“ | For honor and glory! | ” |
The Militia Barracks is a Level 1 Melee Tower. It spawns three militia which block and attack enemies. The tower is the same in both Kingdom Rush and Kingdom Rush: Frontiers, with only a change in appearance. They regenerate 5 HP per second when not in combat.
Overview[]
Trains militia, tough soldiers that block and damage your enemies.
Militia are the most basic soldier available, merely civilians with very little training, armor, and weapons. However, with additional tower support, they can hold their own against even a much larger army. They can fall pretty quickly to Orcs, so it appears that they aren't as tough as the tower description says.
Range[]
Strategy[]
- Try to place barracks near choke point or places where many towers can hit the enemies stalled by your soldiers. Due to the low cost of a barracks, it can sometimes pay off to build a lot of these towers in the back to stop an enemy breakthrough in an emergency.
- It can be effective to let your militia evade some tougher enemies in favor of blocking less powerful ones. Dead soldiers provide no benefit to their supporting towers. Bandits are notorious for making short work of your level 1 soldiers, so do not use militias to block them.
- By putting the rally points of two barracks at the same place, the two teams of soldiers will engage an individual powerful enemy as a group, inflicting more damage and taking less damage. Do not use this tactic against enemies with area attack capability (Yetis, Magma Elementals, ...) since those can damage all soldiers at once, able to kill them quickly.
- The damage of the militia is the lowest of any tower; support is vital to winning the game!
- The barracks should be upgraded soon after any upgrading any supporting towers, as soldier survivability will otherwise not keep up with the quality of the enemies in later waves.
- Upgrading barracks replenishes the troops and the HP of existing soldiers immediately, use it as an advantageous stalling if you need to.
Strengths[]
- In terms of defensive capabilities, militia can only deal with the most early waves consisting of Goblins, Orcs or Wulves. The barracks soldiers might be able to take out a goblin or two by themselves, but it is best to rely on other towers for the offence.
Weaknesses[]
- Almost every enemy higher ranked than Orcs will make short work of your militia. Some strong ones are even capable of taking out all 3 soldiers in one hit from afar. Also, ranged enemies and flying monsters simply pierce through or fly over your blockade.
Additional Stats[]
Kingdom Rush[]
- Kingdom Rush Toughness Training and Endurance Training gives +5 health respectively, up to total +10 health.
- Better Armor increases their resistance against physical attacks with 10%
- In total with all upgrades, their EHP* is 66 points of physical damage per soldier (3 soldiers equals 198 EHP)
- Gold spend per EHP (for all 3 soldiers) is 0.35
Kingdom Rush: Frontiers[]
- Kingdom rush: Frontiers Boot Camp gives +5 health
- Defensive Stance and Veteran Squad give +10% armor for a total of +20%
- In total with all upgrades, their EHP* is 68 points of physical damage per soldier (3 soldiers equals 204 EHP)
- Gold spend per EHP (for all 3 soldiers) is 0.34
Note: Effective Hit Points = how much damage a unit needs to take before dying.
Related Upgrades[]
Kingdom Rush[]
- Toughness Training (1 Star)
- Barracks train soldiers with more health. (+10% health)
- Better Armor (1 Star)
- Barracks train soldiers with improved armor. (+10% armor, percentage points)
- Improved Deployment (2 Stars)
- Improves rally point range (by 20%) and reduces soldier training time.
- (Respawn time is reduced by 3 seconds for Holy Order, and by 2 seconds for the others.)
- Improves rally point range (by 20%) and reduces soldier training time.
- Endurance Training (2 Stars)
- Barracks train soldiers with even more health. (+10% health, stacks additively for 20% total)
- Spiked Armor (3 Stars)
- When attacked, soldier's spiked armor return a 10% of the damage to the attacker. Spiked Armor also affects Reinforcements and Heroes. (dealt as True Damage)
Kingdom Rush: Frontiers[]
- Defensive Stance (1 Star)
- Barracks train soldiers with better armor. (+10% armor, percentage points)
- Boot Camp (1 Star)
- Barracks train more resilient soldiers. (+10% health)
- Esprit de Corps (2 Stars)
- Increases barrack rally point range (+20%) and healing rate (+20% per second).
