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Note: This page is about the summary of all fast units.

Fast units (Fast Unit) are part of a military unit class that have the highest speed compared to other same age units. (The exception is the Drone Swarm). A notable skill they possess is Flying.

Usage within each Age[]

Bronze Age to Industrial Age[]

Up until the Progressive Era, Fast Units are usually the third unlocked units. They have mediocre stats compared to other same age units, and they possess bonuses against ranged units but no terrain bonuses. Due to their very fast movement as well, they are also very good at taking out artillery units as well, but they struggle against light units, as they have bonuses against fast units, and they have similar problems against Heavy Units, as they have very high defense, which makes the fast units weaker in the fight.

A combination of 8 fast units, or 1 or 2 fast units and the rest rogues can be used. This combination is very useful to attack enemy units with ranged units and/or artillery units with little light and heavy units, though one must be cautious, and hold the fast units just out of enemy ranged units' range, as they can do a lot of damage to the fast unit, especially as the AI will move the fast units within their range, and allow a lot of unnecessary damage to be dealt.

Fast units are able to also selectively attack certain units on the battlefield as well, as their great movement allows them to easily manoeuvre around the battlefield, despite their inability to travel through rocks. They are also able to reach the other side of the field in two moves as well (unless there are many rocks).

Progressive Era to Tomorrow Era[]

In the Progressive and Modern Era, there is a significant change in class bonuses: they have bonuses against ranged units, on par with light units, but heavy units will have massive bonuses against them. Artillery will also have bonuses against them, though their weak stats along with the very good movement and range of the fast units does make the match-up rather questionable. They are best deployed as long as the enemy does not have heavy units, as they are the biggest threats to them in these eras. Like previous fast units, you should control your fast units to not move into enemy range, or you risk taking unnecessary damage.

From the Postmodern to Tomorrow Era, fast units get a good increase in movement and range as well as the Flying ability, which makes them exceptionally useful and strong as they can rush in and attack on the first turn, especially if used as armies of 8. Class bonuses change once again: now they have bonuses against light units and against artillery units. However, ranged units will have massive bonuses against them as well as a Contact! ability, proving the fast units very weak against them, and heavy units will also gain defensive skills which limits the fast unit's effectiveness against them. One notable fast unit is the Combat Drone, as they have the longest range and fastest movement of Flying units, which makes them extremely useful.

The Future Eras[]

From the Future to Virtual Future, the fast units do become rather quirky and off-trend, and their individual pages may give them a much better explanation.

The Space Ages[]

In the Space Ages, the Fast units will then have the Keen Eye ability as well as the Flying ability, and they are extremely useful in these eras, especially as armies of 8, as they are able to launch attacks against enemy units on the first turn, dealing significant damage before enemy units can even start to move. (The exception to this is the Hover Hammer). Furthermore the fact that they cannot be attacked by artillery units also makes them very strong, though they do have some difficulty against certain units that have offensive or defensive capabilities that may hinder their effectiveness.

Unit Properties[]

HorsemanMountedWarriorHeavy CavalryKnightHeavy Knight

DragoonLancerArmored CarMechanized Infantry IFV

Attack HelicopterCombat DroneDrone SwarmRecon RaiderHydroelectric Eel

GlidersWarrior MonkSentinelHover HammerEnergy Cannon

Abyssal GliderPermafrost Drone

Age Name Properties
Att./Def./Rg./Spd.
Attack/
Defence
Bonus
Training Cost
Coins/Supplies/Time
Building
BA Horseman 8 / 5 / 1 / 22 Ranged +3 24 / 100 / 1h Horseman Stable
IA Mounted Warrior 9 / 8 / 1 / 22 Ranged +4 40 / 180 / 2h Mounted Warrior Stable
EMA Heavy Cavalry 12 / 13 / 1 / 22 Ranged +5 70 / 260 / 4h Heavy Cavalry Stable
HMA

Knight

16 / 17 / 1 / 24 Ranged +6; Chivalry (+3 attack/defense when is the only unit left in your army.) 80 / 340 / 4h Knight Stable
LMA Heavy Knight 22 / 25 / 1 / 24 Ranged +7; Chivalry (+5 attack/defense when is the only unit left in your army.) 110 / 430 / 4h Heavy Knight Stable
CA Dragoon 28 / 40 / 1 / 24 Ranged +10 150 / 590 / 4h Dragoon Stables
IA Lancer 40 / 40 / 1 / 24 Ranged +15 110 / 430 / 4h Lancer Stables
PE Armored Car 45 / 50 / 9(6) / 26
Ranged +25 /
Ranged +25
Plains D+15
310 / 1250 / 4h Armored Car Factory
ME Mechanized Infantry 60 / 60 / 9(6) / 24
Light +10; Ranged +30 /
Light +10; Ranged +30
Plains D+10
110 / 430 / 4h Mechanized Infantry Barracks
PME IFV 75 / 65 / 10(7) / 28
Artillery +40; Light +40 /
Artillery +40; Light +40
Plains D+25
110 / 430 / 4h
IFV Factory
CE Attack Helicopter 120 / 100 / 10(7) / 28
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Light A/D+40
1000/4000/ 4h Attack Helicopter Base
TE Combat Drone 155 / 90 / 11(8) / 30
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Light A/D+60; Artillery A/D+10
4160/1040/ 4h Combat Drone Base
FE Drone Swarm 170 / 110 / 1(1) / 18
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Rapid Deployment (Starts the battle in a random field on the map and acts before any other units);
Ranged A/D+100; Artillery A/D+150; Rocks A+40; House D+100; Forest D+50
5400/600/ 4h Drone Swarm Hub
AF Recon Raider 180 / 100 / 8(6) / 36
Dug-in (Gaind defense bonus if attacker is more than 2 spaces away.) D+60
Heavy A/D+140; Artillery A/D+160; Rubble A/D+20/40; Entrenchments A/D+60/80
4500/3000/ 4h Recon Raider Garage
OF Hydroelectric Eel 180 / 150 / 10(7) / 35
Heat (Reduces attack of target.) 20%;

