recursal/Fanatic-Fandom huggingface dataset:
Light infantry

Light infantry is a type of unit in warbanner

Light infantry is largely used to provide support to line infantry, because of their bigger range, very high accuracy and high ranged damage, but their health is low so they must be placed behind other units for protection. multiple light infantry units advancing togehter often are able to destroy whole units of enemy line infantry if protected correctly, but there are other crazy ways to use this highly accurate snipers

### Strategy

The light infantry is often used with line infantry for protection and sometimes coupled with heavy riflemen, however, this units are more often to be seen in the battlefield than the heavy riflemen because of their high availability. their combination of high accuracy, ranged damage and range makes them very deadly, and can often end up the battle having killed multiple times their regiment size. this units are very useful against melee infantry and can turn the tide of a big line infantry battle. a crazy, but sometimes useful strategy is to spam regiments of light infantry with few or no cover from line infantry, they are so many that when the enemy line infantry gets close they will fastly get killed by the tons of accurate marksmen shooting at them, and due to their so high number, by the time the last one of them has shot, the one that shot first will already have reloaded and ready to shoot again, so your light infantry blob is protected all of the time, leaving no breathing room for the enemy, however, if the battle get to last very long, this troops can run out of ammo, and if you have gained no more deployment points to deploy anything else, its often game over, so use this tactic with caution

### Pros

1. very high accuracy
2. high ranged damage
3. long range
4. faster reload than other support troops such as heavy riflemen or mortarmen
5. good ammo reserve
6. low deployment point cost
7. high availability

### Cons

1. health is a bit low
2. low regiment size
3. really bad at melee
4. vulnerable to cavalry units
Heavy cavalry

The heavy cavalry is a type of unit in warbanner

the main adventage of this units is the speed, they can get fastly to anywhere on the battlefield, and despite being low in number, they are very strong in a melee combat, this units health and damage very often go higher than 100 in both of those aspects, they are especially useful charging at enemy troops that are specialized in ranged combat, like heavy riflemen, light infantry and of course, cannons, and used in big numbers they can even mow down enemy line infantry units (but will suffer heavy losses), they are very good at coming fastly to the battlefield and destroying enemy fortifications to get extra deployment points to your army, and weakening the enemy in the process

### Strategy

These units are often used to attack enemy flanks, or waiting for a gap to open between the enemy lines, when after prolonged fighting a gap opens on the enemy lines, multiple cavalry units can enter through that breach, and once inside, break formation, killing light infantry, heavy riflemen, destroying cannons and delaying or destroying reinforciments, similar to the blitzkrieg and Deep battle (being more similar to Deep battle in this case) in some way, but made entirely by cavalry and in the 18th-19th century...

These units could also be used as shock cavalry to attack the enemy line infantry, thing that will cause that one or more enemy infantry regiments (may need more than 1 group) are forced into melee and then they can be destroyed easily by a coordinated line infantry volley or other troops, opening a gap into the enemy defenses and leaving space undefended, this could either be exploited or used to free multiple regiments so they can be used elsewhere, so they can support nearby regiments, if needed, this could also be used to shorten the size of the front line and using the regiments that were holding those enemies back to encircle the remaining enemy force.

Heavy cavalry was a great choice for uniques during the era of AI sieges with battle glory. In the current state of the game they are not a recommended option for most as uniques. The reasons are: 1) PvP mostly requires more strength, 2) the equipment of them is very limited and way OVERPRICED.

### Pros

1. very fast compared to infantry (obviously)
2. very high health
3. very high melee damage
4. often impressive defense and/or evasion
5. can force an enemy to switch to bayonets/swords without taking more losses
6. possibly the best unit at exploiting gaps in enemy defense
7. same deployment points than line infantry, but if used correctly it can tactically cause much more damage to the enemy

### Cons

1. unimpressive ammount of men per regiment
2. most infantry have wall of bayonets perk and more men per regiment, so they will easely destroy the cavalry regiments
Events

events are some kind of campaigns in warbanner, they may last one or two weeks, this article will list the types of events available in warbanner

### Arena

this kind of event consists on attacking the defenses of other players to get points, with a few differences listed here

1. the revenge button wont come to messages, but to arena battle history, you can use it as much times as you want as long as you have attempts
2. he will not lose troops
3. he will not lose resources

if your town is plundered in arena mode you lose arena points and the attacker wins points, if you repel an enemy attack you get points and the attacker loses, if you have more points than your oponent he will win more points if he defeats you, and you will win less points in case of victory

### Team battle

when first entering this event you must choose a side to play, the event will offer many missions that can vary if you choose one side of another, by finishing a mission and winning, you will get event points for your team, along with your individual reward, at the end of the event, the team who has more points on a mission will win that mission reward, usually statues and NPC in this event are given when a player has got a set ammount of points for their team (example:2500)

