infantry.

## Trivia

* The in-game name for this level is "Fantasy - Good - Enraged Fable".
* The thumbnail picture for this level is set on Ancient 2, while the level itself takes place on Ancient Sandbox.
Demonic Invasion

## Unit Order

**Demonic Invasion** is the eighteenth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Two groups of four rows alternating between five Shield Bearers and five Sarissas. Behind both groups is a Zeus accompanied by two Snake Archers on either side. In the back are two Ballistas.

**Total units**:

20 Shield Bearers, 20 Sarrisas, 4 Snake Archers, 2 Ballistas, 2 Zeus.
Corridor

## Overview

The **Corridor** Simulation Map consists of a relatively small area split into two sections by a thick wall and with a narrow corridor between them. Units are meant to be placed on either side, to then fight within the corridor. They have no pathfinding ability to fight enemies not on their level, so if a unit is on the wall and enemies on the normal platform, they will walk off the edge.
Final Destination Knight

## Unit Order

**Final Destination Knight** is the thirty-ninth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch before the Hoplite statue, you will face the Knight, protector of The King, profficient with the Sword and Shield.
Distant Defence

## Level Order

**Distant Defence** is the sixth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

Two Righteous Paladins leading four Devout Gauntlets followed by five Divine Arbiters coming from the far end of the map.

**Total units**:

4 Devout Gauntlets, 2 Righteous Paladins, 5 Divine Arbiters.

## Strategies

### Suicide Cavalry

Place a Jouster in front and spend the rest of the money on ranged units such as Archers.

The Jouster will valiantly charge the enemy, taking in all the magic missile with all the melee units chasing them. The immense bombardment will likely take out the melee units with one or two survivors. The Archers can then pick off the survivors as well as the vulnerable Divine Arbiters.
Final Destination Farmer

## Unit Order

**Final Destination Farmer** is the twelfth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch before the great hoplite statue, you will face the Farmer, an unexperienced but surprisingly deadly Unit with a Pitchfork.

**Total units**:

1 Farmer

## Strategies

**Copy and... Paste**

Put a farmer
Death Bringer Warglaive

## Statistics

###

Knife - Melee

###

95 - 190

###

1 s

###

190

###

6 WM

## Additional Statistics

###

0.5 s

###

200

## Usage

###

 450

###

The **Death Bringer Warglaive** is a melee weapon from the Fantasy Evil faction. It is used by the Death Bringer.

## Characteristics

The Warglaive appears to be a tonfa with Fuchsian Flames on it, though this does not mean that the unit hit with these glaives will be set on fire. Instead, it does a small amount of AoE, as it is a heated-up weapon after all. Their attacks deal moderate damage and have fast speed, but they have very short range; attack maneuvers are performed with short to moderate movement.

## Appearance

The Warglaive appears to be something like a bladed Tonfa, having the handle on the side of the blade rather than at the back. The blade itself is colored like bone, and looks something like the hooked end of an anchor, with the sharp cutting edge having what appears to be Fuchsian Flames on it, though more likely for aesthetics as it does not set enemies aflame in crimson.
Gatling Gun Barrel

## Statistics

###

Artillery - Ranged

###

###

1

###

###

55

###

1 s -

###

###

30 WM

## Additional Statistics

###

1 s

###

150 WM/s

###

25

###

2 s

###

3,000

###

###

5

###

0

###

0 s

###

0

## Usage

###

 1,500

###

The **Gatling Gun Barrel** is a Secret ranged weapon from the Wild West faction. It is used by the Gatling Gun.

## Characteristics

The Gatling Gun Barrel functions unlike other ranged weapons in the game. It cannot fire immediately; rather, it has to be cranked repeatedly until the barrel rotates rapidly to start firing. While it starts off slow, it can quickly become one of the fastest firing weapon in the game after sustained cranking.

