recursal/Fanatic-Fandom huggingface dataset:
Hwacha (Alpha)

The **Hwacha** is an artillery unit found in the Asia Faction. It fires 45 shots in a rapid succession in just under 3 seconds. It used to cost 650 (new price is 500), and was buffed with accuracy slightly at the Open Alpha update.

## Appearance

The Hwacha looks like a larger Ballista with slots for the 45 arrows. There is always one Peasant who sits on top of the Hwacha and dies with the Hwacha when it runs out of arrows. The Hwacha itself breaks apart after firing the arrows.

## Usage

It does not have sustained DPS, so it is effective to use it against hordes (eg. a bunched together Peasant army).

Despite this, the Hwacha has one drawback - it dies after shooting.

The Hwacha can mow down hordes of units however the fact that it is single usage (although after the Closed Alpha update it can survive) means that it should not be the only or main troop on the field. Also with troops like the Chicken Man Man the fact that the Chicken Man Man keeps spawning troops makes it not ideal. Also against more powerful troops the Hwacha will not be very useful. Possibly the worst usage of this troop is against anti-projectile units as your troops will be showered in a storm of anti-projectile bullets and the Hwacha itself would be wasted. Sadly, you must get very lucky with the Hwacha, for it usually undershoots and misses its targets, and friendly fire occurs.

## Strategy

### Against The Hwacha

Projectile Shield will prove effective, as well as units with higher reach. try to minimize casualties by spreading out your units.

### Using The Hwacha

Place it in a position in order for it to hit a pack of enemies at the start, since it shoots only once.

## Trivia

* Units tend to lay down when a Hwacha is firing at their location, as an attempt to "dodge" the arrows, but most of the time fail (which also makes the Shields ineffective).

* The Peasant on top of the Hwacha does not fight.

* Hwachas do not fire their entire payload all at once, instead, they fire each rocket one at a time. (from the top row of arrows down)
Maniacal Infiltration

## Level Order

**Maniacal Infiltration** is the twenty-first level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

An army of warriors is prepared to defend their sacred ground from the demonic invasion below. Four Samurais taken potition around the pit with Lady Red Jade behind in the shade of the pagoda, with two more Samurais by their side.

The flanks are protected by an equal strength, each having five Firework Archers at the front and six Samurais; three watching from the bridge and three patrolling the path.

**Total units**:

18 Samurais, 10 Firework Archers, 1 Lady Red Jade.
Maze

## Overview

The **Maze** Simulation Map that has giant pillars in the middle of the map separating the blue and red teams. There are a count of 20 in total, 10 on each side in a pattern of 3,4, than 3 pillars, then a wider open middle space.

Larger Units such as cannons or giants have a harder time squeezing through than most because of the compactness.

## Trivia

* When the map was first shown there were two pillars in the middle of the map on the edges that were sideways instead of straight.
Hungry Hand

## Statistics

###

Unarmed - Melee

###

0

###

5 s

###

0

###

1.3 WM

## Additional Statistics

###

1.05 s

###

10

## Usage

###

 10

###

The **Hungry Hand** is a melee weapon from the Spooky faction. It is used by the Vampire.

## Characteristics

The Hungry Hand is hand modifier for units that makes their hand bite on to enemy units. Appearance-wise, the Hungry Hand does not change nor add anything to the unit's hand when equipped.

The Hungry Hand deals absolutely no damage, and has a significantly longer cooldown than the normal fists. It is rather a utility, where it would thrust and hold down enemy units, restraining them on the ground with a strong grip. Enemy units can still attack~~,~~ ~~and~~ they tend to break free after a few seconds.

## Trivia

* The icon has a Vampire face on the fists, but it does not appear in the actual unit.
* A "chow" sound can be heard when the Hungry Hand is attacking, whether it bit something or not.
Minigun

*She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute. It costs four hundred thousand dollars to fire this weapon... for* **twelve seconds***.*

— **The Heavy**

## Statistics

###

Gun - Ranged

###

###

1

###

150

###

0.3 s

###

75 | ()

###

0.02 s

###

12 s

###

3,750 | ()

###

12 WM

## Additional Statistics

###

0.05 s

###

90 WM/s

###

15

###

2 s

###

3,000

###

###

5

###

0

###

0 s

###

15

## Usage

###

 200

###

N/A

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

## Characteristics

The Minigun is a six-barrel rotary machine gun, featuring immeasurably high rate of fire and power. It fires weak bullets, but the sheer amount discharged from the weapon can rip through even the strongest of units. Such firepower not only creates immense knockback on the target, but also create tremendous recoil on the user as well. The recoil can be somewhat managed by the average unit if shooting the weapon in short bursts, but may prove uncontrollable when firing it non-stop.

One limitation of the Minigun however, is its poor range, having shorter range than most primitive ranged weapons. It also cannot fire indefinitely, having to reload its clip after firing 150 shots. With how fast it fires, its bullets can be burned through very quickly, leaving it powerless for a significantly long time while waiting for its clip to reload.