### Campaign

this types of events give you missions that must be completed in order to reach the next one, sometimes they are unlocked all at once and other times they are unlocked after certain time has past, usually a statue or NPC is given at the last battle of this event types, sometimes you have attempts, either permanent or attempts that come back after set period of time
Imperial Guard

## Description

"The Imperial Guard (French: Garde Impériale) was originally a small group of soldiers under the direct command of Napoleon I, but grew considerably over time. It acted as his bodyguard and his tactical reserve, and he was careful of its use in battle. in 1804 the Guard numbered eight thousand men. By the time of Napoleon's invasion of Russia in 1812, it had swelled to just under 100,000 men. The guard recieved better payment, rations, and equipment, and all guardsman ranked one grade higher than all non-Imperial guard soldiers"

The Imperial Guard is one of the two national units of France, It is a good line infantry, its main adventages are its high health and melee damage, plus one perk that gives them 25 extra damage for 10 seconds upon inflicting damage to the enemy, they also have wall of bayonets perk that gives them increased damage against cavalry units, this unit is good in almost every aspect, but its accuracy isnt great compared to that of other line infantry, so it is a good idea to try to get them to melee attack as soon as possible

### Stats

Health: 110 points

Men per regiment: 26 men (national), 36 men (premium, seargent)

Melee damage: 69 points

Defense: 15 points

Accuracy: 42 percent

ammo: 5 bullets

Ranged damage: 50 points

Evasion: 9 points

Range: 25 meters

Reload: 6 seconds

### Perks

* Faith in victory: increase melee damage by 25 upon inflicting damage to the enemy
* Wall of bayonets: Defensive stance, in which your soldiers have 65% chance to inflict +50% damage to any cavalry

### Pros

1. Very high health
2. High melee, that goes even higher the first few seconds
3. High men per regiment
4. decent accuracy

### Cons

1. vulnerable to area damage
2. most national line infantry are better at dealing ranged damage
Survival battles

Survival battles are battles where your objective is to survive as much as possible, up to 5 waves, the reward increases with every wave, there is currently 2 types of survival battle, they reward pounds in high ammounts, with other rewards such as orders components and science, at start you are given some deployment points and then you are given more as you survive more waves, at the end of each wave, the troops ammo is refilled, the two types of battles are

## Hills

in this kind of survival battle you will fight against Prussian empire (if you are Prussia you will still have Prussia as enemy), its the easiest of both survival battles but its a bit less rewarded

### First wave:

The first wave has multiple regiments of line infantry, light infantry, and cavalry regiments, they come in varying numbers and position

### Second wave:

In the second wave, multiple regiments of Black corps premium infantryman and possibly chasseurs will arrive, varying numbers and position

### Third wave:

In this wave the attackers will include premium black corps, but also national regiments of Prussian grenadiers, along with regular cannons, varying numbers and position

### Fourth wave:

The fourth wave is a massive cavalry charge by Prussian Black hussars and other cavalry regiments, adviced to deploy infantry with wall of bayonets perk in front, varying numbers and position

### Fifth wave:

The fifth (and last wave) wave has all kinds of attackers, cavalry, grenadiers, black corps and many light infantry its the hardest of all, varying numbers and position

### Rewards:

45-65 pounds, 4-6 science, order components, some silver

## Plains

Plains is the second kind of survival, its harder but better rewarded, you fight against the Russian empire and if you are Russia the enemy will still be the Russian empire

### First wave:

some premium Preorazhensky and Semyonovsky regiments will attack, along with some regular troops

### Second wave:

more premium preobrazhensky and semyonovsky regiments will attack, less regular troops

### Third wave:

More premium troops spawn, cavalry will attack and some regular dragoons

### Fourth wave:

Russian premium dragoons will attack, along with many infantry (premium) and cavalry, they will bring Life guard grenadiers

### Fifth wave:

many Russian premiums of all kinds will attack, including Line infantry, cavalry, dragoons, grenadiers and light infantry, you may require orders at this wave to not get overwhelmed by the enemy quality and quantity, and its hard to hold them off with the amount of deployment points you get

Rewards: around 75 pounds most of the times, and a decent ammount of science, along with lots of order components

###
Requested pictures

hello people, this page in the wiki will be made for articles of troops that need pictures in combat, the objective of this page is to tell people what troops we need a screenshot of, prefferably firing, if we dont have any of this troops or they are too rare to put them on a siege :P but WAIT, im not trying to tell you to go and waste a basilisk in a siege yourself, what im trying to tell you is that when you have the ***opportunity*** to screenshot this troop in combat, no matter if its enemy or allied, firing with all or most of its soldiers at a time, ***without screwing your battle up***, please send me that screenshot so i or someone else can post it in the corresponding page :), or sometimes i just dont have any of the troop im asking for so i can do it myself, and sometimes its just hard to take a good picture of the needed troop :P

it dosnt bother me wasting cheap troops from time to time, so i will be able to provide pictures for most of the troops, when you got one of this screenshots please send it to me by kongregate private message, whisper or post it in the comments section of this page

for a troop to be here it dosnt need to have the article already, but it will make it easy to get pictures fastly for the troop page when it is made

