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Description[]

The Templar knight is the successor of the knight. Its attributes make them pretty much the same devastating unit as before: their high attack and health make them walking powerhouses on the battlefield, even contesting the Lord in combat capabilities.

Without a doubt the strongest unit in the game, second only to the Lord himself. It's basically an upgraded version of a Swordsman - it has even greater durability and can deal more damage. This unit is not threatened by almost anything in the game - even enemy Crossbowmen will have to fire hundreds of belts to take a single one of those tanks, while Archers are completely ineffective. Even Tower Ballistas won't change that fact - they would be able to kill a small group of them, but they won't be able to keep with a larger group. Unless the enemy floods you with troops, the only thing that can fight on equal grounds is another Templar Knight or the Lord itself.

Templar Knights have the same flaw as their 'cheaper' version, Swordsmen - movement speed. It can be nullified by building a stable and mounting the Templar Knight. Each Templar Knight can mount a horse, making this unit several times more deadly and eliminating the only flaw it had. The only real drawback of this unit is the recruitment cost - it's gigantic and you won't be able to recruit a lot of those units, until you've established a really strong economy.

When mounting a horse from the stables, they become a frontline charger and spell doom on any disorganized formation. Their cost is very high though: they require a mace, metal armour and lots of gold.

The templar knight cannot attack buildings while on horseback.

Knights require a free peasant from the campfire, 1 mace and 1 metal armour with a sum of 200 gold to recruit.

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Stronghold Crusader 2 Units
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