[Top 10] Total War: Three Kingdoms Best Units That Are Powerful

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Updated:
22 Jan 2023

10. Lancer Militia Cavalry

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Lancer Militia Cavalry are one of the many basic units that are immediately available to you upon the start of the campaign.  They are meant to flank enemy infantry, charging their flanks or rears to deal widespread damage to morale. While there are units available later on with better stats, this cavalry unit is certainly sufficient for this role; its high speed, low recruitment and low upkeep costs earns Lancer Militia Cavalry a place on this list. If you need a cheap cavalry unit in a pinch that can get the job done, they are always the most cost-effective option.

Strengths

  • Available from the very start of the game, accessible to all generals, with relatively cheap recruitment and upkeep costs.
  • Fastest shock cavalry unit due to its relatively low armor stats.

Details

  • Role: flanking | Cannot adopt advanced formations
 
  • Health Points: 67,200
  • Morale: 26
 
  • Melee Attack Rate: 20
  • Melee Charge Bonus: 207
  • Melee Damage - Base: 20
  • Melee Damage - Armor-piercing: 20
  • Bonus vs. Large Cavalry: 5
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 6%
  • Melee Evasion - Shield: 0%
  • Ranged Block Change: 0%
 
  • Armor Base: 20
  • Shield Armor: 0

Abilities

  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.

9. Sabre Militia Cavalry

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Similar to Lancer Militia Cavalry, Sabre Militia Cavalry earns a place on the list for similar reasons. Their role is to charge down and take out enemy archers, and their shield makes them suited to blocking arrows from such units. They are also suited to prolonged melee combat (that’s not to say they can be treated like mobile infantry) and flanking, whenever necessary. Their cheap costs and decent performance means that you can rely on them to fulfill their role well enough, despite the presence of units with better stats!

Strengths

  • Available from the very start of the game, accessible to all generals, with relatively cheap recruitment and upkeep costs.
  • Can be easily and readily buffed by common general abilities, particularly those that raise ranged block chance / melee evasion.

Details

  • Role: anti-missile | Missile defense | Cannot adopt advanced formations
 
  • Health Points: 67,200
  • Morale: 28
 
  • Melee Attack Rate: 30
  • Melee Charge Bonus: 152
  • Melee Damage - Base: 20
  • Melee Damage - Armor-piercing: 6
  • Bonus vs. Large Cavalry: 0
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 20%
  • Melee Evasion - Shield: 20%
  • Ranged Block Change: 65%
 
  • Armor Base: 7
  • Shield Armor: 5

Abilities

  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.

8. Jade Dragons

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Being one of the mid-to-late game units of TW:3K, Jade Dragons are a very strong and solid shock cavalry unit in the game. However, their expensive recruitment costs and upkeep, as well as being locked behind one of the later reforms in the game, means that you will find yourself relying on other shock cavalry units before this one ever becomes available. It is fully plausible that by the time you’ve unlocked Jade Dragons, you have already unlocked better shock cavalry units to use in your army. However, their possession of a shield makes them stand out, as it gives them a unique resistance to arrows. If you can unlock them early, they certainly aren’t a bad unit to recruit into your forces.

Strengths

  • Possesses a shield, granting them protection from missile fire, shock cavalry’s biggest weakness in TW: 3K.

Details

  • Hide in forest | Role: all-rounder | Missile defense | Low damage
 
  • Health Points: 67,200
  • Morale: 40
 
  • Melee Attack Rate: 20
  • Melee Charge Bonus: 232
  • Melee Damage - Base: 7
  • Melee Damage - Armor-piercing: 24
  • Bonus vs. Large Cavalry: 7
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 28%
  • Melee Evasion - Shield: 15%
  • Ranged Block Change: 60%
 
  • Armor Base: 53
  • Shield Armor: 27

Abilities

  • Diamond
    • The unit forms into a hard-edged diamond, good for both offense and defense but limiting maneuverability.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Wedge
    • The unit forms into a spear-tip, best for driving directly through enemy lines.

7. Imperial Palace Cavalry

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Imperial Palace Cavalry is a late-game bow cavalry unit, available to you when your faction rises to becoming its own kingdom. Wielding crossbows with high armor-piercing damage, but still capable of charging down and fighting units in melee, they are one of the best all-rounder units in the game. However, the unit’s quality is held back by its reduced mustering/replenishment rate, and armies relying on such units may have a hard time recouping its own numbers.

Strengths

  • Larger unit size than other cavalry units.
  • High armor-piercing ranged damage and capable of charge/melee roles.