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 Minigun 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 a burst of nine bullets.
* Miniguns are based on the M134 Minigun, designed and manufactured by General Electric.
	+ It can fire 7.62×51mm NATO ammunition in 2,000 to 6,000 rounds per minute.
* Handheld miniguns are impractical in real-life due to its bulk, recoil and how fast it can burn through precious ammo.
Neon Annihilation Apex 01

## Statistics

###

Gun - Ranged

###

###

1

###

2.2 s

###

20

###

15 s

###

2.67

###

25 WM

## Additional Statistics

###

1 s

###

50 WM/s

###

1.5

###

5 s

###

2,000

###

###

0

###

0

###

0 s

###

0

## Usage

###

 550

###

N/A

The **Neon Annihilation Apex 01** is a ranged weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

Fires a slow moving shot. On impact, the projectile functions similar to the Reaper Explosion: vacuum, then boom. Still trying to figure out where the explosion is in the game files.
Neon Ferocious Fangs 02

## Statistics

###

Unarmed - Melee

###

70 - 140

###

1 s

###

140

###

3.5 WM

## Additional Statistics

###

85

## Usage

###

 80

###

N/A

The **Neon Ferocious Fangs 02** is a melee weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

It has the same stats as Neon Ferocious Fangs 01, except for the addition of a side blade.

## Trivia

* It is like a slightly faster and less damaging neon variant of the Devout Gauntlet.
Invasion

## Unit Order

**Invasion** is the thirteenth level of the Spooky campaign in Totally Accurate Battle Simulator.

## Survey

Nine Farmers make a line protecting the river, with thirteen more coming from the bridge and path along with four Harvesters. A Scarecrow hover off to both sides.

**Total units**:

22 Farmers, 4 Harvesters, 2 Scarecrows
Mossberg

## Statistics

###

Gun - Ranged

###

###

1 ()

###

5

###

0.15 s

###

20 () | ()

###

0.5 s

###

8 s

###

320 | ()

###

12 WM

## Additional Statistics

###

0.25 s

###

90 WM/s

###

25

###

2 s

###

2,000 ()

###

###

8

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

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

## Characteristics

The Mossberg is a pump action shotgun, powerful up close but inaccurate from afar. The weapon fires eight pellets in one shot and has a quick rate of fire. A pellet inflicts extremely low damage on itself, but the combined power of all eight pellets can deliver good damage and exceptional knockback.

However, not only does it has poor range, the Mossberg has a wide bullet spread, tarnishing its accuracy and overall effectiveness from midrange fire-fights. It also have a clip size of five shots, which after firing all shots, must take a long time 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

* There is a singular version of the bullet (called Mossberg Bullet) available in the Unit Creator that only shoots one pellet per shot.
* The Mossberg can fire either 12 gauge, 20 gauge or .410 bore ammunition in real-life, depending on the user's choice.
* It hails from the Mossberg 500 family, a series of pump-action shotguns with many models.
	+ The in-game Mossberg is based on the Mossberg 590 model.
M16

* M16
* M16 - Automatic

## Statistics

###

Gun - Ranged

###

###

3

###

30

###

0.3 s

###

35 () | ()

###

0.075 s

###

8 s

###

1,400 | ()

###

25 WM

## Additional Statistics

###

0.05 s

###

90 WM/s

###

15

###

2 s

###

3,000 ()

###

###

1

###

0

###

0 s

###

10

## Statistics

###

Gun - Ranged

###

###

1

###

30

###

0.3 s

###

35 | ()

###

0.08 s

###

###

437.5 | ()

###

25 WM

## Additional Statistics

###

0.05 s

###

90 WM/s

###

15

###

2 s

###

3,000

###

###

1

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **M16** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The M16 is an automatic rifle, boasting incredibly high fire-rate and power and being an exceptional weapon overall. There are two variants of the M16 in the game: The M16 (will be referred as Normal M16 to avoid confusion) and the M16 - Automatic.

The Normal M16 fires in three round bursts, practically shooting a jet of bullets when in use. Despite it firing extremely weak bullets, the amount they are sprayed lets it wipe out platoons on its own. Even if the unit can absorb its bullets, they will be shoved back immensely with the weapons excellent knockback; it can even stop an Ice Giant's advance. However, it creates a noticeable recoil when firing the weapon continuously.

The M16 - Automatic on the other hand, is a weaker version of the Normal M16. It only fires one bullet per shot instead, using the same extremely weak bullets. As such, it may even struggle against groups as it lacks the damage output. Ironically, it also has a slightly slower fire-rate than the Normal M16. Still, it has great knockback and much unnoticeable recoil.

Even from long range, the M16s are still as effective, performing exceptionally well with their remarkably high accuracy. They are only limited by their clip size, which both weapons hold 30 shots (not bullets). After firing all shots, they will have to take a while to reload their clip before they can fire, leaving them unable to stop advancing enemy units.

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

* Due to its reload time for each shot being faster than its warm-up, the first shot of the Normal M16 may fire a burst of nine bullets, while the M16 - Automatic may fire two bullets at once.
* The M16 had been around since Open Alpha, used by a unit with the same name, the M16.
	+ That said, the M16 in Open Alpha resembles more of a M4 carbine due to its shorter barrel.
* The M16 fires 5.56x45mm NATO ammunition in real-life.
* It is the most-produced 5.56mm caliber firearm in the world.
* Over the years, multiple generations and variants of the M16 has been produced.
	+ The game uses its second generation, the M16A2, but with the A1 handguard.
Jester Dodge

## Characteristics

The Jester Dodge is an evading movement performed when faced with a melee attack. Units dodge attacks by performing a spectacular front-flip, while their whole body flies backward. This ability is remarkably effective at evading every melee weapon, whether it is a tiny Paint Brush or a full grown Tree.