Hides in bushes;
Ranged A/D+160; Artillery A/D+150; Rocks A/D+70; House A+40; Forest D+45

3750/3750/ 4h Hydroelectric Facility
OF Gliders 200 / 120 / 8(6) / 30
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Swarm (Units with Swarm get a 30 bonus in defense when they are adjacent to other units with Swarm. Defense bonus stacks.);
Ranged A/D+140; Artillery A/D+140; Rocks A/D+70; House A+40; Forest D+45
3200/4800/ 4h Glider Hive
VF Warrior Monk 270 / 240 / 1(1) / 40
Heat (Reduces attack of target.) 50%
Dug-in (Gaind defense bonus if attacker is more than 2 spaces away.) D+400;
Ranged A/D+240; Artillery A/D+200; Forest A/D+120/60; Rocks A+60
3600/8400/ 4h Warrior Monk School
SAM Sentinel 550 / 450 / 8(6) / 30
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Keen Eye (Provides a 20% chance to double the damage when attacking enemy units.);
Ranged A/D+250; Artillery A/D+250
8400/3600/ 4h Sentinel Dome
SAAB Hover Hammer 700 / 700 / 1(1) / 28
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Keen Eye (Provides a 25% chance to double the damage when attacking enemy units.);
Ranged A/D+300; Artillery A/D+300; Rocks A/D+120/60
9000/6000/ 4h Hover Hammer Parkour
SAV Energy Cannon 800 / 900 / 8(6) / 30
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Keen Eye (Provides a 30% chance to double the damage when attacking enemy units.);
Ranged A/D+350; Artillery A/D+350; Rubble A/D+100/80
12000/3000/ 4h Energy Cannon Constructor
SAJM Abyssal Glider 850 / 900 / 8(6) / 30
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Keen Eye (Provides a 35% chance to double the damage when attacking enemy units.);
Ranged A/D+400; Artillery A/D+400; Rubble A/D+70/110
12000/3000/ 4h Glider Foundry
SAT Permafrost Drone 800 / 1050 / 6(4) / 30
Flying (Cannot be attacked by artillery units. Movement costs constant no matter the terrain (even water).)
Keen Eye (Provides a 40% chance to double the damage when attacking enemy units.);
Ranged A/D+450; Artillery A/D+450; Rubble A/D+80/70; Hills A/D+80/70
12000/3000/ 4h Permafrost Base

Combat Strategy:

Fast and Furious:

Units:2-4 fast units, 2-4 light units and 2-3 ranged units.

The idea is no slow heavy units. The fast can get in there and take out any ranged classes while artillery unit helps. The light unit is fast enough to get to the fight the turn later and pick off their weakened troops with the artillery unit softening them up. Your fast will probably die after being surrounded by enemy troops, but a fast unit for a ranged units is a good trade. This strategy is risky but can be very effective if they have few heavy units.

All for One and One for All:

Units:1-3 fast units, 2-3 light units, 1-2 heavy units, 1-3 ranged units and 1-2 artillery units.

The idea is no matter what you face you will have an answer to it. If they have any range which they probably will your fast units can challenge it. They will either lose there ranged or hold their units back in defence allowing artillery units to pelt them or move forward slowly to protect their range. This will allow your fast units to get all the way around them looking for an opening. If no opening pelt them with range to force there formation to break up then your fast units move in as the point of your spear taking out their range with your light units right behind. With this you will unfortunately many fights have less useful units around a lot. Having 1 fast unit and artillery unit could be just throwing away those slots in some fights. Most use range and having 1 fast unit not a terrible idea. If they have no ranged classes your fast unit will be throw away units.

Pure Cavalry:

Units: 4-8 Fast Units, 0-4 Mounted Archers

The speed of both units allows you to quickly charge in and wipe out their ranged classes. Late game the only threat is light unit. You will be able to attack and wipe out their ranged classes. The other units of theirs will fall to you especially late game when Fast Units become great.

Mounted Archers were added in because they are cavalry and function very similar. If using both units you can as above take out all ranged classes and the mounted archers can work on taking out their light units which would kill your Fast Units. Late game its more important to protect the Fast Unit than Mounted archers. The fast units are very strong and once their light unit is out of the way you can kill everything else. You do have to worry about their Fast units killing your mounted archers but not much you can do about that. This sub strategy only works mid game since their is only 1 mounted archer unit and its effectiveness becomes less and less. If their were more mounted archers options you could use it late game better.

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