recursal/Fanatic-Fandom huggingface dataset:
SCAR

## Statistics

###

Gun - Ranged

###

###

1

###

20

###

0.3 s

###

75 | ()

###

0.12 s

###

8 s

###

625 | ()

###

25 WM

## Additional Statistics

###

0.05 s

###

90 WM/s

###

15

###

2 s

###

3,000

###

###

3

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **SCAR** (**Special Operations Forces Combat Assault Rifle**) is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The SCAR is an assault rifle, a weapon with exceptional rate of fire. Each bullet inflicts low damage, but easily compensated by the weapon's high fire-rate, allowing it to quickly shred through opponents. In addition, the bullets deliver good knockback, stalling those who are under fire.

Although able to engage from long range, its effectiveness diminishes past mid-range, and becomes very inaccurate when fired from long distances. It also has a clip size of 20 shots, which after emptied, must take a long time to reload before the weapon can fire again.

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

* The SCAR uses the same ammunition as the AK-47 in-game.
* Due to its reload time for each shot being faster than its warm-up, the first shot may fire two bullets a once.
* The game uses the heavy variant of the SCAR, the SCAR-H.
* The heavy version of the SCAR fires 7.62×51mm NATO ammunition in real-life, while the light version fires 5.56×45mm NATO ammunition.
Scary Crow

## Unit Order

**Scary Crow** is the fifth level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

On the hills of Farmer 2 are three Scarecrows in a loose arrow formation.

Total units: 3 Scarecrows.

## Strategies

* Place a Deadeye and try to snipe the 3 Scarecrows, in this way you will get the accountant Achievements.
* Try swarming on them using super cheap units like Peasants and Painters.
Spooky (Campaign)

*"The Spooky Campaign"*
The **Spooky** campaign introduces the player to the Spooky (Faction), showing off the characteristics of the Spooky units. The campaign starts off by fighting against the Spooky faction with the previous eight factions; afterward, the player would in turn face the previous eight factions using the Spooky faction.

The first part teaches the player how to face against the Spooky faction, the latter teaches how to utilize them.

## Levels

* Page 1
* Page 2

## Completion Message

Upon completing the campaign, you will receive the following message:

Happy Halloween!
**The Spooky Campaign**

Thank you for playing through the Spooky campaign showing the new faction.
Spearthrower (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 Spearthrower (Alpha), and is very, very old. For the Release version of this unit, see Spear Thrower.*

## Spearthrower (Alpha)

* Red
* Blue

## Usage

### Strengths

* Single units
* Non-shielded units

### Weaknesses

* Swarm of units
* Units with shields
* Longer range units

## Overview

The Spearthrower throws spears at their enemies, and while they lack in speed and accuracy, they make that with their power. The Archer is the opposite, and has better accuracy and fire rate, but lesser damage.

Spearthrowers are subject to friendly fire and thanks to their shorter range, It's recommended to put them near the front lines.

The length of their spears is useful, as when it sticks into an enemy, it can get stuck in the ground, slowing them down.

## Appearance

Spearthrowers are seen as normal Peasants holding a Boar Spear over their shoulder. They are seen wearing a Norman style nasal helmet with eyepieces.

## Usage

Spearthrowers have a low rate of fire, short range, and poor accuracy, making them less effective as other ranged classes than the Musket or the Archer. The spears they throw stick to targets and can even pin enemies to the ground, making them quite useful for immobilizing high health units and rendering them defenseless. They should be placed in the mid-to-front area so that they can get a few volleys off before being killed. This also prevents teamkilling by the Spearthrowers.

The spears they throw have a lot of weight and can slow or even completely halt the advances of Viking and Shields, as well as other high health classes. The collateral weight of spears can potentially bring the massive Chicken Man Man to a halt.

## Trivia

* There is a bug when too many Spearthrowers hit the Chicken Man Man at once, their fire rate will increase drastically but they will only keep shooting at the dead body. This can also happen with Archers, M16, Ninja Master, Muskets, and Trump.
* There was going to be a Farmer unit based on Spearthrower called Skewer Thrower.
* They were moved into the Tribal in the full release.
Revolver Quickdraw

## Statistics

###

Gun - Ranged

###

###

1

###

6

###

0.5 s

###

150 | ()

###

0.2 s

###

4 s

###

750 | ()

###

12 WM

## Additional Statistics

###

0.15 s

###

100 WM/s

###

12

###

2 s

###

2,000

###

###

1

###

0

###

0 s

###

0

## Usage

###

 800

###

The **Revolver Quickdraw** is a ranged weapon from the Wild West faction. It is used by the Quick Draw.

## Characteristics

The Revolver Quickdraw is a fast firing gun. Due to its shot reload being faster than its warm-up, it fires two bullets in the first shot and and one bullet for the rest four shots, totalling up to six bullets in five shots. After emptying the weapon, the unit will make a cool spin with the revolver and will start reloading the clip, in this case, a cylinder.

Present in many modern firearms in the game, the clip trait of this weapon adds another reload timer that initiates after six bullets are shot. This reload timer prevents any shot from being fired and cannot be changed in the unit creator.

## History

Colt Navy is the name of Colt M1851 called by future generations. Unlike Colt Walker or Dragoon, it is made as a Civilian revolver and is a six-shooting, .36 caliber (by today's standard .375 caliber) Revolver.

