Warfront Unit Guide: 12 Units and 4 Heroes | Playgridia
This Warfront unit guide puts the whole roster on one page: twelve recruitable units and four hero commanders. Because damage is deterministic, these numbers are not estimates, they are the rules — sending the right unit at the right target is the game. The barracks line trains infantry; the castle line trains cavalry, siege, flyers and armour.

The whole roster in one table
| Unit | Cost | HP | Atk | Def | Move | Range | Trained at | Age |
|---|---|---|---|---|---|---|---|---|
| Swordsman | 100 | 10 | 5 | 2 | 3 | 1 | Barracks | I |
| Spearman | 150 | 10 | 5 | 3 | 2 | 1 | Barracks | I |
| Archer | 200 | 8 | 5 | 1 | 2 | 2–3 | Barracks | I |
| Standard Bearer | 220 | 9 | 3 | 2 | 3 | 1 | Barracks | I |
| Field Medic | 260 | 9 | 2 | 2 | 3 | 1 | Barracks | II |
| Musketeer | 250 | 9 | 7 | 1 | 2 | 2–3 | Barracks | III |
| Cavalry | 300 | 12 | 7 | 1 | 5 | 1 | Castle | I |
| Catapult | 450 | 6 | 9 | 0 | 2 | 2–4 | Castle | I |
| Gryphon | 300 | 10 | 7 | 1 | 6 | 1 | Castle | II |
| Dragon | 600 | 12 | 8 | 2 | 4 | 1 | Castle | II |
| Cannon | 550 | 7 | 11 | 1 | 2 | 2–4 | Castle | III |
| Tankette | 800 | 16 | 9 | 5 | 4 | 1 | Castle | III |
The counter web: the right unit hits 75% harder
Against a target you counter, damage is ×1.75; against one that counters you, ×0.6. The counter-attack comes back at 75% strength too, so a bad trade is paid for twice.
- Swordsman beats the spearman and folds to cavalry and the tankette. It is the cheapest flag-raiser in the game.
- Spearman skewers cavalry and a diving gryphon; it loses to swords and arrows.
- Archer is strong into gryphon, dragon and spearman but cannot shoot an adjacent enemy (range 2–3).
- Cavalry hunts archers, catapults, swordsmen, musketeers and cannons; it melts against spears and armour.
- Dragon burns ground armies and siege engines — watch for gryphons, archers and musketeers.
- Tankette crushes all infantry and cavalry; the answers are the cannon and the dragon.
The cavalry charge is its own rule: move 3 or more tiles and then attack in the same turn and the damage becomes ×1.3 and the horse gets a second action. Never give it the run-up.
The air rule is strict, not soft
There is no "good against fliers" here. Either you can hit air or you cannot.
- The Gryphon can attack ONLY flying units. It cannot touch a catapult, an infantryman or a building — it is a dedicated dragon hunter and nothing else.
- Swordsman, Cavalry, Catapult, Cannon, Tankette, Standard Bearer and Field Medic cannot attack a flying unit at all, and cannot even counter-attack one that hits them.
- Flyers spend 1 movement per tile (water and mountain included), get no terrain defence bonus, cannot capture buildings and can never land on a wall.
So your anti-air is the Spearman, the Archer and the Musketeer; if you specifically need an answer to a dragon, the Gryphon is the cleanest one.
The support line and veterancy are one idea
A unit banks a star at 1, 3 and 6 lifetime kills, and each star writes +1 attack and +1 max HP straight onto that unit, up to three stars. The support line exists so that keeping a starred veteran alive is a plan rather than a wish:
- Standard Bearer: every friendly unit beside it gets +1 attack. It does not stack with a second bearer, and it barely fights itself (3 attack) — it is a bonus that marches with the army.
- Field Medic: heals every adjacent friendly by 3 at your turn start. That is what brings a three-star swordsman home.
On top of that, any unit starting its turn beside one of your own buildings recovers 2 HP, and villages heal the friendly unit standing on them.
War machines: raze, then storm
Cavalry, catapult, cannon, dragon and tankette cannot raise a flag — but they can raze an enemy building to neutral, cutting off its income. That is economic raiding. Once a razed building is battered down to within an infantry unit's HP, that infantryman takes it outright in a single action: the machine softens, the footman storms. Catapults hit walls at ×2, cannons at ×2.5, tankettes at ×1.5. Levelling a headquarters does exactly what capturing it does: that seat is eliminated.
Gunpowder changes the roster
At Age III the Musketeer replaces the Archer and the Cannon replaces the Catapult, and the castle unlocks the Tankette. A replaced unit leaves the recruit sheet, but the ones already on the field keep fighting — you do not lose your three-star archer.
The four hero commanders
| Hero | HP | Atk | Move | Skill | Charge |
|---|---|---|---|---|---|
| Warlord | 24 | 9 | 3 | Whirlwind: 8 to every adjacent enemy | 3 turns |
| Archmage | 17 | 6 | 3 | Meteor: 11 to an area at range 4 | 3 turns |
| Ranger | 18 | 8 | 4 | Arrow Volley: 7 to an area at range 4 | 2 turns |
| Sky Marshal | 18 | 8 | 5 | Inferno: 9 to an area at range 3 | 3 turns |
You pick your hero in the room, and that pick also claims your army colour — there is no separate colour picker. Warlord and Ranger can capture buildings; the Archmage and the flying Sky Marshal cannot, though both can raze. All four can attack air and all four are neutral in the counter web.
And the rule that matters most: if your hero dies, you are out. Not shaken — eliminated, with every unit you own removed from the board. That is why the hero has the best stat line in the game and still belongs behind your army, not in front of it.
Turn order, economy and the tower victory are covered in the Warfront strategy guide; for the genre context, see our turn-based war games roundup. Play Warfront free.
Frequently Asked Questions
How many units are there in Warfront?
Twelve recruitable units and four hero commanders. The barracks train the swordsman, spearman, archer, standard bearer, field medic and musketeer; the castle trains cavalry, catapult, gryphon, dragon, cannon and tankette.
What stops a dragon?
The gryphon, the archer and the musketeer. The gryphon can attack only flying units, which makes it a dedicated dragon hunter. Swordsmen, cavalry, catapults, cannons and tankettes cannot attack a flyer at all and cannot even counter one.
Which units can capture buildings?
Only foot units: swordsman, spearman, archer, musketeer, standard bearer, field medic and two of the heroes (Warlord and Ranger). Cavalry, siege, flyers and armour cannot raise a flag, but they can raze an enemy building to cut its income.
What do veteran stars do?
A unit earns a star at 1, 3 and 6 lifetime kills. Each star adds +1 attack and +1 max HP to that specific unit, up to three stars. That is exactly why the field medic is worth its gold: it makes keeping a starred unit alive realistic.
What happens if my hero dies?
You are eliminated. Your seat leaves the match and every unit you own is removed from the map. In team mode your side continues only through the surviving allied commanders.