Winding up the Gatling Gun Barrel to the first shot takes 4 continuous cranks, after which it can fire a round with each crank. Starting with a one second cooldown, each crank will reduce the subsequent crank's cooldown up until 20 cranks, where the weapon can fire 12 rounds per second or 720 rounds per minute. If the cranking were to stop, the barrel's rotation will slow down until it stops entirely. If one wishes to fire again, they will have to wind it up once more.

The Gatling Gun Barrel's bullet in itself is quite weak. Its damage is lackluster when compared to the Musket Bullet or even the Regular Arrow, and shields can completely nullify its damage despite it passing through. However, with a high rate of fire, the Gatling Gun Bullet can become a menace even to groups of shielded units. While it cannot kill units in one shot, rapid fire delivers exponential amounts of knockback to units, from staggering to pushing them back. As units get immobilized, they are most certainly to perish by the hail of bullets.
Harpoons Everywhere

## Unit Order

**Harpoons Everywhere** is the third level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

Ack! It just keeps getting worse, captain! They've taken our ship, and we're down to the nail when it comes to ground!

Eight Harpooners surround you with cautionary distance.

**Total units**:

8 Harpooners
Detached Sleeve Protection

## Unit Order

**Detached Sleeve Protection** is the eleventh level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

The opposing side is finally stepping things up as they are now doing things more creatively. They've mixed nine Musketeers in a square, with each corner being surrounded by three Halberds each, with three Fencers surrounding them.

Total units: 12 Fencers, 9 Musketeers, 12 Halberds
Devout Gauntlet

*This article is about the unit Devout Gauntlet. For the weapon, see Devout Gauntlet (Weapon).*

## Devout Gauntlet

* Red
* Blue

## Statistics

###

###

 200

###

146 ()

###

1.08x

###

1.20x

###

1.00x

## Weapons

###

One-Handed

###

###

###

None

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Full Release 1.0.0

## Characteristics

The Devout Gauntlet wields two glowing bladed gauntlets as well as an intimidating mustache, using them to charge and punch enemy units. Being the ethereal fighters they are, these warriors are the main troop that you can find in the Fantasy Good Faction.

## Appearance

The Devout Gauntlet has a golden circlet with a triangular shaped extension at the front with a glowing gem in the center, donning a yellow moustache for facial hair. It wears a yellow band that sprouts into shoulder armor that curves upwards as it goes further out, otherwise lacking any form of torso accessories. Gray arm wraps over two thirds of its arms, ending off at the hands with golden fists with individual fingers, shaped to properly wield their respective weapon. Missing shoes, it instead has long large and baggy beige pants that extend outwards to a great amount by the time they reach the feet of the unit, a team colored trim ending them off. Around its waist is a team colored band that keeps the pants secure, the top of said pants branching upwards and outwards over it, showing how incredibly big the clothing is.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Strategies

### Usage

**Good against grouped and weak units.**

Their gauntlets create a small explosive burst of damage, use them to pick on groups of weak units.

### Counter

**Ranged units**

Consider their low health as an advantage when fighting them. For one, you can simply shoot them from afar, saving you quite a lot of hassle. Or you can...

**Call in stronger Units**

A much more expensive alternative would be to order in Units like the Knight. The problem, however, may come in swarms, so anything with a large AoE is recommended.

## Trivia

* The Devout Gauntlet's gauntlet produces the same sound as the Super Boxer's Glove.
* They are called "Gauntlet Fighter" in the concept art.

## Gallery

A striking blow!Some Devout Gauntlet Concept ArtONE PUNCH!!I'm afraid not.BAM!!
Fireball Throw

## Statistics

###

Throwable - Ranged

###

###

1

###

0.25 s

###

###

1.5 s

###

###

1 WM

###

10 WM

## Effect Statistics

###

4 s

###

98.25/s ()

###

0/s

## Additional Statistics

###

0.75 s

###

20 WM/s

###

25

###

5 s

###

###

0

###

1

###

0

###

0 s

###

0

## Usage

###

 210

###

N/A

The **Fireball Throw** is a Miscellaneous ranged weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Fireball Throw is a throwable ball of fire that will create a tiny but fiery explosion on impact, engulfing adjacent units in flames. The flames will rapidly burn through the unit's health for 3 seconds, as well as puffing out fire particles, spreading the fire to other nearby units. Once burnt to death, unit bodies will continue to burn and spread the fire until it eventually extinguishes.