(for melee troops they just need to be in battlefield, but the post prefferable picture for them, is with them having a melee combat, prefferably with some enemy dead guys killed arround them TLDR: with many blood)

here is the list of needed screenshots

1. bedouin
2. Registered cossack
3. Morliére's dragoons
4. Indians with tomahawks
5. Swedish pikemen
6. Headhunters
7. polish armor-clad cossack
8. Royal guardsmen
9. adlercreutz heavy riflemen
10. Infantry regiment fusiliers
11. Saxon line infantry (a good picture may be hard to get due to this troops having health lower than that of most line infantrymen...)
12. Loyal Lusitanian Legion
13. Bersaglieri
14. Confederate army snipers
15. Indian archer
16. black corps

that is all for now :) troops may get added and removed from this page, but remember what i said, when you have the ***opportunity*** dont just go running to the battlefield to see who brings the best pictures first and end up wasting this troops, as most of them are rare or expensive, unless you have a crap ton of them like i do with the troops of some of the pages i have posted already (if you already sent a picture but it is still here it may be because its planned to use more than 1 picture)

P.S. as you may have guessed from this article, YES, it is planned to make an article about every unit, with pictures, stats, adventages, disadventages and perks :), it might take a bit but we can do it, you can even do one yourself if you want, its hard to get used to the editor but after a few minutes it will be as easy as typing(literally) also, you can also send a message in kongregate to my profile to ask me if i got the picture of some troop, i might have it somewhere there! i could send it to you or edit the page myself, your choice
Sappers

The sappers technically arent considered a different type of unit in warbanner, but i think it is appropriate to make a separate article about it, as the game considers them melee infantry, and technically they are, but its widely considered that they have enough differences to be a kind of unit of their own, the main difference being that there is no sapper that dosnt carry with him the perk "sapper tricks" that allows them to ignore artillery damage almost completely, this allows them to cover most of the army from cannonballs, artillery, mortarmen explosive ammo and hand grenades, also sappers have a bigger regiment size than most other melee infantry

### Strategy

the sappers are often used to cover other troops at the start of battles where the enemy has a lot of splash damage dealing weapons, like cannons, but also from mortarmen, having the perk "sapper tricks" gives them high resistance to that type of damage, and often, if one or more groups manage to get behind enemy lines, and get to the fortified zone of the defending army (if used in a siege) they can be very effective, especially Brunswick sappers that have a perk that boost their damage against structures, and if they encounter a line and start a melee fight, use a bandage and defense order on them to keep them alive, that gives them chances even against the higher numbered line infantry, and often, one of the hardest things to counter in the game, can be an army of sappers with field doctors behind them, they can barely take damage at all, and if a large group of sappers (multiple regiments) advances with field doctors squads behind them, its unlikely that unless the enemy haves a lot of light infantry, heavy riflemen or dragoons, they will be able to stop the sapper horde easely, those are just a few ways to use this types of units, go out and experiment yourself! there is surely more ways to use this powerful units, also, another thing that distinguish them from the normal melee infantry is that they are actually fast

### Pros

1. very high health
2. high regiment size
3. very good melee
4. good at destroying structures
5. almost immune to artillery damage
6. very fast melee troops

### Cons

1. light infantry, heavy riflemen or dragoon spam will usually stop them fast
2. low availability
NPCs

NPC stands for non-player character, this characters are often given to players as a reward for completing an event, or getting certain ammount of points in it, there are two types of NPCs

### Permanent NPC

a permanent NPC is an NPC that will stay in your city forever giving a certain bonus, that could be by example

1. free troops every given period of time
2. a bonus to the stats of some unit
3. free orders or materials every given period of time

### Non-permanent NPC

a non permanent NPC is a non player character that will leave your city after given ammount of time, most of this can come from the tavern, they will give certain bonus for some time and then go, but events sometimes also offer them as a reward, and sometimes they will act like the permanent NPCs that give free troops every certain ammount of time, but this ones will go away

example: nikolay raevsky, hired in tavern, will boost troops training speed by 35% and will leave player's city after 30 days, costs 40 contracts, can be re-hired once he goes away
Diplomatic center

## The diplomatic center

the diplomatic center is a building in warbanner that will allow you to hire premium troops at the cost of contracts

### Availability

the troops in diplomatic center will have a max ammount of troops of that type that can be hired, this will refresh every 12 hours, the number may vary being by example only 1 and when it refreshes coming up with 5 of the same unit ready to be hired

### Troops available

the troops available will change very week, the number of troops that can be hired will be changed every 12 hours but the type of troop will stay there for a week, every week there is 10 different types of random (?) infantry and 6 types of cavalry that will spawn in diplomatic center, each with a different Price and availability (By example british greadiers might come 8 per 12 hours, for 4 contracts each while Brunswick sappers will come 1-3 (3 if lucky) every 12 hours with Price of 6 contracts)