Because it's not for military use, its power is greatly reduced. It uses 25 Grain (1.62 grams) of gunpowder and its bullet is small at 80 Grain. Thanks to this, the gun can be lightened and miniaturized, making it a small gun (as of that time) of about 1.2 kilograms and about 35 Centimeters in total length.

Navy is also a gun designed to be housed inside a portable holster, a new invention at the time. Before that, revolvers were often used by cavalry and to be stored and carried in a saddle holster,  but Colt Navy was the one that was made to match the size of the holster as the smaller and belt-like holster had appeared so that people could carry it.

The reason why Colt Navy is nicknamed 'Navy' even though it is not a military gun, let alone a naval gun is because of the imprint of the Campeche naval battle on the cylinder of M1851.
Sentinel Shield Axe

## Statistics

###

Shield - Melee

###

25 - 50

###

2 s

###

25

###

2.5 WM

## Additional Statistics

###

1.1 s

###

125

###

0.25x

## Usage

###

 80

###

The **Sentinel Shield Axe** is a melee weapon from the Fantasy Evil faction. It is used by the Exiled Sentinel.

## Characteristics

The Sentinel Shield Axe is a unique weapon that can swap with another when close to a unit. When afar from any enemy units, it will swap to its shield form, protecting the user from most projectiles. If any enemy unit is within a range of 2.5 WM, it will swap into its axe form.

Units will use the Sentinel Shield Axe to thrust at their opponents; it has an average cooldown period and decent range. Though either way, the weapon inflicts very low damage, whether it is the shield form or the axe form. to the axe has no upsides whatsoever, except losing protection from projectiles.

There are two variants, Sentinel Right Shield Axe for the main hand and the Sentinel Left Shield Axe for the off-hand.

## History

### Pavise/Anti-Ranged Form:

The pavise was mainly used for ranged attacks from bows or crossbows in the Middle Ages, particularly during sieges. It was carried by a *pavisier*, usually an archer, or, especially for the larger ones, by a specialist pavise-bearer. It was either held in place by the pavisier or even deployed in the ground via the spike attached to the bottom. While reloading their weapons, archers, and crossbowmen would crouch behind them to shelter against incoming missile attacks.

### Horseman's Axe/Swapped Form:

This distinctive axe didn't appear until the later years of the 15th century. It was here that full armor was at the peak of its development. Against this late highly developed armor, the most cherished weapon of the knight, the sword, was downright useless. People had to search for other ways of penetrating through the armor, and so a range of sheer impact/piercing (rather than cutting) weapons surged in popularity. Few members of this class of weapons have the elegance and aesthetic appeal of the sword, but the horseman's axe was the exception. Many of these axes showcased the same decorative styles and technical abilities as the fine examples of sword hilts and armor.

## Trivia

* If the unit is killed prematurely, the weapon will swap into its axe form.
* If placed in the wrong hand it won't be held properly.
Pre-Alpha

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

## Overview

The **Pre-Alpha** was the first semi-public version of TABS. It is very outdated. However, you can get it for free here. Do note that only the 0.20 Version can be downloaded.

You could have also got the **Pre-Alpha** as a pre-order bonus for the game Clustertruck, another Landfall game.

## Maps

There was only one map: A large field with hills and a church along with a graveyard until the 0.2.0 update when it was removed and replaced with 4 new maps: hills, desert, winter, and Japan.

## Battle Planner

The battle planner was a simple grid, unlike the current battle planner, which is a top-down of what the battle will look like. It also didn't say what you were up against in the campaign and you couldn't see until you tried the level (In the 0.2.0 update it told you but didn't show you where the enemies would be). The old battle planner was disliked and ineffective, and thus was updated. To fill the grid, you would need 3600 units at the maximum. It is possible to place units outside the grid, but it is very hard.

## Original Units

* Peasant (Alpha)
* Farmer (Alpha)
* Barbarian (Alpha)
* Boxer (Alpha)
* Poacher (Alpha)
* Footman (Alpha)
* Spearman (Alpha)
* Archer (Alpha)
* Shield (Alpha)
* Chariot (Alpha)
* Cannon Crew (Alpha)
* Ballista (Alpha)
* Catapult (Alpha)
* Chicken Man (Only in Sandbox, but can be found in levels)
* Viking (Alpha)
* Musket (Alpha)
* Samurai (Alpha)
* Chicken Man Man (Only in Sandbox, and only in the last level of the game)
* Hwacha (Alpha)
* Axe (Alpha) (Originally , only in Sandbox)
* Thief (Now Removed, only in Sandbox)

## Trivia

* The Peasant was originally called the Peasent (Spelled incorrectly, but was fixed in V0.20).
* The Chicken Man was originally called the Petter. This was changed rather quickly.
* The Muskets have a weird bug where they shoot insanely fast. They can kill any unit, but they have a hard time killing the chariots. Do note that they can have the same bug as before.
* On occasion, units had a chance of spawning in dead. This has since been fixed.
* In the distance in maps of alpha 0.1.06, you can see the airship with the inscription "BadWeek".
* The Thief was a very overpowered unit in this version being more powerful than the Poacher being able to take down a chicken man man in groups when Poachers would lose.
Scarab Shield

## Statistics

###

Shield - Melee

###

80 - 160

###

2 s

###

80

###

1.5 WM

## Additional Statistics

###

1.1 s

###

10

###

0.10x

## Usage

###

 60

###

N/A

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

## Characteristics

The Scarab Shield is a good-sized round shield that can protect its user from most projectiles and melee attacks. Unlike most shields, it is more combat competent and can inflict good damage, though its cooldown is typical of most melee weapons.