For a split-second when dodging, the unit is made invulnerable to damage, especially from projectiles. It is however, still possible for melee weapons to cause damage while dodging.

After a dodge, the ability will have a 1 second cooldown.
Lone Ranger and His Friends

**Lone Ranger and His Friends** is the fifteenth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

The lone ranger returns, this time with his friends.

Three Cacti take the front with two Miners to each side of them. Behind the Cacti beside the Miners are two Gunslingers with two Deadeyes behind them and a Lasso to the sides of the Deadeyes. Finally, the Quick Draw lone ranger appears once more before the town and you, riled for some frontier justice.

**Total units**:

4 Miners, 3 Cacti, 2 Gunslingers, 2 Lassos, 2 Deadeyes, 1 Quickdraw.

## Strategies

* Place 4-5 Scarecrows with some units for distraction.

## Trivia

* Nearly every single wild west unit is here, with the dynamite thrower not appearing.
Neon Stasis Storm

* Ranged
* Melee

## Statistics

###

Gun - Ranged

###

###

1

###

0.5 s

###

###

5 s

###

###

5 WM (Irrelevent)

###

8 WM

## Additional Statistics

###

1 s

###

N/A

###

N/A

###

1 s

###

###

###

0.15

###

0

###

0 s

###

0

## Statistics

###

Polearm - Melee

###

40 - 80

###

0 s

###

N/A

###

N/A

## Additional Statistics

###

N/A

###

50

## Usage

###

 350

###

N/A

The **Neon Stasis Storm** is a ranged weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Neon Stasis Storm stands out as a unique ranged weapon. When fired, it releases a golden lightning bolt that, upon striking a target, immobilizes not only the intended unit but also an additional 4 units within a 10 WM radius of the target, all for a duration of 3 seconds.

Furthermore, it delivers a burst of explosive damage to units caught in the effect. Explosion damage is inflicted exclusively upon units struck by the lightning bolt, rendering the explosion radius largely irrelevent for nearby units that were not directly targeted.

Notably, ranged units retain the ability to fire while under the effects of the stasis. Additionally, the Priest Staff possesses the capability to cure units in stasis. It's worth mentioning that shields do not provide protection against this weapon.

Though it lacks the ability to be swung, the tip of the Neon Stasis Storm can still inflict damage to units upon contact.
Minotaur Grab

## Statistics

###

Unarmed - Melee

###

130 - 260

###

2 s

###

130

###

1.5 WM

## Additional Statistics

###

1.05 s

###

500

## Usage

###

 170

###

The **Minotaur Grab** is a melee weapon from the Ancient faction. It is used by the Minotaur.

## Characteristics

The Minotaur Grab is a Fist modifier. It has a greatly increased damage and slightly increased cooldown period. Units will perform a much more powerful punch when using this weapon. It will also allow units to grab on to enemy units.

## Trivia

* Units with this weapon equipped will keep their forearms lifted.
Mining With Dynamite

## Unit Order

**Mining With Dynamite** is the first level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

A v-shaped formation of eight Miners appears in the center of Wobbly West town, with five explosive Dynamite Throwers behind them.

**Total units**:

5 Dynamite Throwers, 8 Miners

## Strategies

* Use 1 Swordcaster and 9 Squires.
* Use Musketeers In a very long range
Magnet Catapult

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

## Overview

The **Magnet Catapult** is a unit that was shown during the early 3.0 animation system videos it is most likely used for a joke but it's magnet ability might be used for a future unit.

## Appearance

The unit looks like a catapult with a magnet instead of a rock.

## Usage

The unit is useful when fighting units with metal weapons, as he can distract them while other units kill them.
Pike (Weapon)

## Pike

* Drop
* Non-drop

## Statistics

###

Polearm - Melee

###

###

N/A

###

N/A

###

8.5 WM

## Additional Statistics

###

1 s

###

1,575

## Statistics

###

Polearm - Melee

###

###

2 s

###

###

8.5 WM

## Additional Statistics

###

1 s

###

1,575

## Usage

###

 240

###

The **Pike** is a melee weapon from the Legacy faction. It is used by a unit with the same name, the Pike.

## Characteristics

The Pike is an extremely powerful weapon of exceptional long reach with average cooldown period; making it one of, if not the most powerful melee weapon in TABS. It inflicts the most damage when thrusted with the spear tip, and the least with the shaft. The variation used by the Pike, the Pike - Drop is a one use weapon, and will be discarded after hitting once.

## Appearance

It appears as a normal Late Medieval / Early Renaissance Pike, with the extra hook on the end to help with fending off Cavalry. It is about 1 Mammoth and a head long.

## Historical Information

This type of Pike was normally used in tight formations against Cavalry. The "Hook" was used to swipe and knock down the Horse. Its use was overall very similar to the Halberd.

