To clear the Remains of Gladsheim campaign sector in Rise of Cultures: Kingdom game using Feudal Age military units, deploy Feudal Heavy Infantry in the central front row to absorb enemy charges, position ranged squads and siege engines in the rear, and station cavalry on the far outer edges to bypass the center brawl. Stagger commander skills across three distinct combat phases rather than activating them immediately at the start of the fight.
Recommended Feudal Age Army Setup
The enemy garrisons in the Remains of Gladsheim feature high-health frontline brawlers paired with damaging backline threats. Bringing an unbalanced army stacked entirely with ranged squads or cavalry will collapse under sustained pressure. A stable lineup distributes survivability and damage across four primary roles.
| Unit Type | Deployment Position | Primary Objective |
|---|---|---|
| Feudal Heavy Infantry | Front-row center | Absorbs the initial charge and locks enemy frontline squads in place |
| Feudal Ranged (Archers / Crossbowmen) | Mid-to-rear center | Delivers sustained damage behind the heavy infantry line |
| Feudal Cavalry (Knights) | Extreme left and right flanks | Paths around the central melee clash to strike backline damage dealers |
| Feudal Siege (Trebuchets) | Deep rear corners | Bombards dense enemy packs from maximum safe range |
Feudal Heavy Infantry act as the defensive barrier for the entire formation. If the frontline breaks, enemy units target squishier ranged squads immediately. Trebuchets and archers provide continuous damage to wear down heavy targets, while cavalry squads eliminate priority targets that threaten your frontline from afar.
Battle Grid Positioning and Pathfinding
Units in Rise of Cultures: Kingdom game automatically acquire and advance toward the closest target. Initial grid placement directly controls the pathing of both your army and opposing squads.
- Center your heavy infantry. Place Feudal Heavy Infantry in the center tiles of the front row directly opposite the main concentration of enemy melee units. This forces the opening clash to occur against your most durable squad.
- Space out ranged units. Position archers and crossbowmen directly behind your infantry line, leaving at least one tile of buffer space where possible to avoid stray area-of-effect damage.
- Protect siege engines in corners. Tuck trebuchets into the rear corners of the deployment grid to maximize the distance enemy melee units must travel to reach them.
- Isolate cavalry on outer edges. Position cavalry on the outermost perimeter tiles of the grid. If cavalry units sit too close to the center, their automated pathfinding pulls them straight into the opposing heavy infantry, neutralizing their mobility and wasting their damage potential. Placing them wide forces their charge path to curve outward around the center clash, routing them directly into exposed flankers and backline targets.
Commander Ability Timing
Activating active commander abilities all at once at the opening horn leaves your army vulnerable once the initial clash stabilizes. Trigger skills sequentially across three combat checkpoints:
- Phase 1: Opening Clash. Trigger offensive area-of-effect abilities, such as boulder barrages or catapult strikes, the moment opposing frontlines collide. Catching tightly clustered enemy squads on initial contact maximizes splash damage and blunts their forward momentum.
- Phase 2: Mid-Battle Disruption. Deploy utility skills, including stuns or summoned distraction units, when secondary enemy waves join the engagement. This redirects heavy incoming burst damage away from injured frontline infantry.
- Phase 3: Frontline Sustain. Cast healing abilities or defensive rally buffs only after heavy infantry health drops below 50 percent. Activating sustain skills before units absorb damage wastes the total recovery pool, while waiting until squads are wiped out removes the target entirely.
If an attempt fails, check battle results to identify which squad collapsed first. Moving cavalry outward by one column or shifting ranged squads away from incoming splash vectors is usually sufficient to stabilize the frontline and secure the sector.
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Player Comments
55 players commented on this guide.
This helped me understand strategy much better.
Can you add more details about strategy in a future update?
The explanation is clear, especially for beginners.
I tried this today and it worked better than my old setup.