The Scarab Shield also gives its user the ability to spin spectacularly. The ability starts off with a 2 second timer, which will only start after moving within 0.75 WM from an opponent. The spin will be triggered after attacking; afterwards, it will have an 8.5 second cooldown until the next spin. All of these are only for show though, as the spin attack does no damage, nor does it improve it.

## Appearance

the Scarab Shield is a circular shield with an emblem of a scarab on the back, the face appears to be made of wood with bronze decorations. The scaraboid appears to be made of a blue rock or gem, there's a similar albeit smaller stone placed further up. The decorative metal makes it have the appearance of a circle around the scarab but with a thicker base and two cutouts.
Super Boxer (Alpha)

## Icon

 The **Super Boxer** is a much more powerful version of the boxer unit in Totally Accurate Battle Simulator. They have glowing yellow boxing gloves and eyes (A bit like the super peasant). They belong to the Misc faction, and cost 3000 to use. These buffed fighters move and attack much faster than the normal Boxer.

## Usage

Due to the high cost, the Super Boxer can't be used in most of the Campaign levels. However, when used in the Sandbox, it is great against large groups of cheap units (like Peasants). The tradeoff is that ranged units will easily defeat the Super Boxer (this does not apply to Spearthrowers due to their miniscule range) and shields as well, since the shields actually block itshits, so they can slow them down quite a lot.

## Trivia

* The Super Boxer has high knockback resistance, around 3-4 times more than a normal unit. This can be easily observed from an M16 or a group of Muskets.
* If large groups are placed,their punches can cause lag.
Snake Bow

## Statistics

###

Bow - Ranged

###

###

1

###

1.2 s

###

65

###

14 s

###

4.64

###

30 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

15

###

5 s

###

500

###

25

###

2

###

25

###

0 s

###

0

## Usage

###

 270

###

The **Snake Bow** is a ranged weapon from the Ancient faction. It is used by the Snake Archer.

## Characteristics

The Snake Bow is a unique bow that shoots out a Snake. When landed, the Snake will be loose and attack any nearby enemy units. With the ability to summon animals, it has an extremely long reload time.
Quincunx

## Unit Order

**Quincunx** is the twenty-third level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

An army split into four lines. The first line consists of eleven Hoplites in a single line; the second line has three groups of Shield Bearers, each with four units; the third line has two groups of Sarissas, each with six units.; finally, the fourth line has three groups of Snake Archers, each with two units.

Total units: 12 Shield Bearers, 12 Sarissas, 11 Hoplites, 6 Snake Archers.

## Strategies

* Use some distraction units in the front and a large group of weak AoE units like Bomb Throwers or some powerful AoE units like Catapults and Bomb Cannons in the back.
Scythes and Potions

## Unit Order

**Scythes and Potions** is the fifteenth level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

At the first intersection across the bridge are three Harvesters in an arrow formation. Further back at the second intersection are five Potionsellers in a loose zigzag formation.

Total units: 5 Potionsellers, 3 Harvesters.

## Strategies

* Use Necromancer and some units for distraction.
Rapier

## Statistics

###

Sword - Melee

###

###

2 s

###

###

3.3 WM

## Additional Statistics

###

1.15 s

###

25

## Usage

###

 90

###

The **Rapier** is a melee weapon from the Renaissance faction. It is used by the Fencer.

## Characteristics

The Rapier is a type of sword that specializes in thrusting. Units using it will lunge and thrust opponents with it, before retracting back. The tip deals far more damage than the edge of the blade.

## Appearance

The Rapier has a long steel blade with a dome shaped guard & a crossguard decorated with gold highlights. The grip is made of wood and the point faces forward. (rather than up)

## History

A rapier is a particular kind of sword, used mostly for thrusting. Rapiers were especially popular in 16th and 17th century Europe. The long, slender blade of the rapier is lightweight and very sharp, and it usually has an intricate hilt, or handle, to protect the hand of the person wielding it. It also resembles foil in fencing.

## Trivia

* In the Unit Creator, there's a special version of the Rapier that can disarm opponents called the Hero Rapier.
Squire Sword

## Statistics

###

Sword - Melee

###

80 - 160

###

2 s

###

80

###

1.7 WM

## Additional Statistics

###

1.2 s

###

35

## Usage

###

 30

###

The **Squire Sword** is a melee weapon from the Medieval faction. It is used by the Squire.

## Characteristics

The Squire Sword is a sharp two-handed blade, used for striking, slicing and cutting opponents. As the middle ground for swords, it deals moderately high damage and has an average cooldown period.

## Appearance

The Squire Sword is a bladed weapon with a wooden grip. Above the grip is an iron crossguard and a pommel below. Sadly, it doesn't deal a boat load of damage.

## History

The Longsword was historically a double-edged sword with a longer grip than most, showing that it was a two handed weapon. The term "Longsword" mostly does not refer to a longer blade but a longer grip as stated above.

## Trivia

* The **Squire Sword** is found in the Medieval Faction.
	+ As the name implies, it is wielded by the Squire.
* Wielders of this sword may face problems when facing still units, and will laughably swing about with much difficulties hitting the non-moving target.