## Trivia

* It is currently the longest reaching melee weapon in the game.
* It was first shown that the Unit would hold the Weapon in the air and when Enemies would get close they would start Spearing.
* It does a ton of damage considering how cheap it is (to spawn with the Pike).
* It's longer than a Mammoth.
* It is one of 3 (The other one is Flintlock and the dynamite) weapons that is dropped after an attack.
* When using the droppable pike in one hand with a separate weapon in the other, the other weapon will also be discarded once the pike is used.
M1A1-Thompson

## Statistics

###

Gun - Ranged

###

###

1

###

30

###

0.5 s

###

20 | ()

###

0.1 s

###

6 s

###

200 | ()

###

15 WM

## Additional Statistics

###

0.05 s

###

90 WM/s

###

25

###

2 s

###

2,000

###

###

5

###

0

###

0 s

###

15

## Usage

###

 200

###

N/A

The **M1A1-Thompson** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The M1A1 - Thompson is a submachine gun, a fast-firing weapon but lacking in damage. The weapon's high fire-rate can knock around and opponent, hindering their advance. However, the lack of raw power may prove problematic when facing groups, causing it to get overwhelmed easily.

The M1A1 - Thompson has a subpar effective range, due to its bullet spreading more the longer the distance. In addition, it has a clip size of 30 shots, which will require a reload after all shots has been fired. It takes a while for the weapon to reload, leaving it vulnerable during the timespan.

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 M1A1 - Thompson uses the same ammunition as the PPSh-41 in-game.
* Due to its reload time for each shot being faster than its warm-up, the first shot may fire two bullets at once.
* The game based the Thompson on the M1A1 variant, which is much cheaper to produce than the M1928A1 variant.
* The M1A1 - Thompson fires .45 ACP ammunition in real-life.
* It is more formally called the "Thompson submachine gun".
* It has many nicknames, such as the "Tommy Gun", "Street Sweeper", "Trench Broom" and a lot more referencing Chicago, for some reason.
Kar 98k

## Statistics

###

Gun - Ranged

###

###

1

###

5

###

0.15 s

###

150 ()

###

1.75 s

###

8 s

###

85.71 ()

###

35 WM

## Additional Statistics

###

0.9 s

###

90 WM/s

###

15

###

2 s

###

3,500

###

###

1

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **Kar 98k** (**Karabiner 98 kurz**) is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Kar 98k is a bolt-action sniper rifle, a decent weapon with long range and mediocre stopping power. It fires a moderately powerful bullet that can penetrate through multiple units, but at the cost of a slower fire-rate. It also creates a light but noticeable recoil when firing the weapon.

Having a very long range, the Kar 98k performs rather well from such distances. Its shots are decently accurate, albeit somewhat low. However, it only holds five shots in its clip, which requires a very long time to reload after firing all shots.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. And despite its bullet being capable of penetrating through shields, units behind the shield will be completely unscathed by it.

## Trivia

* The Kar 98k fires 7.92×57mm Mauser ammunition in real-life.
* Kar 98k, or *Karabiner 98 kurz*, literally means "Carbine 98 short"".
Ice Mage

* Red
* Blue

## Statistics

###

###

 650

###

120

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

None

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Early Access 0.13.0

## Characteristics

The Ice Mage possesses magic that can shoot icicles out of their hands. Those who are hit by these icy projectiles will temporarily get trapped in ice as well as having their hitpoints drained by the second.

## Unit Voice

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

## Appearance

The Ice mage uses the Wobbler unit base, they have long, white hair and icy particles around their hands. Their main attire is a long-sleeved undershirt, with the sleeves rolled back, some long overalls that appear to become a skirt, and a sash holding it together. Oddly, even though they wear boots, it only wears shorts, rather than pants.

## Strategies

### Usage

The Ice Mage is one of the best units when it comes to buying time for their team, because of their ability to freeze Units in ice. However, it has its drawbacks:

* For one, they aren't quite tanky enough to hold a prolonged fight.
* They aren’t the best at crowd control, either.
* It tends to struggle with extremely beefy units like the Pirate Queen.
* And most of all, they aren’t going to last against shielded units or ones that can deflect a lot of projectiles, like Shogun and Lady Red Jade.

## Changelog

 Early Access 0.13.0
* The Ice Mage was added to the game.

## Trivia

* When frozen in ice, a unit's momentum will be stopped. This means that if a dead unit is sent flying and then was frozen, they will just fall to the ground when they unfreeze.

## Gallery

The UI icon of the Ice MageUnlock picture
Hwacha (Level)

## Unit Order

**Hwacha** is the forth level of the Dynasty campaign in Totally Accurate Battle Simulator.

## Survey

There are three Samurai on the middle bridge with three more Samurai behind them in a row, followed with a row three Ninja.

In addition, there is one Hwacha present at the pagoda and the cherry tree shrine. The top Hwacha is guarded by six Samurai whilst the bottom Hwacha is guarded by five Samurai.

Total units: 17 Samurai, 3 Ninja, 2 Hwachas.