#### Tabs

there are 2 tabs of units, one is for infantry and the other one is for cavalry, the one with infantry will contain 10 types of any soldier that fights on horse while the cavalry one will have 6 different types of either Dragoons, Uhlans or heavy cavalry
Melee infantry

if you were looking for the definition of a unit that has sapper on its name, click here sappers

Melee infantry is a type of unit in warbanner

the melee infantry are often somewhat low in numbers, but that flaw is often compensated by the fact that they have great melee damage and health stats, however, there is units, such as the polish armor-clad cossacks and the soldiers of the holy see that are incredibly (ridiculously) slow and that makes them really hard to use as something else than cannon fooder, however, they can surely be more than that if used correctly, even if its hard

### Strategy

this units are often used as cannon fooder, because of their multiple drawbacks and same cost than line infantry, that makes them hard to use correctly, but there are a few more uses, one good example is to place this troops in front of your line infantry, so when the battle starts they will clash with the enemy shock cavalry or other melee troops, most of the times being able to destroy them, preventing your soldiers from going into melee combat and opening a gap in your defenses, that said, we can notice that they can also be used like that against the enemy, but this will often be a good strategy only if you got many spare deployment points, a good thing, is that with their already high health and melee, even if fighting with a line infantry of more numbers, if you use a bandage or defense order on them, it will increase their chances to win the battle considerably, often crushing the enemy with few losses on your side

### Pros

1. high health
2. high melee
3. decent unit size
4. good at attacking fortifications

### Cons

1. slow most of the times
2. line infantry will win in a melee combat due to larger regiment size if left unsupported
Semyonovsky regiment 3-pounder gun

## Description

"3-pounder guns were used to fire to targets up to 200 meters away. Were used by the semyonovsky regiment for fire support" Unit description in the encyclopedia

the semyonovsky regiment 3 pounder gun is a very particular piece of artillery, (you can see it in the background of our wiki :P), what makes this cannon special is that it has a reload even faster than that of light infantry, being 4 seconds, it has 20 cannonballs to deliver to the enemy and as all premium cannons it makes a huge damage, it has a big range, and maybe not as much damage as the 12-pounder or the basilisk, but the reload speed of half the time will pretty much make up for it, making it effective against just about anything when protected correctly, their only vunerability being the artillery strikes or artillery bombardment...or cavalry charges if you leave a flank exposed, but not even that much, it may have a smaller health than other cannons but this cannon is smaller and its even harder for it to be destroyed by artillery, correctly used, this cannons are able to destroy whole regiments of massed line infantry in few time, however, as all cannons, they arent that common to get, so use this masterpiece wisely.

### Stats

Health: 144 points

number: 1 cannon

defense: 15 points

accuracy: 141 percent (it isnt clear how it works if the accuracy exceed 100% yet)

ammo: 20 cannonballs

damage: 190 points

evasion: 15 points

range: 81 meters

reload: 4 seconds

### Perks

Disorientation: 33% chance to stagger the opponent, reducing his reload speed

Contusion: 10% chance to stun the enemy regiment for 1 second

### Pros

1. extremely high range
2. extremely high accuracy
3. very health
4. 20 cannonballs
5. very high damage
6. very short reload speed

### Cons

1. small regiment size
2. lower damage than other cannons
3. vulnerable to flank
4. slow moving speed
Infantry regiment fusiliers

## Description

"Infantry regiment fusiliers were armed with fusils - smoothbore flintlock muskets, and constituted the main part of infantry in the Russian army for the first half of the XVIII century"

The infantry regiment fusiliers are powerful heavy riflemen units, they may not have the best ranged damage (its still enough to one-shoot 90% of the enemies you can find though) or accuracy (but the perk will upgrade this last one), but they have 1 big adventage, their reload time can be compared to that of a line infantryman, they have a huge range, the base range is 34, but with their second perk, they gain a bonus of 10, making it 44 meters, a good health and melee (not like it matters a lot in a heavy riflemen) and a good ammo reserve, but its mainly the reload time, ammo and damage what will help you, they fire much faster than other heavy riflemen units, they are farily accurate, have a good ammo reserve and one-shoot everything, this combined is often enough to make this soldiers kill arround 10 times their regiment size (140 guys) in a good battle, however, they dont come often so be careful when using them

### Stats

* Health: 83 points
* Men per regiment: 15 men
* Melee damage: 78 points
* Defense: 18 points
* Accuracy: 76 percent
* Ammo: 14 bullets
* Ranged damage: 178 points
* Evasion: 18 points
* Range: 44 meters
* Reload: 6 seconds

### Perks

* Eagle eye: increases range and accuracy by 10
* On hand: 25% chance to take second shot immediately after firing

### Pros

1. good health
2. high men per regiment
3. high melee
4. fast reload
5. decent accuracy
6. huge ranged damage
7. highest range on heavy riflemen
8. high ammo capacity
Brunswick sappers