## Gallery

The Squire Sword, wielded by their clumsy soon-to-be knight.The Squire Sword used to represent the Squire in its icon.
Shields

**Shields** are a type of melee weapon in Totally Accurate Battle Simulator.

## Characteristics

A shield is a melee weapon with a big surface area that can block non-piercing projectiles, protecting the unit behind it. Most bullets will also have their damage nullified by the shield, despite the bullet puncturing it. Shields are also capable of protecting against all sorts of melee attacks. Shields also have an attribute that allows them to reduce knockback by absorbing the projectile's force on hit.

Most artillery projectiles and explosions, however, are too powerful to for a shield to block. Piercing projectiles such as the Musket Bullet and the Winchester Bullet can also perforate and damage the unit behind most shields.

Shields can also be used to bash units with a forward thrust, but they often deal little damage.

## List of Blockable Projectiles

In general, shields can block arrows, spears, magic and nullify most bullets. Do note that while shields can block the projectile's impact damage, it does not necessary protect against the projectile's effects such as explosions.

This list includes projectiles that all shields can stop; some shields can block even more.

## Trivia

* Unit weight affects the height the shield is held.
	+ The higher the unit weight, the lower the shield is held.
Shogun Dodge

## Characteristics

The Shogun Dodge is one of the best melee dodge ability available in the game. It makes units fleet-footed in their maneuvers and makes them incredibly hard to hit with their quick reaction time. Not only that, each dodge can allow the unit spring back as far as 8 WM at the cost of only a 1 second cooldown, making them incredibly difficult to catch on foot as well.

As annoying as facing a unit with the ability, the Shogun Dodge is completely useless against projectiles.
Renaissance Fencer

## Unit Order

**Renaissance Fencer** is the thirteenth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Eight Musketeers are locked in position and ready to aim and blast.
Oh yeah, small detail, there's Fencers in the large cornered building on your side, ready to step down the stairs and attack.

Total units: 12 Fencers, 8 Musketeers

## Strategies

Use cheap units to draw the line of fire. Use other ranged units to hit the musketeers and the fencers.
Skeleton Archer

* Red
* Blue

## Statistics

###

###

 180

###

52 ()

###

1.02x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

1288909650

###

Range Unit

###

Enemy

###

Early Access 0.8.0

## Characteristics

The Skeleton Archer is the primary ranged Unit of the Spooky Faction. It wields a bow with flaming arrows. Unlike conventional arrows, the fire arrows will burst those who got shot into flames. The flames will spread to nearby units as well.

## Appearance

The Skeleton Archer is a Stiffy that wears a rugged Archer hood with a tattered cape, and a belt. It wields a bow made out of bones, and shoots flaming arrows.

## Unit Voice

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

## Usage

The Skeleton Archer can be used in a similar fashion to the standard Archer - as a long ranged damage dealer. The impact of an arrow does not do significant damage; the flame is the real threat. The burning effect caused by these arrows quickly depletes the target's health, and is also stackable. However, the flames will go out after a few seconds.

Although the Skeleton Archer has a higher rate of fire than the standard Archer, the burning effect does give enemies units an extra second or two of life (assuming the burning damage will kill them), during which time they can attack your units or perform other actions. Burning damage can also be mitigated by the Healer. Like their Skeleton Warrior cousins, the Skeleton Archer is a very fragile unit. Most standard attacks will kill them (Even the Wheelbarrow's apple thrower) so it's best to keep them out of harm's way.

## Trivia

* Their predecessor is the Fire Archer, revealed in a Landfall trailer.
* Being a skeleton, it makes rattling sounds as it walks.
* The Skeleton Archer does not cause the same "fear" effect as the Skeleton Warrior. This is likely due to the fact that the Skeleton Archer fires flaming arrows, but the Skeleton Warrior's only gimmick is causing fear.
Spiked Club

## Statistics

###

Bludgeon - Melee

###

65 - 130

###

2 s

###

65

###

1.7 WM

## Additional Statistics

###

1 s

###

35

## Usage

###

 20

###

N/A

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

## Characteristics

The Spiked Club is a wooden bludgeon with protruding "spikes" on its barrel. It is one of the more basic melee weapons in the game, having an average cooldown period, range and inflicts low damage with each successful hit. The weapon is also rather bulky, as units wielding the weapon will often lose their balance after giving a forceful swing.

Once in a while, units wielding this weapon will jump into the air before performing a downward strike on their opponent. However, this action does not increase the weapon's damage or nor does it have any noticeable effect other than allowing the user to bash shielded units who had their head exposed more easily.

## Trivia

* Despite being spiked, it shares the same stats as the normal Club, making it like a more modern-looking variant of the prehistoric one.
Quickdraw Projectile Dodge

## Characteristics

The Quickdraw Projectile Dodge makes units instinctively sidestep away when faced with projectiles. The maneuver is swift and graceful, where even bullets are trivial to dodge, all without losing one's balance of their body.

Not all projectiles can be dodged, however. Only hit damage projectiles such as arrows and bullets will activate the ability; collision and spell damage projectiles such as boulders do not. The maneuver also has a 3 second cooldown, in which the unit is a sitting duck during the time frame.
Renaissance Battle

## Unit Order

**Renaissance Battle** is the fourteenth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Four Painters are seen on each side of the square, along with two Halberds at the front. Two Jousters are behind the Halberds and two Fencers are behind both squads of Painters each. Finally, behind all of that, is four Musketeers between two Da Vinci Tanks.

