DANKGAME Play

Shieldman

Painting of the Shieldman.

A wall. Put it where the enemy wants to walk.

Gold
28
Attack
5
Defence
8
Hit points
16
Damage
2–4
Speed
3
Range
–
Muster
16
Front rank
10

The Vale Host’s wall. Taunt forces an enemy standing next to it to attack it and nothing else, so a Shieldman beside your archers protects them twice: it blocks the path and it draws the blow. Brace makes it harder still to dent.

What the numbers mean

Keywords

Where to hire it

In Conquest, the Vale Host hire Shieldmen at the town’s Muster Yard (400 gold, 5 wood to build) and the Shield Hall dwelling on the map, 6 a week. In the quick battle it is bought in the draft, with gold only.

Against every other fighter

The game’s own strike preview on an open board, keywords on and no hero powers: a blow from the next tile, without a run-up. Damage and kills are the low and high roll; the swing back is what the target’s survivors hit back with.

A full stack of 16 Shieldmen strikes from the next tile at a full stack of each of the Peatholm
TargetSizeDamageKilledSwing back (yours lost)
Peat Cutter5021–421–39–18 (0–1 lost)
Reed Slinger3623–463–79–18 (0–1 lost)
Eelcatcher2421–421–39–28 (0–1 lost)
Stilt Lancer1420–401–223–39 (1–2 lost)
Bulltoad918–360–111–28 (0–1 lost)
Fen Lamplighter619–371–220–40 (1–2 lost)
Heron Rider420–400–127–57 (1–3 lost)
Shrineback318–35016–28 (1 lost)
A full stack of 16 Shieldmen strikes from the next tile at a full stack of each of its own people, the Vale Host
TargetSizeDamageKilledSwing back (yours lost)
Spearman4020–402–411–32 (0–2 lost)
Dire Wolf3022–442–419–37 (1–2 lost)
Archer2422–442–519–29 (1 lost)
Crossbowman1020–401–325–58 (1–3 lost)
Knight518–360–122–50 (1–3 lost)
Mage418–361–213–32 (0–2 lost)
Drake317–34030–53 (1–3 lost)

More: The Vale Host · Commander · All keywords

Play Draft Shieldmen in the quick battle.