## Description

"This volunteer corps formed within the Anti-Napoleon coalition formed by Frederick William, Duke of Brunswick-Wolfenbüttel in 1809. Brunswick sappers were armed with Sledgehammers and bayonets. The volunteers were nicknamed Black Legion, and their official designation came from Frederick William's successful operation which liberated Brunswick from the French in 1809. They used forest as a temporary shelter" Encyclopedia description about Brunswick sappers

The Brunswick sappers are the most common type of sapper, because they are the only ones to come in diplomatic center, costing six contracts each and appearing in numbers from 1 to 3, they have a high regiment size, high melee and health too, but their main adventage is that they have a perk that lets them ignore artillery damage, and in this game everything that does splash damage is considered artillery...so they are very good assaulting positions with cannons, mortarmen or both, as they will barely take damage from both, their second perk is also very good, explosive packcage, it lets them deal heavily increased damage against fortifications, making them perfect to assault enemy fortified positions, places with lots of mortarmen....or both!

### Stats

Health: 130 points

men per regiment: 27 men

melee: 90 points

defense: 9 points

evasion: 18 points

### Perks

Sapper's tricks: allows them to ignore 90% of the damage done by artillery

Explosive packcage: allows them to deal increased damage against fortifications

### Pros

1. High health
2. very high melee
3. perfect for assaulting fortifications
4. ignores 90% of the artillery damage
5. high men per regiment

### Cons

1. premium dragoons may kill them all before they can fight back
2. usually, despite their high melee and health, a premium line infantry can beat them in melee combat because of their lower men per regiment
3. if they attack a position with many sniper towers or light infantry, most of them may die before touching the artillery
Tax collector

The tax collector is an special building in warbanner

This building will bring one gold coin per level every day for free, the upgrade prices are pretty cheap and the upgrade time isnt too long, but for upgrading this building you will need taxation

### Taxation

the taxation technology in academy costs 200 science at level one, that is hard to get, and the cost goes up by 100 per level, but it will pay off after some time, the cost starts at 200 science at level one and goes up by 100 every upgrade, at 600 science it starts going up by 150 instead (?)
Zaporozhian cossacks

## Description

"Zaporozhian cossacks is part of the Ukranian Cossacks, who created in the XV - XVI centuries. a number of spontaneous military organizations and fortified settlements beyond the rapids of the Dniéper river and challenged the authority of neighboring states. subsequently they formed a separate military and state organization, which got the name of Zaporozhtsi, it comes from the location of their fortress, the Sich, in Zaporozhia" Zaporozhian cossacks description in encyclopedia

The Zaporozhian cossacks is a great line infantry in many ways, they are scattered so they are less vulnerable to artillery (but can be a bit harder to deploy them where you want at the start of a battle), mortarmen, etc, their health may not be as high as that of the black corps or imperial guard, but its decent, they have a huge accuracy, the highest of all line infantry troops in game (grenadiers dosnt count, a separate article will be made for those), they have a huge melee, good ranged damage, a good evasion, and their perks are great, one of them gives them double damage in melee the first time they attack, and the other is Cossack tactics, that gives them 5 extra damage (both melee and ranged) for every squad that also has this perk, and last but not least, they cost only 20 deployment points, making them probably the best line infantry in game, still, they dont come without a few drawbacks, they have only 3 bullets, a somewhat low defense and have 1 less soldier than most line infantry regiments, but still, they are a great line infantry

### Perks

* Attack! they will deal double damage in their first hit in melee (for a total of 160 damage)
* Cossack tactics: gives them 5 extra ranged and melee damage for every squad that has this perk

### Pros

1. decent health
2. very high melee (gets close to that of some cavalry)
3. extremely high accuracy
4. good evasion
5. high ranged damage
6. 20 deployment points only
7. scattered formation
8. if many of this troops or serdyuks are spammed, the second perk makes it possible to get the melee damage to arround 110 (one-hit-kill EVERY line infantrymen, even the ones with best health, remember grenadiers arent included), and the ranged damage to 80 (extremely high for a line infantry) with only 6 regiments

### Cons

1. this units are hard to find
2. 1 less men than most line infantry
3. 3 bullets only
4. 1 less meter of range than that of most line infantry (not much difference)
Troops quality

there are 3 kinds of troops quality

## Regular

troops that fall in this bracket are by example line infantry, not referring to the unit type, but to the troop itself that is called line infantry, simple units that every nation can train in their barracks/stable/artillery depot, they often have very, very low stats compared to premium troops, but they can serve as cheap cannon fooder if you have spare deployment points

## National

national troops are those that can only be trained by a specific nation, unless you paid science to level them up (not recommended if you play in kongregate.com not sure at Facebook) their stats are exactly the same, but they can be trained by you, the difference is the men per regiment, by example, while premium imperial guardsman has 36 men the national imperial guard, trained by French empire, has 26 men, or while premium black hussars have 12 men the national black hussars trained by Kingdom of Prussia have 8 men