Total units: 8 Painters, 4 Fencers, 4 Musketeers, 2 Halberds, 2 Jousters, 2 Da Vinci Tanks.

## Strategies

* Use Dragons from afar, as their fire can burn through most (if not all) of the Units in front of them.
* If one is willing to take a risk, use Present Elves for a chance to get an extremely powerful Unit like the Dark Peasant.
Super Peasant (Alpha)

## Icon

 The **Super Peasant** is a melee unit belonging to the Misc. Faction which charges violently at enemy units. In the Open Alpha, the Super Peasant was completely broken and didn't charge at enemies, but instead, instead just running into them until they die, often taking a long time to kill anything at all. When it was in the In the Open Alpha, it would just float around the unit until it died. This was fixed in the Closed Alpha, though.

## Appearance

The Super Peasant appears as a Wobbler that is either Red or Blue, but on both of its wrists, two glowing golden bracelets are placed. Its eyes also glow. The Super Peasant is unique because it is one of the few units that can fly in the game. When they get close to an enemy, they throw their arms out in front of them to charge and whack the enemy,

## Usage

The Super Peasant can be used in the campaign, but since it is so expensive, it's pretty hard to place them.

* **Closed Alpha** - When used in the sandbox, it hovers slowly from the ground into the air, and keeps hovering towards a target. Once in a certain range, their arms point straight at the target and it gains a burst of speed flying right toward the enemy usually killing it. If the target dies, it flies right towards the nearest one.
* **Open Alpha** - This unit was deemed "broken" by Landfall. When used in sandbox, it hovers slowly from the ground into the air, and keeps hovering towards a target. Once in certain range, they hover slowly onto the target and lands on the them. Although it looks like it isn't doing much, it pushes the target slowly and does damage, but it isn't very noticeable.

The Super Peasant is a unit great at crowd control. It is able to destroy a swarm of weak units with its charging ability. They are also great at killing strong units like Axes or Samurai Masters in the Closed Alpha.

## Trivia

* Due to the Super Peasant being bugged in the Open Alpha, Landfall Games released a video on showing what the Super Peasant was meant to do. The bug was fixed in the Closed Alpha.
* The Super Peasant is a possible reference to D.C.'s *Superman.*
* It can be easily knocked off the map by a Tesla horde*.*
Superboxer Punch

*You Shall Not Pass!*
This article is Under Construction, Please help us expand it, or it will be small forever.

The **Superboxer Punch** is an ability used by the Super Boxer. When it is used, the unit dashes backwards and then dashes forwards shortly after, creating an explosion at the end of the second dash. If it hits an enemy unit, it will knock the enemy back or into the air depending on how precise the hit was. It doesn't deal that much damage.

Superboxer punch is rather powerfull though, as it deals decent knockback and as it is a AOE attack.
Renaissance vs Dynasty 3

## Unit Order

**Renaissance vs Dynasty 3** is the thirty-third and final level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

This is the home stretch. The Renaissance is around the corner and awaiting for your arrival again. Are you ready to return home?

Three groups of Samurai once again take the front lines, but this time assisted by Chu Ko Nu and they now await further back. Both of the right side bridges are now guarded by three Samurai and two Chu Ko Nu whilst the stairs are now guarded by four Samurai and three Chu Ko Nu.

**Total units**:

Enemy units: 10 Samurais, 7 Chu Ko Nu.
Spin to Win

## Characteristics

This is an ability used by Da Vinci Tank, Blackbeard, and Mace Spinner. Units seem to act normal until they get paired with Cheerleaders or the Enrage ability, as these units can become tornados which can sweep up weak units with ease. With the Bug DLC, if you turn on 'all units spin', any unit can become a tornado if it has Cheerleaders. While Sensei may not have this ability, it can still become a Tornado.

The Spin to Win in the Unit Creator is a weak variant where units will slowly turn and spin around when given the ability. As such, weapons that relies on momentum to cause damage such as the Mace Spin cannot be made effective from the available ability.

A tornado
Protected Advance

## Level Order

**Protected Advance** is the first level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

Four squadrons surrounding the player each containing a single Celestial Aegis. The two groups in the front contain three Devout Gauntlets each, while the two groups in the back contain two each.

**Total units**:

10 Devout Gauntlets, 4 Celestial Aegises

## Strategies

### Goodknight

Place 4 Knights in each corner.

Although outnumbered, the Knights have good protection and hitpoints that lets them tank the damage and dispatch the magical but physically weak enemies easily.
Raze the Homestead

## Unit Order

**Raze the Homestead** is the thirteenth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

The enemy team is in a circle on the bridge. Blocking both entrances of the bridge are Farmers, seven on the left and six on the right. Behind both groups of farmers is a Harvester, and in the center of the circle lies four Potionsellers.

**Total units**:

13 Farmers, 2 Harvesters, 4 Potionsellers.
Red

## Overview

The Red team is the friendly team in Totally Accurate Battle Simulator, however can also be the enemies if the player chooses to play as the Blue team. They work identically to the Blue team, the only difference being that the Red team's skin, clothes, and sometimes even weapons are red rather than blue.

## Trivia

* The application icon for the Totally Accurate Battle Simulator alphas is a mugshot of a red Peasant.
* As with many other video games, Totally Accurate Battle Simulator used the colors red and blue to differentiate the two teams.