- Veteran Squad (2 Stars)
- Soldiers are trained faster and with improved armor. (-2 seconds of respawn time, +10% armor, stacks additively)
- Courage (3 Stars)
- While in combat, soldiers, mercenaries & reinforcements regenerate 1% HP per second. (also works out of combat)
Quotes[]
- "For honor and glory!"
- "For the king!"
- "Have at thee!"
- "Charge!"
Trivia[]
- "For the king!"
- A quote made by a Knight unit in Warcraft III
- "Have at thee!"
- The shield and swords in the top of the tower could be a reference to Armor Games, the flash distrubuter of Ironhide Studios.
- These names are used in both Kingdom Rush and Kingdom Rush Frontiers.
- Allister
- Altair
- Alvus
- Arthur
- Bomb-Squad Phil
- Borin
- Bryce
- Dan McKill
- Danger Douglas
- Egbert
- Eldon
- Garrett
- Godwin
- Gordon
- Hadrian
- Henry
- James Lee
- Jar Johson
- Jerold
- Kelvin
- Lando
- Maddox
- Martin
- Peyton
- Ramsey
- Raymond
- Robert
- Robin
- Rulf
- Sawyer
- Silas
- Simon
- Stuart
- Tanner
- Thomas
- Usher
- Wallace
- Wesley
- Willard
- William
Towers • Kingdom Rush | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Rangers Hideout • Musketeer Garrison • Militia Barracks • Footmen Barracks • Knights Barracks • Holy Order • Barbarian Mead Hall • Mage Tower • Adept Tower • Wizard Tower • Arcane Wizard • Sorcerer Mage • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • Big Bertha • Tesla x104 |
Special | Sylvan Elf Hall • Sasquatch • Sunray Tower |
Towers • Kingdom Rush: Frontiers | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Crossbow Fort • Tribal Axethrowers • Militia Barracks • Footmen Barracks • Knights Barracks • Assassin's Guild • Knights Templar • Mage Tower • Adept Tower • Wizard Tower • Archmage Tower • Necromancer Tower • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • DWAARP • Battle-Mecha T200 |
Special | Legion Archer • Mercenary Camp • SCUMM Bar • Pirate Cpt. • Spear Maiden • Dwarven Bastion • Dwarf Hall • Pirate Watchtower • Shrine of Regnos • Dark Forge |
Towers • Kingdom Rush: Origins | |
Standard | Hunter Arbor • Watcher Arbor • Sentinel Arbor • Arcane Archers • Golden Longbows • Defender Barracks • Warden Barracks • Ranger Barracks • Bladesinger Hall • Forest Keepers • Mystic Dais • Arcanist Dais • Eldritch Dais • Wild Magus • High Elven Mage • Stone Circle • Boulder Circle • Menhir Circle • Arch-Druid Henge • Weirdwood |
Special | Awok Hut • Gryphon Rider • Faery Dragon Aerie • Gnome Garden • Dragon Nest • Young Beresad • Renegade Post • Bastion |
Towers • Kingdom Rush: Vengeance | |
Standard | Shadow Archers • Orc Warriors Den • Infernal Mage • Rocket Riders • Dark Knights • Melting Furnace • Specters Mausoleum • Goblirangs • Bone Flingers • Elite Harassers • Orc Shaman • Grim Cemetery • Rotten Forest • Blazing Gem • Deep Devil's Reef • Wicked Sisters • Swamp Thing • Shaolin Temple • Ignis Altar • Goblin War Zeppelin • Sandworm Hollow |
Special | Troll Mercenaries • Spider Nest • Caravan • Ancient Sarcophagus |