## Premium

this kind of troops are the best troops in the game they have high stats (same than national but higher men-per-regiment) and one thing that distinguishes this kind of units from the rest is that they dont take any dwelling space, you can have a thousand of them without extra dwelling space, the gap between national, premium troops and regular troops is HUGE and unless you outnumber the enemy by a lot people should not even try to use regular troops against premium or nationals

## Seargent

the seargent troops are like the premium troops, with the difference of improved statistics, it may be anything, more ammunition, accuracy, health, range, etc, many of them can be got in your clan shop using diamonds, or using gold, altrought it is not recommended because of the expensiveness (IN GOLD) in some situations it may be useful, this troops should be used on hard battles where you have limited deployment points, they are rarer than premium troops, but they are more useful

## Veteran

Recently a new type of troops have been added, the Veteran troops, this troops have huge stats changes and in some troops it even changes the way they should be used, veteran troops can have a change in every stat, and one of the changes may include deployment points, the changes are very noticeable and they have 3 perks instead of the regular two, they might be got mainly from clan wars, getting a province, and then you will get some of them, plus one per day for free (along with the other stuff) and the ability to buy them for diamonds in diplomatic center (altrought its not recommended because its somewhat expensive)
Heavy riflemen

heavy riflemen are a type of unit in warbanner

this units are especially useful providing fire support, and can really make the difference on a battle if used wisely, what distinguish this units from the rest of this units in this game is that appart from having often a high accuracy, their ranged damage is often HUGE, half of the heavy riflemen regiments have a ranged damage of more than 200, meaning that if one of those happens to hit you, you are dead, and in the case of saxon musketers, who have 100% accuracy and 235 ranged damage, once you see one of those aiming to you, dont even try, you are already dead.

currently at kongregate this units are underrated

### Strategy

The heavy riflemen are best used with the cover of other troops like line infantry, they are somewhat rare, so they arent seen really often in battlefield, but not so rare either, especially saxon musketers (the most deadly of all) that often come in numbers of 5 in the diplomatic center every 12 hours when they spawn, costing 6 contracts each, they should be deployed behind the line infantry units to provide fire support, and are best used to attack premium troops, as attacking rebels or regulars with them is a heavy waste of ammo (you are using ~15% of the damage that bullet could have done) a good strategy is to tell the heavy riflemen to advance a few steps upon starting combat with an enemy, so they will have more enemies in range and less bullets will hit the same target, when they run out of ammo (often the battle is over before that) they are far less useful in melee combat, but they still can deal heavy damage in melee (most of them deal arround 78 damage per hit)

### Pros

1. high ammo capacity
2. long range
3. decent-good men per regiment
4. high melee
5. decent health
6. high accuracy
7. HUGE ranged damage

### Cons

1. long reload times for most of them
2. vulnerable to cavalry charges that will force them to go melee if not protected correctly
3. high deployment points cost (30 compared to line infantry 25 and light infantry 15)

one thing that is worth noting, is that the heavy riflemen is the only type of troop that you cant train a regular version of, there is only 1 national and 6 premiums, but unless you play with spain, there is no way to produce those
Rumble League

**Rumble League** is a free-to-play multiplayer online team-based top-down shooter developed by *Encom Studios*. It was first released for public testing on Google Play for Android devices, and is still undergoing development.

## Gameplay

*Rumble League* pits two opposing teams, each consisting of 5 players, to compete in an arena and that game mode's objective to win.

A varied cast of Superstars from all walks of life compete in the battle arena show named Rumble League. Objects pointing to its entertainment nature litter some of the arenas, most notably, the Dojo map where broadcasting equipment can be seen.

Characters, labeled as **Superstars** in-game, are controlled using dynamic joysticks that adapt to shifts of thumb position. Movement is controlled on the left-hand portion of the screen, while other actions like aiming, selecting and deploying attacks are performed via the right-hand portion.

The matchmaking system will match players against others of similar skill. At the end of each match, all players are rewarded with  Experience based on objectives finished (always the maximum if victorious), time played and MVP status. Players in the winning team are also awarded   Trophies which reflect their skill and standing on the leaderboards, while players in the losing team will either lose trophies or win a small amount, depending on which **Rank Tier** they're in.

The game uses microtransactions for purchasing diamonds and Rumble Coins, but Rumble coins can simply be earned for free either by continually levelling up superstars, completing tasks, or obtaining daily rewards.