## Gallery

A red Peasant from the alpha.A large group of Red Units overwhelming the Blue team.
Sub-Units

***Sub-units*** is the term for a group of several units which make up a whole unit. A prime example would be the individual units that make up a Wheelbarrow unit: the Farmer, Apple Thrower, and Traveller. There are also the Clams that are thrown from the CLAMS unit. The Crow is yet another excellent example of the sub-unit, being summoned from the Scarecrow. Weapons pilots, horses, and other riders are also sub-unit.

## How to Access

**Note**: The sub-unit faction has been patched as of Early Access 0.13.4. and is only available in prior releases.

To access the sub-unit faction, select a custom unit. Then, reset the map. To do this, press the Esc key to access the options menu and select a map in the map select menu. Once the map is loaded, you will be met with the sub-unit faction at your unit selection bar. Do note it will be lost if you select a faction, and one must repeat the steps to access it again.

As of now, there is a custom faction that can be downloaded within the TABS workshop, searching **Sub-Unit** can allow you to find it. The creator is EJ\_5527.

## List of Sub-Units

* Farmer
* Medieval
* Ancient
* Viking
* Dynasty
* Renaissance
* Pirate
* Spooky
* Wild West
* Legacy
* Fantasy Good
* Secret

## Trivia

* There are certain sub-units that deal more damage than the average Unit, like the Crow or Oarman.
* The majority of sub-units could be considered reskinned Peasants.
* Some sub-units sink into the ground when you are placing them.
Small Legion

## Unit Order

**Small Legion** is the eleventh level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

At the courtyard are two similar legions on the top and bottom, each legion consists of three Shield Bearers tightly grouped together. Behind are five Hoplites in an arrow formation, followed by five Sarissas in a more packed arrow formation.

Total units: 6 Shield Bearers, 10 Sarissas, 10 Hoplites.

## Strategies

* Use Zeus.
* Use units with AoE like Bomb Throwers.
Surrounded (Simulation)

## Unit Order

**Surrounded** is the ninth level of the Simulation campaign in Totally Accurate Battle Simulator.

## Survey

On the top and bottom path, a Bard leads with a Captain trailing slightly behind, with a Ballista being at the back. On the left and right path, three Shield Bearers and two Sarissas take the front with two Halberds at the back.

**Total units**:

2 Bards, 6 Shield Bearers, 4 Sarissas, 2 Ballistas, 4 Halberds, 2 Captains
Scorching Void

## Level Order

**Scorching Void** is the third level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Two Void Cultists in front of two Infernal Whips, and two groups of six Shadow Walkers to either side, all positioned at the far end of the map.

**Total units**:

12 Shadow Walkers, 2 Void Cultists, 2 Infernal Whips.

## Strategies

Place 3 Peasants at the very left edge of the map. Make sure this is the first unit you place. Then, place 1 Deadeye in the bottom right in your side, after, take control of that Deadeye by pressing F on your keyboard and snipe the Whips (If your lucky, you could kill one of the Cultists). Finally, spend the rest of your money by placing Musketeers on the ledge. The peasants will die and the musketeers will snipe the rest of the Shadow Walkers and the Cultists).

Shadow Walkers actually teleport to the first enemy unit that was placed on the map; by having the first unit placed at the edge, it should make them teleport to their doom.
Squack Surround

## Unit Order

**Squack Surround** is the thirteenth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

The player is inside of a circle with six Halflings and a Harvester on the player's side of the river, as well as two Hay Balers and two Scarecrows across the bridge.

**Total units**:

6 Halflings, 2 Hay Balers, 1 Harvester, 2 Scarecrows.

## Strategies

Use all your money on Devout Gauntlet and put them in a group.
Steadfast Wardens

## Level Order

**Steadfast Wardens** is the forth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

A line of seven Devout Gauntlets with two Righteous Paladins on either side and two Sacred Elephants in the back.

**Total units**:

7 Devout Gauntlets, 2 Righteous Paladins, 2 Sacred Elephants.

## Strategies

### Balloon Artillery

Place 2 Hwachas on the center stairway and 11 Balloon Archers in front of them. Spend the rest of the money on a Knight in front of the archers and artillery.

While the Righteous Paladin has a bulletproof shield, their shield is not balloon-proof, making balloons a great way to stall them. The Knight in front will also do their part in distracting melee units as well as taking the first volley from the Sacred Elephants. All these delaying should give the Hwachas enough time to launch deadly volleys of arrows to defeat everything.
Renaissance vs Viking 3

## Unit Order

**Renaissance vs Viking 3** is the thirtieth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Five Headbutters take the front row, in front of the only Jarl. On both sides of the Headbutters lay five spring-loaded Berserkers, with seven more Berserkers behind the jarl that are as energetic than those in front.

**Total units**:

Enemy units: 5 Headbutters, 17 Berserkers, 1 Jarl.
Pit

## Unit Order

**Pit** is the seventeenth and final level of the Simulation campaign in Totally Accurate Battle Simulator.

## Survey

All Samurai make up the frontline with all the Monks behind them. Behind the Monks, there are nine Firework Archers lined up in a row, ready to blast something, assisted by Hwacha on both ends of the line.

**Total units**:

5 Samurai, 9 Firework Archers, 4 Monks, 2 Hwachas
Raptor

* Red
* Blue

## Statistics

###

###

 200

###

150

###

1.00x

###

3.00x

###

2.50x

## Attack

###

None

###

###

###

###

###

## Additional Statistics

###

###

162532997

###

Melee Unit

###

Enemy

###

Early Access 0.6.0

## Characteristics

The Raptor is a bipedal animal with deadly teeth and claws. Agile and deadly, these speedy predators can easily run up to opposing units and maul them vigorously. Unfortunate units who got under the dinosaur will also get painfully trampled by their powerful legs.

