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🪖 Troops & Formations

Fighter, shooter, and rider mechanics, troop tiers T1–T13, battle machines, formation ratios, and march composition.

Troop composition is where battle reports get decided, and it is far less intuitive than raw power suggests. Age of Origins sorts units by attack range into fighters, shooters, and riders, runs them from T1 up to T13, and layers battle machines and titans on top — and the interactions between those layers are why a commander with more power loses to one with a better formation.

Formation ratios matter more than most players believe. The difference between a 10/10/80 march and an evenly split one is not marginal; it decides which of your units absorb the opening volley and which survive to deal damage. Defensive garrisons follow different rules again, because the attacker chooses the engagement and you only choose what is standing there.

These guides cover troop types and tiers, march and defensive formations, battle machines from the Camp, Factory, and Workshop, titans, and warplanes — the full military stack from your first T1 fighter to endgame rally composition.

5 guides in Troops & Formations