To clear Stage 65 of the Allied Treasure Hunt (ATH) comfortably in Rise of Cultures: Kingdom game, add one extra infantry squad to your army composition instead of replicating the setups used for earlier milestone stages. Following game updates, the incoming enemy burst in Stage 65 overwhelms standard frontlines, requiring reinforced melee defense to keep your backline damage dealers alive.
Milestone Roster Changes: Stages 5, 25, and 45 vs. Stage 65
Earlier milestone encounters in the Allied Treasure Hunt allow for aggressive, damage-heavy lineups. However, Stage 65 increases initial enemy pressure, making a direct copy of your Stage 45 layout prone to premature frontline collapse.
| ATH Milestone Stage | Encounter Dynamics | Frontline Requirement |
|---|---|---|
| Stage 5 | Low enemy endurance; rapid combat resolution | Standard minimal frontline |
| Stage 25 | Manageable threat density; ranged carry | Standard infantry screen |
| Stage 45 | Balanced trading across waves | Standard baseline frontline |
| Stage 65 (Post-Update) | Heavy vanguard burst and sustained melee pressure | +1 Extra Infantry squad |
Why the Extra Infantry Squad Is Necessary
In Rise of Cultures: Kingdom game, infantry squads feature high unit counts that allow them to absorb multi-target attacks and pin opposing melee units in place. In Stage 65, deploying only your standard frontline allows concentrated enemy attacks to eliminate your defenders before your rear ranks can thin the opposing forces.
Adding an extra infantry squad distributes incoming damage across a larger health pool. This prevents individual units from wiping out early and stops enemy melee units from breaking through into your archers and siege units.
Deployment and Grid Positioning
To maximize frontline durability and maintain clear firing lanes for your damage dealers, deploy your formation using the following sequence:
- Form the Primary Frontline: Place your core infantry units in the front row directly opposite the main enemy vanguard to intercept their initial charge immediately.
- Position the Extra Infantry Squad: Slot your additional infantry squad alongside the primary line, biasing toward whichever flank faces heavier enemy melee concentration. This prevents opposing units from slipping around your flanks.
- Set Ranged Units in the Rear: Place your ranged squads directly behind the fortified infantry wall, keeping them two grid spaces back to avoid cleave damage.
- Time Commander Abilities: Hold offensive area-of-effect spells, stuns, or healing abilities until both frontlines fully engage. Triggering abilities at the moment of clash secures maximum value while opposing units are clustered together.
Strategic Trade-Offs
Swapping an offensive unit for an additional infantry squad slightly lowers your total damage-per-second, causing the battle to take longer to resolve. Ensure your backline ranged units are sufficiently leveled to defeat the enemy waves while your expanded frontline holds the line. Prioritizing defensive stability prevents failed attempts, saving event tickets and troop recovery downtime.
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Player Comments
49 players commented on this guide.
The tips are practical and easy to follow.
This guide answered the exact question I had.
The explanation is clear, especially for beginners.
I tried this today and it worked better than my old setup.