The Raptor's main method of attack is their deadly bite, a swift snap on the enemy that can at times attach them to the mouth of sharp teeth that the Raptor has, allowing them to constantly attack instead of doing a bite and run. The bite has a short cooldown period after and attack. Trampling on the other hand will cause damage as long as the Raptor is stomping the unit with their hind legs; simply ramming will no cause any damage.

Occasionally, the Raptor may be excited and hop around. While it looks derpy, their bounciness makes them unpredictable to hit even when they are not running. However, it also makes them slower to accelerate, reducing their movement speed considerably.

## Appearance

It is a raptor, with what appear to be feathers and a tongue corresponding to its team's colors. It always looks like its lying down when it attacks a unit. The end of its tail which tapers down has feathers on either side of it. It also has spots near its spine and a tongue color corresponding to the color of its team. It also has greenish-brownish skin when looking from certain angles.

## Strategies

### Usage

The Raptor is a cheap, fast, and spammable unit. It jumps and is the key for breaking tight formations like the Phalanx by outnumbering them. It is weak in terms of health but still packs a punch. They are fast and deadly creatures, trained to be the perfect hunters of ranged units and units without armor. However, it is susceptible to ranged Units and melee units that survive its initial attack.

## Changelog

 Early Access 0.6.0
* The Raptor was added to the game.

 Early Access 0.6.2
* Decreased the weight of the Raptor.

## Trivia

* The average Raptor runs in 4 steps per second.
* The Raptor has a slower acceleration than a Wobbler and will have to catch up if both has the same top speed.
* It is confirmed in response to a comment on Landfall Game's YouTube "Raptors," video to be based on Utahraptors, a raptor that is close in height to a Human being.
* There appear to be two different types of Raptors so far: A Utahraptor and a smaller dinosaur that looks like a Velociraptor, which is brown.
* Possessing a Raptor and biting a large dead Unit, such as an Ice Giant will cause the Raptor to be pulled into the ground when the unit disappears by sinking into the ground.

## Gallery

The UI icon of the RaptorSide view of a Red RaptorSide view of a Blu RaptorRaptor looking like it's lying down with an enemy even though it's biting the Hoplite's shieldTotally Accurate Battle Simulator- Raptor progress!RAWRTotally Accurate Battle Simulator- Raptors (work in progress)ate to many halflings
Piratequeen's Sabre

## Statistics

###

Sword - Melee

###

160 - 320

###

1.5 s

###

213.33

###

1.7 WM

## Additional Statistics

###

0.8 s

###

1,200

## Usage

###

 150

###

The **Piratequeen's Sabre** is a melee weapon from the Pirate faction. It is used by the Pirate Queen.

## Characteristics

The Piratequeen's Sabre is a sword that deals really high damage and has an average cooldown period.

## Appearance

The Piratequeen's Sabre appears to be a curved blade, similar to the yanlingdao one could find nowadays. However, unlike the usual Chinese sabre, it is bejeweled.

## Historical Usage

The Yanlingdao was probably made during the Yuan dynasty (Mongol Empire) and lasted to the Ming and Qing dynasty. It was likely used in a similar way to the Jian sword, but also with much of the original dao's strengths in cutting and slashing.

## Trivia

* The cooldown is very low for a powerful unit such as the pirate queen
* The saber was originally invented in the 18th century and was also a light fencing weapon developed by the Italians.
Renaissance vs Farmer 2

## Unit Order

**Renaissance vs Farmer 2** is the twentieth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

There's three Scarecrows in the back, with forces sided on both sides of the three that consists of six Farmers and three Hay Balers at the front. You have five Chieftains fighting for you that you can't refund.

Total units:

12 Farmers, 6 Hay Balers, 3 Scarecrows
Priest Staff

## Statistics

###

Staff - Ranged

###

###

1

###

0.35 s

###

N/A

###

1 s

###

N/A

###

10 WM

## Effect Statistics

###

0.8 s

###

-43.75/s ()

###

0/s

## Additional Statistics

###

0.5 s

###

N/A

###

N/A

###

1 s

###

N/A

###

0

###

0

###

0

###

0 s

###

0

## Usage

###

 160

###

The **Priest Staff** is a ranged weapon from the Medieval faction. It is used by the Healer.

## Characteristics

The Priest Staff is a weapon that can cast a golden beam onto targets. Those who are beamed by it will become golden and steadily regain their health at a low but steady rate; multiple staffs can increase this healing effect. Healing applies to both enemy and ally units. The Projectile it shoots is the Heal (Projectile).

## Trivia

* It is currently the only weapon in the game that can heal units.
* Just as setting damaging weapons with negative damage (-1.00x) will make them heal, setting the Priest Staff with negative damage will make it drain hitpoints instead.
	+ The more negative the damage, the more hitpoints it will drain.