## Strategies

* Use Jarls, place 2 Jarls facing the hwachas and the 2 others in the middle to kill Samurais and Ninjas.
M2 Browning

## Statistics

###

Gun - Ranged

###

###

1

###

200

###

0.2 s

###

75 | ()

###

0.1 s

###

15 s

###

750 | ()

###

15 WM

## Additional Statistics

###

0.067 s

###

90 WM/s

###

15

###

2 s

###

3,000

###

0

###

5

###

0

###

0 s

###

15

## Usage

###

 1,500

###

N/A

The **M2 Browning** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The M2 Browning is a heavy machine gun, capable of pumping out streams of bullets for an extended amount of time. Despite using large-bore calibers, its bullets are weak in damage, relying on its high rate of fire and superb knockback to compensate for its lack of raw power. For a big and hefty firearm with considerable amount of bulk, it surprisingly lacks any recoil.

The M2 Browning also lets the user to lie flat on the ground and go prone when within range, though this is more or less for visual as it does not improve accuracy nor does it help the already nonexistent recoil. However, the weapon has a longer prone range than its shooting range. This makes units using this weapon stop and lie on the ground before they are actually within the weapon's shooting range, making it impossible to counter-fire units with longer range.

Limited to only fire at mid-range unless possessed, the M2 Browning's range is relatively short compared to its massive size. Its bullets also have a slight spread, denting its accuracy. One merit to the weapon however, is its incredibly large clip size, holding two-hundred shots, allowing it to discharge bullets constantly for a long period. Still, it is not infinite and will require an especially long time to reload its clip after drying it all up.

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 M2 Browning fires .50 BMG ammunition in real-life.
	+ The round is so powerful that it can easily damage light-armored vehicles.
* It is very heavy and is normally only fired from a tripod or vehicle mount.
* The M2 Browning was first designed in 1918.
* It entered service in 1933 and is still in use today, making it one of the longest-serving firearms in existence.

## Gallery

The left view of the M2 BrowningThe right view of the M2 Browning
Medieval (Faction)

## Medieval

An example of all of the units in the faction

Early Access

Full Version

The Medieval Faction (Formerly called the **Crusaders**)is the stereotypical medieval and crusader Unit, such as the swordsmen, the Archers and also the Knights, as well as simple artillery units including the Catapult. It is one of the 14 factions in Totally Accurate Battle Simulator.

The UI icon color of the faction is '*Forest-Green*'.

## Description

Although they offer some unique Units, such as the Bard (Which is a distraction Unit), they also have a healing Unit, the Healer, the second Unit to heal others (The first being a unit called priest which was scrapped), and a very early example of a support unit.

They are balanced, but most of the units are considered melee (The ones that aren't are Healer, Archer, and Catapult). This faction offers one of the most cost-effective basic infantry in the game, the Squire. The faction's name was changed from "Crusaders" to "Medieval" due to the faction being based mostly on medieval warfare (5th century to-early 15th century) instead of the crusaders, who came along in the exclusively 11th~13th century.

## Units

\***Hitpoints** is modified by the unit's size. For the unit's base hitpoints, please refer to their page.

## Gallery

Close Alpha ArcherClose Alpha catapultThiefFootmanMedieval concept artFlailFlail MasterFirst person modeCrossbow unitWobbly horse
## Trivia

* Many of the units in this Faction appeared as early as the TABS Pre-Alpha.
* The Ballista used to be in the Medieval Faction, however, it was moved to the Ancient Faction because the model which the Ballista is based on, the Scorpion, was made during that period.
* The Medieval faction, along with the Dynasty faction have the most secret units.
Minotaur Delivery

## Unit Order

**Minotaur Delivery** is the twenty-fifth level of the Dynasty campaign in Totally Accurate Battle Simulator.

## Survey

Two groups of seven Hoplites are guiding a singular Minotaur each, just to drop off at your army. How kind!

Total units: 14 Hoplites, 2 Minotaurs.

## Strategies

* Use 2 Monkey Kings and Firework Archers.
* 5 ninjas and 10 monks on the bottom
Khopesh

## Statistics

###

Sword - Melee

###

80 - 160

###

2 s

###

80

###

2.5 WM

## Additional Statistics

###

1.05 s

###

35

## Usage

###

 120

###

N/A

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

## Characteristics

The Khopesh is a sickle-shaped sword that can inflict moderate damage on its opponents. After an attack, it will have a short cooldown period before one can swing it again.

When close to the Khopesh's attack range, units equipped with it will skip a few steps to engage their opponents quicker. Units with it attack by striking it down at their opponents with the convex of the blade. Sometimes, they may swing the sword from side to side instead of the usual downward strike.

## History

The khopesh is an ancient Egyptian sickle-shaped sword that was originally designed to loop around the enemy’s weapon and pull it out of the enemy’s possession. It was designed in ancient Egypt for the pharaoh’s royal guard.

## Trivia

* The Khopesh was first shown off with a unique spinning jump kick; however, this isn't available as of the Full Version.
	+ This jump kick is still available in the game's files, however.
Longships

*This article is about the level Longship. For the unit, see Longship.*

## Unit Order

**Longships** is the twentieth and final level of The Introduction campaign in Totally Accurate Battle Simulator.

## Survey

The last level of this journey.

Eleven Brawlers in a left-arrow formation with three Longships following behind.

