Kampfinsel

Kampfinsel Handbook — How to Play & Wiki

Units & Military

We do not throw stones. We merely return the island's natural ammunition.

TL;DR: The barracks trains four different unit types.

- Each unit has a clear role: militia, defense, ranged or siege

- Troops cannot leave the island on their own -- they need ships

- On your own islands units have no upkeep costs, but combat losses are permanent; as reinforcements with others they cost wages


Training Troops #

Once you have built a barracks, you can train land units. Higher barracks levels shorten training time and unlock advanced units.

Small empires train faster: with only a few islands, training and shipbuilding run up to twice as fast -- more on this in the chapter "Your Island".

Troops cost half. You train all four units -- the catapult too -- at half price. The barracks already shows you the half price. Your points and your war value still count units at their full value; flotsam and wreckage from sunk ships and fallen troops follow the half price -- even for units that were built at the full price.

Training runs in parallel with building and research. You can build, research and train simultaneously. Once trained, units cost nothing to maintain on your own islands -- the investment is one-time. Stationed as reinforcements on someone else's island, they cost wages (chapter "Fleet Dispatch").

If you lost troops in a battle, you queue them again below the combat report with Rebuild losses -- as many as you can currently afford. More on this in the chapter "Combat".

Only one order is ever trained at a time -- but you may queue up to five in a row. They run strictly one after another, each for its full duration; the resources are debited the moment an order is queued, and canceling refunds nothing. If a waiting order is missing a prerequisite when its turn comes -- because the building took damage, say -- it keeps waiting instead of being lost.

Unlike a planned building upgrade (see "Your Island"), you pay here when you queue, not when the order starts.

The Four Unit Types #

Stone Thrower -- The Militia #

The stone thrower is the first unit you can train. Hastily recruited islanders armed with slings, holding the cliffs against the first wave. They are cheap but outmatched by other units in combat. Still, they are indispensable in the early phase and useful in numbers for defense.

Spearman -- The Backbone #

Spearmen are the solid core of your army. Their strength lies in defense -- they dig into the sand and form a shield wall against landing forces. Training requires a higher barracks and Spear research.

Archer -- The Specialist #

Archers are expensive ranged units with high attack power but weak defense. They excel in offensive operations but should always be flanked by sturdier units. To train them, you need the Main Building and Barracks at level 10 and Bow research at level 5. The Barracks shows you the prerequisites.

Catapult -- The Siege Engine #

Catapults are pure siege weapons — they can damage walls, harbors and the Main Building, not economy or supply buildings. They are extremely expensive and slow, but indispensable in the late game for serious offensives. Their direct combat value is low -- they always need an escort.

Carrying Capacity #

Each unit can carry a certain amount of resources when looting after a successful attack. Stone throwers and spearmen carry a decent amount, archers less so, and catapults carry nothing at all -- they are pure destroyers.

Strategy #

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