### Under Construction

* number of Superstars
* Superstar personality
* announcer and audience

### Under Construction

* number of maps
* objectives
* fixed power up locations
Academy

The academy is a building in warbanner

The academy allows you to do research using science points, it contains 4 tabs: military, economic, orders and fortifications

### Military

the military tab allows you to upgrade your regular and national troops, however, this has serious drawbacks, it will make cost far higher and may even add new resources (example:line infantry level 2 starts costing Wood too), and even after that, all enemy units of the same type that bots spawn will have a higher level than usual too, it is unconfirmed if its equal, 1 or 2 levels lower than the player's infantry

if you play in kongregate.com this is ***NOT*** recomended (this may be worth leveling a few times only on national troops, on high levels such as 30-40, depending on your playstyle)

### Economic

this tab contains upgrades for your production buildings, storage capacity and special things below the town hall picture, and upgrades to reduce cost and training times of mainly military things in second page, taxation is located here

### Orders

this tab contains upgrades for your orders, every order will be able to be upgraded with an increase to reload speed and effect (by example damage)

### Fortifications

this tab contains upgrades that increase the stats of the fortifications defending your city, it is unknown if it will bring effects like making bots defenses stronger, this is not recomended for now if you play at kongregate.com
The Grid

**The Grid** is a Control arena played in either 3v3 or 5v5. The arena environment has an electronic and futuristic feel with orange and yellow dominating its color scheme.

## Control 3v3

The arena boasts two different control points, placed either on the eastern or western side of the map. Control points are surrounded by hazardous gaps with access only through its right and left where the common access possesses high barriers facing the opposite point and long low barriers facing the spawn, which gives an impression of a bridge.

In addition, the right point of each spawn has a small bridge access that goes up to the point. Thus, teams can always traverse much faster to the point to their right whenever they spawn. All gaps going towards the point can be accessed by  RISK's  Parkour,  Uzo's  Wristy Business, and  Hammer's  Atomic Touchdown with the only exception being the gap going from spawn towards the center bridge.

 Powerups are located on the left side from spawning and on the eastern side of the right control point, which is then mirrored per team.

* **Control points**: 2
* **Total hazards**: 4
* **Total powerups**: 4

Top view
## Control 5v5

The arena uses a somewhat geography as for the 3v3 version, with the control points and barriers relocated to accommodate for the introduction of a third control point. The east and west control points sit much further, hugging the arena wall. Both these points have access to the top, bottom, and towards the old location of the control point. Replacing them there are high barriers just sitting at the middle, with two high barriers also covering the gap facing the center access. A new control point is introduced on the middle of the common access from the 3v3 version.

The only hazards that are accessible by  RISK's  Parkour,  Uzo's  Wristy Business, and  Hammer's  Atomic Touchdown are the ones going towards the old location of the two control points.

 Powerups are located south of the right control point and on the left side of spawn, the latter being much closer to spawning players.

* **Control points**: 3
* **Total hazards**: 4
* **Total powerups**: 4

Top view
Vehicles

Vehicles are ways to get pets to far away locations quicker. Some have other uses too.

## List of Vehicles

    The Moteybike is a car vehicle that can glide. It is in the shape of a ladybug. Its speed level is %25.

## Notes

* The Moteybike was named when PoisonBubble123 (A wiki admin) mispronounced Motorbike.
* The Moteybike appears similar to a vehicle in Mario Kart 8 from the Super Mario series.
Mortarmen

Mortarmen are a type of unit in warbanner

this units are useful providing support to the line infantry, and what they are best at is at blowing large masses of men up, everything that has a mortarmen as his unit type will carry a hand mortar and of course do splash damage with it, their units are of arround 8 men, and they have always a very high ranged damage, they are horrible at melee, but no reazon we should see a mortarmen in melee unless he runs out of ammo if you protected it well, they are best used against big ~~blobs~~ concentrations of line infantry, and the kill count of this units almost always will be multiple times the size of the regiment itself, that is of about 8 men

### Strategy

as all troops that are especialized in dealing damage from range, the mortarmen need to be protected by line infantry, as they have an extremely low health, but if they are well used, the effects on the enemy troops will be huge, the explosive damage allows them to wipe out a whole line of infantry with a well placed volley, and if they are massed, possibly even more, there is not much to be said about this type of unit, because its basically to place them behind the line infantry and wait for them to blow the enemy up most of the times, but if the enemy haves sappers, it is a good idea to add light infantry or heavy riflemen to help the mortarmen with that, if you want something that will have the same speed as your mortarmen, otherwise a better choice will be dragoons, but remember that your grenadiers wont work too well against enemy sappers

### Pros

1. very high ranged damage
2. highly accurate
3. good ammo reserves (taking in count large reload time)
4. good range
5. good for destroying large concentrations of enemy line infantry

### Cons

1. low ammount of men-per-regiment
2. terrible melee
3. extremely low health
4. bad defense and evasion
5. long reload times
6. vulnerable to cavalry
Artillery

For artillery orders go to orders

## Description

The artillery is a troop type in warbanner

The artillery is a very powerful tool to have in your arsenal in this game, they are slow and dont come often, but when they are deployed in the battlefield, they are absolutely devastating, their damage is huge, they have splash damage and dont take relatively long to reload, they have a lot of cannonballs, health and their only weakness is probablly artillery and cavalry charges, oh, remember their drawback "they are slow" honestly, a cannon has so much range that barely needs to move at all, and the battle will 90% of the times be over before the cannon can run out of ammo, they can be even more devastating if placed in front of massed infantry, the splash damage will surely be devastating for them, over all, they may be low in numbers and dont come to battlefield often, but when they do they are killing machines (literally in some way), properly protected that is.

