Age of Origins Troop Guide: Ranges, Unit Types & Tiers T1–T13
Every Age of Origins troop explained: the melee, mid-range and long-range rows, which building trains what, tier progression to T13, and why tier beats count.
Part of the Troops series:
- March Formation Guide: How to compose marches that win.
- Battle Machines Guide: What the Factory and Workshop add.
Quick Answer
- Age of Origins groups troops by attack range, not by class: Melee (range 0–1, front row), Mid-Range (2, middle row), and Long-Range (3, back row).
- There is no rock-paper-scissors counter system. Range decides targeting order — the front row is attacked first, then mid, then long.
- That's why long-range units are your damage dealers and the front rows are the screen that buys them time.
- Tiers run T1 to T13. T12 units arrive at Camp level 36 (Fanatic Terminator, Eagle Eye Shot); T13 units include Hell King, Destruction Tank, and Apocalypse Infantry.
- A tier upgrade is usually worth more than more troops: same march capacity, far more power.
Three Rows, Not Three Classes
If you've played other zombie strategy games you may be looking for a class triangle — infantry beats riders, riders beat hunters, and so on. Age of Origins doesn't have one. It's a genuinely different combat model, and importing that instinct from another game will cost you fights.
What Age of Origins has instead is three attack ranges, which double as battlefield rows:
| Range | Distance | Row | Role |
|---|---|---|---|
| Melee | 0–1 | Front | Absorbs the incoming damage first |
| Mid-Range | 2 | Middle | Secondary damage, hit after the front collapses |
| Long-Range | 3 | Back | Your damage engine, protected by everything ahead of it |
The mechanic that follows is simple and decides every battle report: enemies attack the front row first, then the middle, then the back. Your melee troops aren't there to win — they're there to be hit, so your long-range units get to keep shooting. When a report shows your long-range units dying heavily, your front row was too thin to hold, which is the diagnostic the battle report guide works from.
Which Building Trains What
Three production buildings, twelve units, mapped by range:
| Row | Units |
|---|---|
| Front (melee, 0–1) | Infantry (Axemen), Tanks, Shredders, Armored Soldiers, Shielders |
| Middle (mid-range, 2) | Gunners, War Bikes, Storm Troopers, Biochemical Zombies |
| Back (long-range, 3) | Snipers, Cannons, Rocket Launchers, Laser Cannons, EMP Cannons |
By producing building: Camp trains Infantry, Gunners, Rocket Launchers and Snipers; the Factory builds Tanks, Shredders, War Bikes and Cannons; the Workshop produces Armored Soldiers, Storm Troopers, Shielders and EMP Cannons.
(Community sources disagree on the row for a couple of units — Shielders and Rocket Launchers in particular. The mapping above follows the official troop-range posting; if your in-game unit card says otherwise, trust the card.)
Units also carry individual special abilities rather than class-counter bonuses — Infantry take 50% reduced damage for a few seconds on a cycle while defending, Snipers land a heavier multiplied shot, Gunners gain attack speed. Defensive abilities are a signal to keep those units home rather than marching them.
Beyond these, Biochemical Zombies (mid-range) come from the Biochemical Lab, and Titans and warplanes are separate systems entirely. The Factory and Workshop rosters get fuller treatment in the battle machines guide.
Tier Progression: T1 to T13
Every unit trains in tiers, gated by the level of its producing building — Camp for your core troops, Factory and Workshop for machines. Higher tiers cost more per unit but are dramatically stronger while occupying the same march capacity.
Late-game reference points:
| Tier | Example units |
|---|---|
| T11 | Hell Tank |
| T12 | Fanatic Terminator (Rocket Launchers), Eagle Eye Shot (Snipers) — Camp level 36 |
| T13 | Hell King (Shredders), Destruction Tank, Death Cannon, Apocalypse Infantry, Hades Gatling, Havoc Breaker |
The practical rule: push building levels aggressively. When a new tier unlocks, prioritize it for your main combat marches and let older tiers age into wall defense, gathering escorts, and rally filler. In kill events the tier scaling is brutal and public — a T13 kill pays 185 points in Void War while a T5 pays 12 — so tier matters both for what you can do and for what your losses hand the enemy.
(Published unlock levels for individual T13 units are inconsistent across community sources. Check your own Camp, Factory, and Workshop screens rather than trusting a table — including this one.)
Promote or train fresh?
Promotion — upgrading existing lower-tier troops — is usually the speedup-efficient path, while fresh training grows your total army. One important event caveat: promotion scores nothing in the Recruit Troops phase, so save promotions for ordinary days and train fresh during scoring windows.
Training Discipline
- Never let production idle — small constant batches beat occasional binges.
- Train across all three ranges so you can actually build formations, then skew percentages per target.
- Mind your Hospital. Train no faster than you can afford to heal; wounded beyond capacity die outright (Hospital guide).
- Appoint recruitment officers before training for the speed bonus — free value, per officer types.