Not only is it deadly, the Fireball Throw can be reloaded swiftly, even quicker than most melee weapons. The fireball however has a short range. Units using this weapon may also face problems when going against non-moving targets as they often lob the fireball over their opponent's heads.

## Trivia

* The Fireball Throw does not have an icon in the Unit Creator.
	+ This is likely because it is particle based and does not have an in-game model.
Executioner's Axe

## Statistics

###

Axe - Melee

###

110 - 220

###

2 s

###

110

###

4 WM

## Additional Statistics

###

1.1 s

###

220

## Usage

###

 160

###

The **Executioner's Axe** is a Secret melee weapon from the Medieval faction. It is used by the Executioner.

## Characteristics

The Executioner's Axe is an intimidating bearded axe, sharp enough to deliver high damage with each hit. The weapon has separate damage ranges, striking with the blade and shaft will inflict the more damage compared to scraping with the axe tip. After an attack, it will have a short cooldown before it can attack again.

Units wield the Executioner's Axe by holding it vertically for executing chops on their opponents. They will also jump while attacking; this action does not necessary cause more damage, but can aid in hitting their opponents more easily.
Final Destination Berserker

## Unit Order

**Final Destination Berserker** is the twenty-seventh level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch before the Hoplite statue, you will face the Berserker, a leaping and Axe-wielding Unit that can be extremely devastating if not countered correctly.
Email (Throwable)

*Back in my day...*This Page Is Displaying Info From a Long Time Ago. No Further Info Is Known.

## Overview

**E-mails** are a throwable used by the Hillary Unit in the Open and Closed Alpha, they act like a Ninja or Sensei's ninja stars, they just do more damage. Texture of Email is the Gmail icon.

This weapon is very likely to be removed due to it being a joke weapon, It will probably never be in the unit editor, but Trump's dual M16s might make it, everything here is subject to change.
Early Access Beta

## Overview

The Early access beta was made in late 2017 to early 2018. Only the developers and one YouTuber (BaronVonGames) got it. It included scrapped units and new units like the Wizard. This also had battle formations and unit unlock. Note that this version of TABS has no download but **was included in the Landfall Archives on steam!**

## Additions

• Tribal (Known as Stone Age)

• Farmer (Known as Farmers)

• Loading screen (two Squires(?) fighting on a black screen)

• Unit Unlock System

## Known New Units

• Gatherer

• Spearunit

• Protector

• Stoner (Known as Rock Thrower, was faster and more agile than the current version and threw much smaller rocks)

• Chieftain (Known as Axeman)

• Bone Mage (Known as Mage)

• Mammoth

• Halfling

• Sickle

• Skewer Thrower

• Farmer (Known as Pitchfork)

• Banjo

• Harvester (Known as Scythe)

• Wizard
Cramped Battle

## Unit Order

**Cramped Battle** is the twelfth level of the Simulation campaign in Totally Accurate Battle Simulator.

## Survey

Four Archers stand on both front extensions of the tower, with the back extension occupied by all eight Squires. Inside, two Captains await with six Halberds waiting on the roof.

**Total units**:

8 Squires, 8 Archers, 6 Halberds, 2 Captains
Fire (Level)

## Unit Order

**Fire (Level)** is the second level of the Spooky campaign in Totally Accurate Battle Simulator.

## Survey

Skeletons group you onto the land arch and bows of bone light up the dark.

Thirteen Skeleton Warriors and nine Skeleton Archers approach from the left side while eight Skeleton Warriors and eight Skeleton Archers approach from the right side.