## Gallery

The healing beam of the staffA Squire glowing as they are being healed
Spike

*Not to be confused with the Cactus's spikes, which deals a explosion damage instead.*

## Statistics

###

15

###

15 WM/s

###

20

###

2.5 s

###

850

The Spike is a big and heavy projectile that despite its stated attributes, inflicts very little damage on hit. Not only is it needlessly heavy, the projectile is also sluggish, which hinders its ability to travel any further than 9 WM. It is only available as a projectile in the Unit Creator.
Sudden Blades

## Level Order

**Sudden Blades** is the first level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Three Exiled Sentinels in front of two Mad Mechanics, with eight Shadow Walkers in the very back who will teleport behind your army as soon as the battle begins.

**Total units**:

8 Shadow Walkers, 3 Exiled Sentinels, 2 Mad Mechanics.

## Strategies

### Reaper Creeper

Spend all of your money on Raptors.

The Raptors should easily eat any backstabbing Shadow Walkers and proceed to slash the Exiled Sentinels and Mad Mechanics effortlessly.
Relentless War

## Level Order

**Relentless War** is the tenth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Four Exiled Sentinels in the front, followed by two Void Cultists, then two Infernal Whips, and two Tempest Liches on the two cliffs. In the back are six Shadow Walkers in two rows with a Void Monarch walking down the middle. Finally, there is a Death Bringer in both of the side aisles.

**Total units**:

6 Shadow Walkers, 4 Exiled Sentinels, 2 Void Cultists, 2 Tempest Liches, 2 Death Bringers, 1 Void Monarch, 2 Infernal Whips.

## Strategies

### Royal Artillery

Place 4 Kings at the left side of the map. Make sure the Kings are placed first. Then, place 5 Cannons a few steps in front of them.

The Kings will first deal with the teleporting Shadow Walkers. The Cannons will then bombard the enemy from a safe distance with the Kings protecting them. Even better is when a cannonball triggers the Void Monarch to teleport, which should bring them to the wrath of the Kings. Last are the Tempest Liches, which should be obliterate by the surviving Cannons.

## Trivia

* This is the last level in the Fantasy Evil Campaign where the player faces off against the eponymous faction, and the last level to feature the Fantasy Evil Map.
Reaper Explosion

**Reaper Explosion** is an ability used by the Reaper and is also in the Unit Creator. When the unit that has the ability dies, they will explode and deal 50 explosion damage on average to units within 3 WM. Then it implodes, sucking in units and causing roughly 200 more explosion damage within a 6 WM radius.

## Trivia

* In the Unit Creator, it used to be misspelled as "Reapear Explosion".
Skeletal Corruption

## Level Order

**Skeletal Corruption** is the twenty-eighth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Another great army has risen to defend their sacred ground. Starting from the left and the front lines are a group of eight Skeleton Warriors, followed by the Reaper and five more Skeleton Warriors around them. Eight Skeleton Archers are potitioned at their left and right with five more on the bridge behind.

Just behind the archers are two Necromancers, a Skeleton Giant, with nine Skeleton Warriors covering them three.

**Total units**:

22 Skeleton Warriors, 13 Skeleton Archers, 1 Reaper, 2 Necromancers, 1 Skeleton Giant.
Samurai (Alpha)

## Icon

The **Samurai** is a melee unit belonging to the Asia faction.

## Appearance

The Samurai takes on the appearance of a basic Wobbler wearing a kabuto on its head. It wields a katana, a long and slender Japanese sword, with both hands.

## Usage

The Samurai is capable of killing troops with short range, and can be observed charging horizontally, allowing hem to get the first hit on their target. They attack the enemy by jabbing their katana at them instead of swinging down like the Footman. They are quite vulnerable to ranged Units, much like most other melee Units. Since Samurai attack horizontally, they can easily turn around their target due to the force of the attack and with help from the attack speed. As they turn their target around, they will eventually get a hit in and finish their target off. They are quite effective against their Medieval counterparts, the Footmen.

## Trivia

* The way that the Samurai unit holds its katana is reminiscent of an actual katana stance, *Ko Gasumi no Kamae*, a popular Japanese sword stance that is often depicted in pop culture, and is also almost identical to the German *Ochs* Guard and Italian *Posta di Finestra*, both in appearance and function.
Pitchfork

## Statistics

###

Polearm - Melee

###

###

2.5 s

###

###

2.5 WM

## Additional Statistics

###

1.1 s

###

25

## Usage

###

 50

###

The **Pitchfork** is a melee weapon from the Farmer faction. It is used by the [[Farmer and the Wheelbarrow's Farmer]].

## Characteristics

The Pitchfork is a farming tool used as a spear-like melee weapon. The weapon consists of a fork bearing three tines fixed to one end of the handle. Compared to other spears like the Sarissa, the pitchfork is much shorter.

As a tool of farming rather than fighting, the weapon deals low amounts of damage and have a reasonable cooldown. Units wielding the weapon will perform a lunge and swing attack on first contact with the enemy, with an attempt to get first hit. Afterwards, units will perform stabs with the Pitchfork until the work is done.

## History

A pitchfork is an agricultural tool with a long handle and two to five tines that is used to lift and pitch or throw loose material, such as hay, straw or leaves.

Pitchforks were used as an improvised weapon by people who couldn't afford or acquire specialized and expensive weapons such as swords or firearms. This has resulted in the stereotype of angry peasant mobs carrying pitchforks.

## Trivia

* The Pitchfork is found in the Farmer faction.
* It is wielded by the Farmer.
* Pitchforks are commonly used to depict someone who works in agriculture.

## Gallery

The Pitchfork, wielded by the FarmerThe Pitchfork is used to represent the FarmerA stock photo of a real pitchfork