Details

  • Role: skirmishers | Mobility | Good morale

 

  • Health Points: 100,800
  • Morale: 43
 
  • Melee Attack Rate: 30
  • Melee Charge Bonus: 140
  • Melee Damage - Base: 25
  • Melee Damage - Armor-piercing: 8
  • Bonus vs. Large Cavalry: 0
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 48%
  • Melee Evasion - Shield: 0%
  • Ranged Block Change: 0%
 
  • Armor Base: 53
  • Shield Armor: 0
  • Ranged Damage - Base: 18
  • Ranged Damage - Armor-piercing: 42
  • Range: 220
  • Base Reload Time: 15
  • Ranged Attack Rate: 4
  • Ammunition: 46

Abilities

  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Imperial Solidarity
    • Whilst in the presence of other imperial forces, enemy blows will strike false more often, whilst their own will strike harder.

6. Imperial Sword Guard

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Similar to Imperial Palace Cavalry, Imperial Sword Guard is one of the best and heaviest sword infantry units in the game. Along with being spectacular in melee, they carry the same large shields that Heavy Spear Guard units use, giving them strong defensive stats and greatly boosting their survivability. This means that, despite their slow mustering/replenishment rates, clever use of these units on the battlefield will minimize their casualties, and soften the impact of their biggest weakness.

Strengths

  • Large shield (same as heavy spear guards) and protection, granting them massive survivability.
  • Strong offensive abilities and damage output.

Details

  • Role: frontline | Good morale | Good armor
 
  • Health Points: 96,000
  • Morale: 54
 
  • Melee Attack Rate: 24
  • Melee Charge Bonus: 214
  • Melee Damage - Base: 20
  • Melee Damage - Armor-piercing: 15
  • Bonus vs. Large Cavalry: 0
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 55%
  • Melee Evasion - Shield: 15%
  • Ranged Block Change: 60%
 
  • Armor Base: 53
  • Shield Armor: 20

Abilities

  • Caltrops
    • Simple nut husks, once trodden upon, cause extreme pain and slow movement.
  • Smoke Screen
    • Thick plumes of smoke obscure line of sight, making units seem temporarily invisible.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Circle
    • The unit forms into a tight circle, presenting a defensive front from any angle.
  • Shield Wall
    • The unit presents a wall of shields to the enemy - an offensive formation best used to push forward under arrow fire. However the formation cannot be maintained in melee combat.
  • Imperial Solidarity
    • Whilst in the presence of other imperial forces, enemy blows will strike false more often, whilst their own will strike harder.

5. Protectors of Heaven

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Protectors of Heaven are, in my opinion, the best polearm infantry in the game, period. They do not require character ranks or reforms to unlock. They are ready to be recruited as soon as your faction rises to being a kingdom. This means that you will inevitably be able to use these units without doing much, instead of having to rush a reform like with many other units. They are very solid and reliable glaive infantry units, and will gladly hold a line, break through enemy infantry and fight enemy cavalry, whichever the situation requires them to.

Strengths

  • Strongest polearm unit in the game!
  • Requires no character rank or reform to unlock, can be readily recruited when your faction leader becomes King.
  • Strong stats - high armor, melee evasion and damage output, generally a solid unit.

Details

  • Scare | Charge reflection vs. mounted | Disciplined | Immune to scare | Role: frontline | Good against mounted | Good armor
 
  • Health Points: 96,000
  • Morale: 54
 
  • Melee Attack Rate: 24
  • Melee Charge Bonus: 154
  • Melee Damage - Base: 41
  • Melee Damage - Armor-piercing: 18
  • Bonus vs. Large Cavalry: 5
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 51%
  • Melee Evasion - Shield: 0%
  • Ranged Block Change: 35%
 
  • Armor Base: 53
  • Shield Armor: 0

Abilities

  • Caltrops
    • Simple nut husks, once trodden upon, cause extreme pain and slow movement.
  • Hollowed Square
    • The unit forms into a hollow square, presenting spears and pikes to any attacker - particularly cavalry - on all four sides.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Spear Wall
    • The unit presents a wall of spear-points to the enemy - a strong formation that allows the unit to advance slowly but safely whilst defending against charges.

4. Tiger and Leopard Cavalry

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Unique to the faction of Cao Cao, Tiger and Leopard Cavalry are expensive shock cavalry units, which is their main hindrance as a unit. During the early game, they simply are not as cost-effective as Lancer Militia Cavalry. However, like Jade Dragons, the fact that they have a shield does make them stand out, and unlike Jade Dragons, you don’t need to unlock late reforms in order to unlock them. You just need a general with a rank of three or higher. Outside of the shields, they are also solid shock cavalry units. Once your faction starts to show economic stability and growth, Tiger and Leopard Cavalry is a great option to upgrade your LMCs to.