**Total units**:

11 Brawlers, 3 Longships
Neon Bolt Blaster

## Statistics

###

Gun - Ranged

###

###

1

###

8

###

0.15 s

###

150 | ()

###

0.2 s

###

2 s

###

750 | ()

###

15 WM

## Additional Statistics

###

1 s

###

90 WM/s

###

0

###

2 s

###

3,500

###

###

3

###

0

###

0 s

###

10

## Usage

###

 75

###

N/A

The **Neon Bolt Blaster** is a ranged weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

This neon pistol features a magazine with a capacity of 8 shots. However, its bolts are unable to penetrate through Shields.
Knight Shield

*This article is about the Knight's shield. For the Cavalry's, see Cavalry Shield.*

## Statistics

###

Shield - Melee

###

50 - 100

###

2 s

###

50

###

1.3 WM

## Additional Statistics

###

1.15 s

###

500

###

0.25x

## Usage

###

 170

###

The **Knight Shield** is a melee weapon from the Medieval faction. It is used by the Knight.

## Characteristics

The Knight Shield is a defensive weapon with amazing offensive capabilities as well. The shield will protect its user from any non-piercing or powerful projectiles. This includes: arrows, throwables and most bullets, as well as weak melee strikes. The Knight Shield's usefulness doesn't stop there, users will use it to bash their opponents with such incredible power they can send weaker units flying.

## Appearance

It has a grey thick outline and on the inside it is team-colored with a salmon-beige colored cross in the middle of it.

## Trivia

* As the Knight is larger than most units, the Knight Shield is too large for the average Wobbler to wield efficiently.
	+ It is recommended to have the shield bearer be at least 1.20x in size.
* The Cavalry Shield looks identical to this shield.
Lightning Bow

## Statistics

###

Bow - Ranged

###

###

1

###

1.2 s

###

###

8 s

###

###

1.5 WM

###

30 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

15

###

5 s

###

###

###

0

###

10

###

5 s

###

0

## Usage

###

 110

###

N/A

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

## Characteristics

The Lightning Bow is an electrified bow that shoots lightning arrows that can transmit lightning bolts that arc through multiple units. The conductibility of units depend on their weight. At 1.00x weight, the lightning can arc indefinitely, as long as there are units with the close by; against 4.00x weight the lightning struggles significantly to arc and is completely absorbed by units with 5.00x weight or more.

The arrow shot from the Lightning Bow does not inflict much damage though. However, as the lightning travels through multiple units, it can multiply and cause more damage the more it arcs. After releasing the arrow, the weapon will have to take a while to reload before it can fire another shot.

Units will using the Lightning Bow will draw it and release the arrow to their targets. The bow provides great attack range for the unit, and is well accurate until a target is at melee range, where its accuracy is completely dropped.

You can obtain the Zip Zap! Achievement with this bow, against a large group of weak targets.
Open Alpha

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

```
Not to be confused with the Pre-Alpha nor Closed Alpha

```

Note: this page is undergoing renovation, Therefore. Please do not edit the page.

## Overview

> The **Open Alpha** stage was the first version of TABS that was accessible to the public. The Open Alpha was not to be updated, so anything Neon related or after is not included. The Open Alpha brought many changes and general overhaul to the game. You could now place units directly onto the map, and factions were added, along with a multitude of new Units. A proved unit placer, which allowed you to place them directly onto the map and a different system that could handle more units being on a map at once. However, as of December 2nd, 2022, you can get it for free here.
>
>

## New units

* Headbutter (Alpha) (Now in Viking)
* Spearthrower (Alpha) (Now in Tribal)
* Taekwondo (Alpha) (Now in Secret)
* Ninja (Alpha) (Now in Dynasty)
* Samurai Master (Alpha) (Now Shogun and in Secret)
* Ninja Master (Alpha) (Now Sensei and in Secret)
* Barrelroller (Alpha) (Now in Legacy)
* Trump (Now Removed)
* Hillary (Now Removed)
* M16 (Alpha) (In Development/Unconfirmed, however its weapon can be found in the Unit Creator)
* Super Boxer (Alpha) (Now in Legacy)
* Super Peasant (Alpha) (Now in Legacy)
* Dark Peasant (Alpha) (Now in Legacy)

## Tweaked units

* The Archer (Alpha) was nerfed and its price was dropped from 70 to 60.
* The Ballista (Alpha) was nerfed so its blast radius was shrunk and it's price was dropped from 600 to 550.
* The Catapult (Alpha) was buffed so it could aim and its price was raised from 500 to 600.
* The Shield (Alpha) was buffed, with the buff it did more damage and it price was raised from 60 to 70.
* The Chariot (Alpha) has a Christmas-themed re-skin in this alpha, (along with the closed alpha,) and had it's price raised from 450 to 600.
* The Samurai (Alpha) swords are held in a different manner.
* The Hwacha (Alpha) was nerfed to be very inaccurate and it's price dropped from 650 to 500.
* The Cannon Crew (Alpha) has exploding cannonballs.
* The Barbarian (Alpha) was buffed and its price raised from 20 to 30
* The Farmer (Alpha) was buffed, plus its price raised from 20 to 30.
* The Boxer (Alpha)'s attack speed was increased and its price raised from 15 to 40.
* The Chicken Man's price dropped from 2000 to 1000.
* The Chicken Man Man's price lowered from 5000 to 4000 and units do not attack his Chicken Men any more.