### Strategy

The artillery must be well protected when its in the battlefield, you dont want a cavalry charge to kill your precious cannons do you?

the good side is that it wont be in vain, this guns can usually destroy the equivalent to varios regiments of line infantry or destroy multiple fortifications before the battle ends/its destroyed/it runs out of ammo...but actually the battle ends before they run out of ammo even if you deploy them at the start, having a long reload time (with the exception of the powerful semyonovsky regiment 3-pounder gun, and the gatling gun, that cant exactly be considered artillery), and usually arround 20 ammo (with the exception of the gatling gun, that cant be exactly considered artillery, but not light infantry either of course, an article about it will soon be made), this cannons, apart from being able to blow up entire infantry regiments, their especiality is to take out fortifications, that will make life much easier for your troops AND will give you deployment points, the 12-pounder cannons are especially useful at this because of their combination of being double than normal, high damage and a perk that can potentially speed up reload time, the semyonovsky regiment 3-pounder isnt the best at terms of power, but its really short reload makes it perfect for converting regiments of line infantry into a pile of bodies, and the basilisk, well, can be used both ways

### Pros

1. very high ammo
2. usually they have ammo for the whole battle
3. really high damage
4. extremely long range
5. huge accuracy
6. good at destroying fortifications
7. very high health
8. excellent fire support tool

### Cons

1. slow
2. low regiment size
3. vulnerable to charges
Dominic

* Classic
* Suave

― **Dominic** in Hero selection | ”

 Dominic is a Hero of *Rumble League* who is always unlocked when players reach level two. Dominic boasts having the highest potential damage in the game, but possesses the lowest health.

## In-game Description

A jack of all trades who has been many things: hairdresser, military sniper, and stabbed.

## Skills

Additional Notes

Slows down  Dominic's movement speed while aiming.Will continually charge even when not aiming as long as  Charge Rifle is held.Can be fired without being fully charged.Cooldown ticks down upon firing  Charge Rifle.

Additional Notes

Prioritizes enemies in screen.Can charge  Charge Rifle while marking a target, but cannot aim until after.**Bug**: Mistakenly labeled as  Rose Shot in the related perks.

Additional Notes

Slows down  Dominic's movement speed while aiming.Pierces through enemies and obstacles.Destroys bushes in affected area.

## Skins

### Outfits

     * Default
* Bleu 1
* Bleu 2
* Green
* White
* Mellow Yellow

Suave Suit
  * Purple Pain
* Noir

### Weapon Skins

* Default
* Yellow
* Red/White
* Green
* Rumble Yellow
* Rumble Purple
* Rumble White
* Rumble Pink
* Paris
* Mech

## Trivia

* Previously, Dominic's ultimate used to be called **Heartbreaker**, which creates a black hole that sucks enemies towards it.

BeatrizDominicFluxHammerMeteor MikeRiskRoseTiger VarmaUzoYumiko
Rock Pumpkin

## Info

The Rock Pumpkin is an item obtained during the Halloween season. It is obtained in the Hunt for Punkin mini-game. %97 of pumpkins checked during the minigame become a Rock Pumpkin. All Rock Pumpkins will disappear when the mini-game is over.

## Concept Gallery

First concept of Rock PumpkinSecond concept of Rock PumpkinFinal concept of the Rock Pumpkin
Oswald El Conejo Afortunado Wiki

## Actividad reciente

El conejo más afortunado que hayas conocido tiene una gran historia en el mundo de la animación, que se remonta a hace 80 años con cortos originalmente creados por Walt Disney

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

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Lifeguard Grenadier Regiment

## Description

"Lifeguards Grenadier Regiment is a regiment in the Russian Imperial Guard" Lifeguard Grenadier Regiment description in the encyclopedia

The Lifeguards Grenadier Regiment have balanced stats for a grenadier, they have 8 men per regiment, so they arent as good as british grenadiers, but they are still a good Grenadier, they got a very high damage, and combined with the splash damage, they can clean whole lines of infantry with a single volley, their reload is faster than that of most other mortarmen, and probably their main adventage is that their range is bigger than all other mortarmen range, that being 36, as long as you keep them covered they will blow holes into the enemy line infantry regiments

### Stats

Health: 36 points

Men per regiment: 8 men

Melee: 22 points

Defense: 10 points

Accuracy: 88 percent

Ammo: 6 grenades

Ranged damage: 162 points

Evasion: 10 points

Range: 36 meters

Reload time: 8 seconds

### Perks

Explosive shell: 25% chance to inflict 50% more damage

Aimed shot: 15% chance that the next shot will inflict 35 more damage

### Pros

1. splash damage
2. high ranged damage
3. long range
4. relatively slightly faster reload time
5. decent accuracy

### Cons

1. low melee even for a grenadier
2. shares first place with British grenadiers on lowest health grenadiers