**Total units**:

21 Skeleton Warriors, 17 Skeleton Archers
Gatling Gun

* Gatling Gun
* Gatling Gun Rider

* Red
* Blue

## Statistics

###

###

 2,000

###

500

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Artillery

###

###

N/A

###

None

## Additional Statistics

###

###

1679270532

###

Ranged Unit

###

Enemy

###

Early Access 0.11.0

* Red
* Blue

## Statistics

###

###

 2,000
 30 (Bug)

###

40

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

1760500345

###

Melee Unit

###

Enemy

###

Early Access 0.11.0

## Location

```
On the wild west map, it is found under the stairs behind the Guns and Tobacco store, behind some boxes. Look at it until it glows and then pops.

```

## Characteristics

The Gatling Gun is a rapid-firing multi-barred firearm on one axle. It is operated by a Gatling Gun Operator. The Gatling Gun will start by firing at a slow pace, and will gain speed rapidly. It does not reload nor is it required to.

## Appearance

The Gatling Gun Operator appears to have a nice beige shirt and a vest in blue or red with a mustache.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Usage

The Gatling Gun is a medium ranged, fast firing, and inaccurate unit. When attacking, it fires slowly at first and speeds up as it continues shooting. This makes it have effectively less range, as enemies will be able to cover a decent amount of ground towards it before it even fires a single shot. Each bullet is not very accurate and doesn't deal a lot of damage, but has fairly high knockback. The Gatling Gun is very ineffective against crowds. It can perform well against single heavy hitting units, as its knockback will keep the enemy at bay, while also dealing chip damage.

The Gatling Gun is very weak to fast Unit like Raptors and the Wheelbarrow. It can't crank up fast enough to kill a Raptor.

## Trivia

* The unit keeps its firing speed, and that means if it stops firing, it won't have to crank up again.

* Even with the "Ranged Units fire fast" DLC bug and with Cheerleaders, the Gatling Gun still starts out slow and speeds up.
* A single Gatling gun is able to defeat a Super Boxer and 2 Gatling guns can defeat an Ice Giant.
* The Gatling Gun Operator may spawn on the wrong side of the Gatling Gun, meaning that it could be constantly getting smacked in the stomach by that little lever.
Da Vinci Tank (Level)

## Unit Order

**Da Vinci Tank** is the eighth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Leonardo has come out with his newest invention (Which he isn't a big fan himself) and needs testing! He has assembled a small army to help the tank out and it's up to you to see how the invention fairs!

Five Painters are spread out in a V-formation with two Fencers filling the first gap on both sides and three Balloon Archers the same, but to the second and more behind. The Da Vinci Tank is in behind and between both Fencer groups.

Total units: 5 Painters, 2 Fencers, 6 Balloon Archers, 1 Da Vinci Tank
Final Destination Sarissa

## Unit Order

**Final Destination Sarissa** is the fifteenth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch before the Hoplite statue, you will face the Sarissa, a long reaching infantryperson whose range, combined with its damage, can be a problematic opponent, especielly with such a low budget.
Garand

## Statistics

###

Gun - Ranged

###

###

1

###

8

###

0.3 s

###

120 | ()

###

0.15 s

###

5 s

###

800 | ()

###

25 WM

## Additional Statistics

###

0.10 s

###

90 WM/s

###

15

###

2 s

###

3,500

###

###

3

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **Garand** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Garand is a semi-automatic battle rifle, sporting excellent fire-rate and firepower. It is capable of firing a flow of bullets with great speed, knocking their opponents off their feet while tearing them away with decent damage.

Having a long range, the Garand performs decently accurate from such distances. However, it has a clip size of eight shots, which can be emptied extremely quickly and takes a while for it to reload, leaving the Garand vulnerable during its downtime.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. Shields can also stop its bullets as well as absorbing the knockback.