## Maps

There are four different maps in this version those are listed below
Large Flail

## Statistics

###

Bludgeon - Melee

###

###

1.5 s

###

###

4 WM

## Additional Statistics

###

0.8 s

###

## Usage

###

 140

###

N/A

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

## Characteristics

The Long Flail is a long wooden pole with a spiked ball chained to its end. It is quick to swing and have a long reach. The weapon can deliver varying damage, amplified by its flail which can continue to inflict damage as long as it is touching the unit. This means a good swing with the flail can stack up the weapon's damage potential, making it much more powerful than the stats suggest. Highest recorded damage is roughly 500.

Units using the Large Flail will lunge toward their enemies when close, before giving a striking blow to their side. The weapon also has a shorter cooldown than most typical melee weapons.

## Trivia

* It has a smaller counterpart, simply called the Flail.
Pharaoh Kneel

This Ability is used by the Pharaoh or a custom unit. Every so often, the unit using this ability will be encircled by golden rays and make a golden circle in which weak enemy units will be forced to bow down to it, while draining its health(very little damage) and disabling its attacks. The amount the unit is pulled down is determined by the units weight and size. This ability does not stack.

### Gallery

A circle of Pharaohs attempting to make a Tree Giant kneel
Knife

## Statistics

###

Knife - Melee

###

250 - 500

###

1 s

###

500

###

1.5 WM

## Additional Statistics

###

0.6 s

###

10

## Usage

###

 90

###

N/A

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

## Characteristics

The Knife is very deadly and can cut through units like butter. This unrealistically lethal weapon can inflict incredible amount of damage quick and ceaselessly with its very short cooldown between attacks.

One setback of the knife is its length, shortening its attack range immensely. Units using the weapon will cut it downward at their opponents, followed by slices and stabs. Grazes from the knife will not injure anyone though; a full on hit from the blade is required to cause damage.

## History

In early periods in the West, no *special* kind of knife was used at the table. Men and often women of most classes carried a knife around with them for a great variety of tasks, from pruning trees to personal protection or eating at the table, and sometimes carried them in a *cadena*. It was only in the 17th century that hosts among the elite began to lay out cutlery at the table again, although at an Italian banquet in 1536 for Charles V, Holy Roman Emperor, it is recorded that each guest was provided with knife, spoon and fork, evidently a rarity.

The distinguishing feature of a table knife is a blunt or rounded end. The origin of this, and thus of the table knife itself, is attributed by tradition to Cardinal Richelieu around 1637, reputedly to cure dinner guests of the habit of picking their teeth with their knife-points.

Later, in 1669, King Louis XIV of France banned pointed table knives, insisting on blunt tips, hoping to reduce violence.

In any table setting, the blade will typically be the piece to bear the maker's stamp on the knife. The English city of Sheffield is noted for its manufacture of the cutlery, and many knives bear the city's name along with the maker's.

In the past the blades were typically of carbon steel, with handles of bone, wood or ivory, but many modern examples are now made from a single piece of stainless steel for both handle and blade.

A special type of a table knife is a knife with a "Buckels"-blade. It is also called the "Old-German-table-knife". These blades are usually very thin ground and additionally made of carbon steel. As a result these blades are extremely sharp and it is not necessary to use an additional knife with a serrated edge to cut through certain foods

## Trivia

* When equipped on the right hand, units will wield the Knife outside their hand.
* The Anglo-Saxon and Germanic version of this was called the *seax*, often over a foot long.
Honouring Their Champion

## Unit Order

**Honouring Their Champion** is the fourteenth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

In front of the great hoplite statue are 28 honourable Hoplites in a tight formation.

## Strategies

* Units with massive AoE like Bomb Cannon work pretty well to defeat this level, and groups of units with low AoE like Bomb Throwers works well too.
* Use crowd control units like Reaper.
Monk Staff

## Statistics

###

Bludgeon - Melee

###

18 - 36

###

1.2 s

###

30

###

2 WM

## Additional Statistics

###

0.9 s

###

250

## Usage

###

 30

###

The **Monk Staff** is a melee weapon from the Dynasty faction. It is used by the Monk.

## Characteristics

The Monk Staff is a staff used by the Monk. It is a blunt weapon, and does low damage, but can knock units down.

It is based off the bo staff which martial artists and real monks used and still use today.

## Appearance

Monk Staff looks like a wooden staff with iron braces at the ends.
Hoplite

* Red
* Blue

## Statistics

###

###

 180

###

100

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

None

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Early Access 0.1.0

## Characteristics

The Hoplite is a combination of the Sarissa and the Shield Bearer, and is a well balanced unit of the Ancient Faction. They are equipped with a spear and shield, giving them some protection and decent offensive options. Compared to the prementioned units though, the Hoplite's shield is much smaller, and their spear is half the size in comparison. Still, they work well in formations, and can overwhelm a big unit or ranged squads easily.

## Appearance

The Hoplite appears as a Wobbler wearing either red or blue muscle cuirass while holding an aspis (An ancient rounded shield used by the Greeks). In their left or right hands, they hold a dory (A spear used by Hoplites). They used to be all blue/red colored depending on the team.