Strengths

  • Readily available and can be recruited by generals in Cao Cao’s faction, provided they’re at least level 3.
  • Solid shock cavalry unit, can be upgraded from Lancer Militia Cavalry in midgame to go toe-to-toe with other cavalry units.
  • Possesses a shield, granting them protection from missile fire, shock cavalry’s biggest weakness in TW: 3K.

Details

Tiger and Leopard Cavalry

  • Disciplined | Immune to scare | Role: all-rounder | Missile defense | Low damage

 

  • Health Points: 67,200
  • Morale: 38
 
  • Melee Attack Rate: 20
  • Melee Charge Bonus: 247
  • Melee Damage - Base: 7
  • Melee Damage - Armor-piercing: 24
  • Bonus vs. Large Cavalry: 7
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 15%
  • Melee Evasion - Shield: 25%
  • Ranged Block Change: 45%
 
  • Armor Base: 26
  • Shield Armor: 12

Abilities

  • Diamond
    • The unit forms into a hard-edged diamond, good for both offense and defense but limiting maneuverability.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Wedge
    • The unit forms into a spear-tip, best for driving directly through enemy lines.

Heavy Tiger and Leopard Cavalry

  • Disciplined | Immune to scare | Role: all-rounder | Missile defense | Low damage
 
  • Health Points: 67,200
  • Morale: 38
 
  • Melee Attack Rate: 20
  • Melee Charge Bonus: 256
  • Melee Damage - Base: 7
  • Melee Damage - Armor-piercing: 24
  • Bonus vs. Large Cavalry: 7
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 15%
  • Melee Evasion - Shield: 25%
  • Ranged Block Change: 45%
 
  • Armor Base: 45
  • Shield Armor: 12

Abilities

  • Diamond
    • The unit forms into a hard-edged diamond, good for both offense and defense but limiting maneuverability.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Wedge
    • The unit forms into a spear-tip, best for driving directly through enemy lines.

3. Mercenary Infantry / Archers

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Mercenary Infantry/Archers are units that are unique to Sun Jian’s faction. They are solid units, capable of fulfilling their respective roles, while being cost-effective, especially when combined with the use of  Sun Jian’s Heroism resource to reduce their upkeep costs. They can also be recruited from the very start of the campaign. However, the reason why they earn such a high place on this list is because of one thing; they require no mustering turns upon recruitment. They are immediately deployed at full-strength. This makes them extremely useful in pinches and emergencies, and relieves you of much of the time pressure that comes with any sort of crises in the game.

Strengths

  • Require no mustering turns; they are immediately deployed at full-strength once you recruit them.
  • Readily available and recruited by any general in Sun Jian’s faction, with a level requirement of 1!

Details

Mercenary Infantry

  • Resistant to heat | Role: assault | Good against shields | Weak against cavalry
 
  • Health Points: 96,000
  • Morale: 30
 
  • Melee Attack Rate: 30 
  • Melee Charge Bonus: 128
  • Melee Damage - Base: 10
  • Melee Damage - Armor-piercing: 21
  • Bonus vs. Large Cavalry: 0
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 24%
  • Melee Evasion - Shield: 20%
  • Ranged Block Change: 60%
 
  • Armor Base: 26
  • Shield Armor: 2

Abilities

  • Caltrops
    • Simple nut husks, once trodden upon, cause extreme pain and slow movement.
  • Smoke Screen
    • Thick plumes of smoke obscure line of sight, making units seem temporarily invisible.
  • Circle
    • The unit forms into a tight circle, presenting a defensive front from any angle.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Shield Wall
    • The unit presents a wall of shields to the enemy - an offensive formation best used to push forward under arrow fire. However the formation cannot be maintained in melee combat.

Mercenary Archers

  • Resistant to heat | Role: rear line | Weak against cavalry
 
  • Health Points: 59,400
  • Morale: 20
 
  • Melee Attack Rate: 30
  • Melee Charge Bonus: 35
  • Melee Damage - Base: 6
  • Melee Damage - Armor-piercing: 17
  • Bonus vs. Large Cavalry: 0
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 7%
  • Melee Evasion - Shield: 0%
  • Ranged Block Change: 0%
 
  • Armor Base: 20
  • Shield Armor: 0
 
  • Ranged Damage - Base: 40
  • Ranged Damage - Armor-piercing: 10
  • Range: 200
  • Base Reload Time: 7
  • Ranged Attack Rate: 8.6
  • Ammunition: 30

Abilities

  • Smoke Screen
    • Thick plumes of smoke obscure line of sight, making units seem temporarily invisible.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.

2. White Horse Fellows / Raiders

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White Horse Fellows / Raiders are capable mounted archers, unique to Gongsun Zan’s faction. Like Tiger and Leopard Cavalry, they require no reforms to unlock, and are readily available when you start the campaign. While being capable bow cavalry, they are also decent melee/shock cavalry, and are able to fill these roles when necessary. This makes them a strong, reliable all-rounder unit for Gongsun Zan’s generals to rely on during battles.