## Trivia

* Due to its reload time for each shot being faster than its warm-up, the first shot may fire two bullets at once.
* The Garand fires .30-06 Springfield ammunition in real-life.
* It is more fully referred as the M1 Garand or M1 Rifle.
* Although famous for its "ping" sound when ejecting the clip, this is sadly not present in the game.
* Improper reloading can often lead to the user's thumb getting slammed by the bolt, resulting in the infamous "Garand Thumb" injury.
Factions

## Overview

The use of Factions is to sort the vast amount of units into categories that match other units with their cosmetics, weapons, and abilities. They are mostly themed around cultures and eras in early human history. They also serve as a way to theme sections of the Introduction campaign. Each faction has 7 units. (Except the Secret which has 39 and the legacy faction which has 16).

There are currently 14 factions officially in the Full Version. All Factions other than the Secret Faction have maps to go with the theme of the faction and for the faction's campaign levels.

## Current Factions (14)

There are currently 14 factions that players have access to in the Full Version.

## Scrapped Factions (4)

These factions have been scrapped, with no apparent news or relevancy to the final game at this time.

* World War
* Modern
* Aztec
* Desert Kingdom

## Removed Factions (3)

These factions have been removed from the game entirely. The fate of these factions as a whole are not known. There has been no recorded mention of them by Landfall on these factions making a potential return.

* Napoleon
* Neon
* Miscellaneous

## Trivia

* Era and Faction are most commonly used to mean the same thing in TABS, although Faction is the official name. It could also be said that an "Era" is a generation of people or time period, whilst a "Faction" is another term for a tribe or group of people. For example, farmers were working in the Renaissance period of time.
* In the Pre-Alpha, there were no factions. This is because there were only 20 units that were in the game at that time to be put into factions.
Controls

## Overview

This page is dedicated to covering TABS controls for all platforms.

## PC/Mac Controls

### Placement controls:

Pan camera: WASD, Left Joystick (Xbox)

Zoom in/out: Scroll wheel. RT & LT (Xbox)

Place units: Left mouse click/hold, A & RB (Xbox)

Remove units: Right mouse click/hold, B (Xbox)

Freecam: F, Y (Xbox)

Freecam Movement: WASD, Left Joystick (Xbox)

Toggle grid: G

Accelerate Camera Movement: Shift, L3/hold (Xbox)

Settings: Escape (esc), Options/Settings menu (Xbox)

Start battle: Tab, View button (Xbox)

### Battle Controls:

Movement: WASD, Left Joystick (Xbox)

Up or Down: Q, E, Space and Control (Ctrl), LT, RT (Xbox)

Slow motion: Left mouse hold, X hold (Xbox)

Super slow motion: G, A (Xbox)

Pause time: T, B (Xbox)

Back to placement/end battle/next level: Tab, View button (Xbox)

Unit possession: F (while in battle camera), RB (Xbox)

Settings : Escape (Esc), Options then Settings Menu (Xbox)

Change projectile:\* Scroll wheel, L3 and Up Dpad (Xbox)

Change shoot mode:\* Middle mouse button, Up Dpad (Xbox)

Use debug actions:\* right click/hold, Down Dpad (Xbox)

\*only in bug dlc
Determined Guard

## Level Order

**Determined Guard** is the second level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

A single Righteous Paladin with two Celestial Aegises on either side followed by a group of five Radiant Glaives. On the player's side of the field is a group of ten Devout Gauntlets protected by two more Celestial Aegises.

**Total units**:

7 Devout Gauntlets, 4 Celestial Aegises, 5 Radiant Glaives, 1 Righteous Paladin.

## Strategies

### King's Trims and Trees

As the flanking group is within your placement area, place the King in the middle of the group. Then place 3 Cacti in the middle of the map against the enemy side. Spend the rest of the money on Musketeers; place them on the Cacti's flanks and split them up.

The Cacti in front should absorb the projectiles and distract the Righteous Paladin, allowing the Musketeers to trim through units from the front to back. The flanking enemies should be easily taken care of by the King, unless the King tripped and fell where a retry is encouraged.

### Two Thors

Place 2 Thors.