### Clothes

HEAD

* Roman Crested Helmet 00
* Roman Beard and Hair 00

TORSO

* Roman Chest Armor 00
* Roman Shirt 01

FEET

* Roman Knee Armor 00
* Roman Sandals 01

## Unit Voice

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

## Strategies

### Usage

The Hoplite is a rather low costing infantry that can be a great main force of your army. Even though their HP isn't the greatest, they can be very versatile thanks to their shield and rather long melee reach.

Compared to the Sarissa and Shield Bearer combo, the Hoplite has less shield coverage and range. However, it costs less for a single hoplite (180 points) than for a Sarissa and Shield.

They can deal with ranged units and also weaker melee units or single units like a Jarl, but they struggle against hordes, Bosses and Siege which is why it's better to use Squires or even Farmers at some occasions. But still, they are a unit that can be used on multiple levels due to their both offensive and defensive capabilities.

## Trivia

* Hoplites were basic infantrymen used for defense or offense in ancient Greece.
* Before the Early Access they had everything colored based on their team. However now they have a orange breastplate no matter what team they're on. [Verification Needed]
* They are one of few units that had a Formation Bonus. Unfortunately, the formation bonus idea altogether was scrapped by Landfall
* In one of their previous versions of Early Access, they cost 170, 10 points less than the current day.
* Ironically, they are better at attacking with their shield than their spear.
* A single Hoplite is capable of killing 3 Squires, with difficulty.

## Gallery

The HopliteTotally Accurate Battle Simulator- Battle Formation BonusesTotally Accurate Battle Simulator- HoplitesTesting out the TABS command systemWe are the 300 Spartans!!!!A sketch of a hopliteUFOOld Hoplite running in Field.
Neon Elimination Edge

## Statistics

###

Sword - Melee

###

251 - 252

###

2.5 s

###

###

2.8 WM

## Additional Statistics

###

1,500

## Usage

###

 450

###

N/A

The **Neon Elimination Edge** is a melee weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

A big sword that can reduce units to atoms. It has an additional effect that consistently deals 250 damage with each hit, unlike other melee weapons that rely on collisions to deal twice their base damage (as specified in the code). The weapon still retains the collision damage stat, but it's set to just 1 damage.

## Trivia

* It is like a neon variant of the King's Sword.
Notes and Arrows Revenge

## Unit Order

**Notes and Arrows Revenge** is the twenty-second level of the Dynasty campaign in Totally Accurate Battle Simulator.

## Survey

Three Bards are seen on each side of the battlefield, with two rows of eight Archers and two Catapults behind the Bards.

Total units: 6 Bards, 16 Archers, 2 Catapults.

## Strategies

* Use Firework Archers and some Samurais in the front to distract.
Nunchuck

## Statistics

###

Bludgeon - Melee

###

60 - 120

###

2 s

###

60

###

2.2 WM

## Additional Statistics

###

1.2 s

###

100

## Usage

###

 30

###

N/A

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

## Characteristics

The Nunchuck are two wooden sticks chained together. It has the typical swinging speed as well as cooldown period. Whie the weapon does not show the same characteristics as most flails in the game, the two sticks can deal damage independently, making it is possible for to inflict double damage, though this happens rarely. Units using this weapon will wind up by swinging to the right before sending it forwards.
Necromancer Lantern

## Statistics

###

Magic Lantern - Ranged

###

###

1 ()

###

0.9 s

###

2 ()

###

4.5 s

###

0.88

###

15 WM

## Effect Statistics

###

5 s

###

100/s () | ()

###

0/s

## Additional Statistics

###

1.1 s

###

25 WM/s

###

15

###

6 s

###

200

###

###

0

###

0

###

0 s

###

15

## Usage

###

 550

###

The **Necromancer Lantern** is a Secret ranged weapon from the Spooky faction. It is used by the Necromancer.

## Characteristics

The Necromancer Lantern is a unique weapon that can resurrect slain enemy units into an ally Stiffy. Each attack with this weapon will cast two ghastly skulls toward any enemy unit; these skulls will direct toward the closest enemy unit even if not aiming at them. Upon impact, the skulls will drain the health of the unit at an incredible rate.

Upon death, the skulls will quickly absorb the slain unit and resurrect them. The resurrected unit will retain all their weapons from the previous life, but lose their abilities and armor; resurrected units will don the standard Skeleton Warrior or Skeleton Archer armor, depending if their main weapon is melee or ranged respectively. In addition, these resurrected units will only have 25% of their previous life's health.

## Appearance

It appears to be a Kerosene Lantern, team-colored, with a light wax colored candle. Its main projectile that it fires looks like a light blue, low-polygon skull, with a light blue aura, which also surrounds the Lantern.

## Trivia

* Stiffies like the Skeleton Warrior can also get "resurrected" by the Necromancer Lantern and converted to the lantern handler's team.
* Because of its Enrage ability, the Jarl will be a good counter.
* If the handler attacks their own team, the victim will still get resurrected, but stay at the same team.
	+ Big units appear to be immune to skulls fired by their own team members.
	+ The weapons will get replaced by the standard Stiffy's weapons. (This can be an advantage or disadvantage depending on the weapons.)

* When you make the lantern two handed it goes behind your back in the UC.
* If the resurrected unit is a custom unit the weapons they are using will not use custom projectiles if any are present.