Strengths

  • Capable all-rounder units, very strong mounted archers, while being able to perform as melee cavalry when necessary.

Details

White Horse Fellows

  • Scare | Fire whilst moving | Fire backwards | Immune to scare | Role: skirmishers | Mobility | Good in melee
 
  • Health Points: 67,200
  • Morale: 45
 
  • Melee Attack Rate: 30
  • Melee Charge Bonus: 233
  • Melee Damage - Base: 25
  • Melee Damage - Armor-piercing: 8
  • Bonus vs. Large Cavalry: 0
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 48%
  • Melee Evasion - Shield: 0%
  • Ranged Block Change: 0%
 
  • Armor Base: 25
  • Shield Armor: 0
 
  • Ranged Damage - Base: 48
  • Ranged Damage - Armor-piercing: 9
  • Range: 250
  • Base Reload Time: 7
  • Ranged Attack Rate: 8.6
  • Ammunition: 48

Abilities

  • Diamond
    • The unit forms into a hard-edged diamond, good for both offense and defense but limiting maneuverability.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Wedge
    • The unit forms into a spear-tip, best for driving directly through enemy lines.

White Horse Raiders

  • Scare | Fire whilst moving | Fire backwards | Immune to scare | Role: skirmishers | Mobility | Good in melee
 
  • Health Points: 67,200
  • Morale: 38
 
  • Melee Attack Rate: 30
  • Melee Charge Bonus: 225
  • Melee Damage - Base: 25
  • Melee Damage - Armor-piercing: 8
  • Bonus vs. Large Cavalry: 0
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 42%
  • Melee Evasion - Shield: 0%
  • Ranged Block Change: 0%
 
  • Armor Base: 20
  • Shield Armor: 0
 
  • Ranged Damage - Base: 40
  • Ranged Damage - Armor-piercing: 10
  • Range: 200
  • Base Reload Time: 7
  • Ranged Attack Rate: 8.6
  • Ammunition: 42

Abilities

  • Diamond
    • The unit forms into a hard-edged diamond, good for both offense and defense but limiting maneuverability.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Wedge
    • The unit forms into a spear-tip, best for driving directly through enemy lines.

1. Qiang Hunters / Marauders

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Unique to Ma Teng’s faction, Qiang Hunters and Marauders are considered to be one of the most capable cavalry units in the game for a simple reason; immunity to fatigue. Fatigue is one of the biggest hurdles that cavalry units face in the game, as it stunts their greatest strength; charge bonus. With immunity to fatigue, Qiang Hunters and Marauders do not have to worry about that at all, making them almost without weakness. This, coupled with their already strong stats, makes them arguably the strongest cavalry units in the game.

Strengths

  • Strong cavalry units, capable in their respective roles, and are immune to fatigue, removing one of the shock cavalry’s key weaknesses in TW: 3K.

Details and Stats

Qiang Hunters

  • Fire whilst moving | Fire backwards | Role: skirmishers | Good in melee | Fatigue immunity
 
  • Health Points: 67,200
  • Morale: 31
 
  • Melee Attack Rate: 24
  • Melee Charge Bonus: 120
  • Melee Damage - Base: 37
  • Melee Damage - Armor-piercing: 16
  • Bonus vs. Large Cavalry: 3
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 32%
  • Melee Evasion - Shield: 0%
  • Ranged Block Change: 0%
 
  • Armor Base: 26
  • Shield Armor: 0
 
  • Ranged Damage - Base: 48
  • Ranged Damage - Armor-piercing: 9
  • Range: 250
  • Base Reload Time: 7
  • Ranged Attack Rate: 8.6
  • Ammunition: 50

Abilities

  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.

Qiang Marauders

  • Role: assault | Fatigue immunity | Good charge
 
  • Health Points: 67,200
  • Morale: 31
 
  • Melee Attack Rate: 20
  • Melee Charge Bonus: 297
  • Melee Damage - Base: 9
  • Melee Damage - Armor-piercing: 36
  • Bonus vs. Large Cavalry: 10
  • Bonus vs. Large: 0
  • Bonus vs. Infantry: 0
 
  • Melee Evasion - Base: 10%
  • Melee Evasion - Shield: 0%
  • Ranged Block Change: 0%
 
  • Armor Base: 26
  • Shield Armor: 0

Abilities

  • Diamond
    • The unit forms into a hard-edged diamond, good for both offense and defense but limiting maneuverability.
  • Loose
    • The unit spreads apart, making it more difficult for arrows to hit them.
  • Wedge
    • The unit forms into a spear-tip, best for driving directly through enemy lines.

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