The Thors' powerful lightning strikes can easily clear out the grouped units before they can deal any substantial damage. Their hammers also completely outperform the one wielded by the Righteous Paladin.
Final Destination Catapult

## Unit Order

**Final Destination Catapult** is the fifty-sixth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch before the Hoplite statue, you will face the Catapult, a devastating Artillery machine known for their AoE damage.

## Strategies

* Use The King.
* Use Bone Mage.
Death from Above

## Unit Order

**Death from Above** is the thirty-fourth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

On the rooftops of buildings are 38 Hoplites, eager to strike from above.

## Strategies

* Use crowd controlling units like Reapers and Pirate Queens, try to avoid using large ones(like mammoth and giants) becuase they will get stuck in the map.

## Trivia

* This level used to be called "Snakes from Above", where 28 Snake Archers stood where the Hoplites stand today.
Headbutt

## Characteristics

The Headbutt involves two seperate attributes, one for the headbutting movement and one for the damage on head impact. The move allows the unit to lean back and thrust forward head-first when within a 5 WM from a target. After the headbutt, there will be a 5 second cooldown before another attack can be struck.

The head is then given collision damage, which will inflict 110 on impact. There is no cooldown on how much time it can deliver the damage and often it can inflict double or even quadruple the damage on a single headbutt.
Demon Transformation

The Demon Transformation is a ability used by the Void Monarch. After dealing 800 damage (more is needed in a 1v1) the Unit with this ability will begin to float upward, and they will be covered in a light-rose colored spiral, then becoming a tornado. The sound of a detonating bomb will go off, and once the tornado has worn off, the Void Monarch's second form will appear, holding a ginormous osseous sword.(On overpowered custom units the transformation makes it weaker.)

## Strengths

* The claymore that the second form wields deals high DPS.
* After transforming, the unit will have a large pool of health.

## Weaknesses

* The second form has slow movement and small attack speed.
* The second form can be easily swarmed with units such as Halflings in large numbers.

## Trivia

* The Tornado appeared to be made of fire or lava during Void Monarch's development.
* The Tornado does not burn units, nor does it deal any damage.
High Noon

**High Noon** is the tenth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

It's reached high noon. The sun's scorching on the desolate land and Wobbly West town itself, scorching it all with lashing heat and constant battling. The only thing is that one can be avoided whilst the other will need you to suck up and live with to live in this space.

Standing before you now is a single, lone ranger, a Quick Draw ready to duel.

**Total units**:

1 Quickdraw.

## Strategies

* Use headbutters.
* Use shielded units.
* Use Berserkers.
* Use Ice Archers.

## Trivia

* This level introduces the Quick Draw unit.
Guns

**Guns** are a type of ranged weapon in Totally Accurate Battle Simulator.

## Characteristics

Guns are long weapons that can fire projectiles at incredible speeds. These weapons do not require much motion to fire and thus require less warm-up time in order to shoot their projectile, with modern firearms being able to fire as soon as the battle is started. They deal high damage and their attack speed depends on the weapon, but most are quite fast.

## Trivia

* Most of the Unit Creator guns are ported from Landfall's other game, Totally Accurate Battlegrounds.
* Most of the Tabg guns cost 200.
Energy Pistol

## Overview

The **Energy Pistol** is the first Unit from the Neon Faction. It uses a pistol to shoot lasers at nearby enemy units.

## Appearance

It looks like a Peasant carrying a small pistol with a tint of neon that shoots weak lasers. The lasers can go through other Units that are being shot at.

## Usage

The Energy Pistol is the cheapest unit of the Neon Faction and can be understood why. The Energy Pistol's lasers are able to bypass Units, but can't really go into effect due to its short range, unlike the Beamer, another unit of the Neon Faction. They do very low damage per shot. Although, to make up for its low damage and short range, The Energy Pistol fires at a decent rate making it a suitable choice for the front lines of armies. However, most of the time it is very ineffective. Also, the laser fired by the Energy Pistol is slightly lighter in all maps except the Neon, which it belongs in. These units are best used behind tanks and in large numbers.

## Trivia

* The Energy Pistol has two unused icons.