Militia

 is an offensive unit  which can produce either  Gold or 1 damage.

Strategy
 can provide you with either Gold or attack through its ability, giving you a measure of flexible attack. This makes it a good buy as a first attacker, since it will leave your opponent with two bad options: either lose an Engineer, or buy a Wall or other absorber that will not be immediately useful as you will then just take the gold instead of attack.

is similar to Steelsplitter in cost and damage, but lacks its Block ability. As such it can be thought of mostly as fulfilling the same role, a support unit not efficient enough to be the backbone of your offense by itself.

Having a couple of s available in the late game can help you take advantage of larger gaps in your opponent's defensive granularity, allowing you to reduce your damage output with benefit when it would just be absorbed anyway.

has very high health for its value, meaning it can be used as a breachproof attacker.

's ability is strictly inferior to Auride Core's, but the Core by itself doesn't provide attack.

Openings
Generally speaking, Militia should not be rushed; although it is good as a first attacker, it is still quite expensive for a single point of attack, and once you are over the absorb barrier you have the problem of being teched into an early Blastforge that will continue to buy inefficient attackers. Nevertheless, the openings below can be useful in some niche cases, such as games featuring Lancetooth or Drake.

Turn 3 Build

 * DD
 * DB
 * 1) DD

This opening, available to player 2, lets you produce and 2 Drones every turn from the 4th turn onward. As it is your first attacker you will likely force prompt defense, which will let you use its ability to your advantage.

There's a similar opening as player 1, 1/2 turn earlier but with one less Drone:


 * DD
 * DB
 * D

Replays
None yet.

Change log

 * May 23, 2015
 * Health increased from to.