Army planning

Troop stacking explained: build a march you can test

Understand stack health, troop roles and capacity, then use a worked comparison to judge whether a formation earns more for its recovery cost.

Illustration of miniature troop formations, from light infantry to larger armoured units.

What a stack means

A stack is a group of the same troop type and tier in your march. Stacking means choosing the size and mix of those groups deliberately instead of filling the march with one favourite unit.

The practical aim is to give useful damage-dealing troops more opportunities to attack while controlling the price of the army. Extra groups are not automatically good: they can consume capacity and resources without improving the result.

Pick roles that suit the target

Guardsmen have bonuses against monsters; Specialists are aimed at player combat; engineers specialise in fortifications. Monsters and mercenaries add other options, and each unit's traits matter. Read the unit's target bonuses rather than assuming its tier makes it suitable for every fight.

Check the separate Leadership, Authority and Dominance limits in your selected march. Treat them as constraints on your plan, not instructions to fill every slot regardless of recovery cost.

Compare total health, not just troop counts

A common epic-stacking approach gives cheaper groups a somewhat larger total health pool than valuable groups. The intention is to make those cheaper groups absorb attacks first. Health calculations and target-specific traits can change that ordering, so confirm it in a real report rather than treating a ratio as a guarantee.

For a planning calculation, total stack health equals the number of units multiplied by their relevant health per unit. Use comparable values from the same setup, including applicable bonuses; do not mix one unit's base stat with another unit's boosted stat.

Hypothetical numbers: these do not represent a named troop, tier or recommended army.

Example stackUnitsAssumed health per unitCalculated health pool
Lower-cost group A19810019,800
Higher-cost group B10018018,000

If A had only 100 units, its pool would be 10,000. Increasing A to 198 changes the relationship between the pools. That demonstrates why equal unit counts are not equal health; it does not prove that A will be selected first against every enemy.

Why copying a 2:1 ratio can fail

Doubling a lower tier is a rough starting heuristic, not a universal formation. Your health bonuses, available capacity, enemy traits and troop selection may differ from the player who shared it. Adding every unlocked tier can also squeeze out units that would contribute more.

Start with a small formation you can afford to test. Add a layer only when you can explain its purpose and the report shows a useful overall result. If a stack disappears early, check whether it protected something valuable before deciding it was wasted.

Initiative is a separate question

Initiative determines which side acts first, with a random first strike when initiative is equal. Do not treat stack health as a replacement for initiative. Different opening strikes can produce different results from otherwise similar armies.

Review the sequence in the Journal and compare several affordable attempts where practical. An enemy already weakened by other attacks is not an identical test target.

Annotated comparison: damage versus recovery

Teaching example only: these are invented report totals, not screenshots or results from a player account. Both rows assume the same recovery currency and comparable targets.

ExampleDamageSilver recovery billDamage per SilverInterpretation
Formation A12 million2 million6Lower total damage, better ratio
Formation B15 million3 million5Higher total damage, worse ratio

B produces 25% more damage but costs 50% more to recover. A would be the better option if your aim were damage per Silver. B could still fit a different objective, such as reaching a time-limited threshold, if its extra cost is acceptable.

Do not add Gold, potion and Silver together as if they were the same currency. Track each separately. If your goal is Valor, Experience or event progress, replace the damage column with that reward and repeat the comparison.

Make one change and keep the report

Record the target, leader, troop counts, major bonuses, attack sequence, rewards and recovery bill. Change one stack size, then compare. After a substantial troop or Captain upgrade, test again rather than assuming the old balance still applies.

Use Read your battle reports for the review process and Captain loadouts to rule out a bonus mismatch. For target-specific restrictions, check Heroics formations or Runic raids.

Check current requirements in-game before committing troops or resources.

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