[Suggestion] - A Landsknecht rework

Do you remember the time, when we fell in… I mean when HRE was getting 900 gpm for three relics and all that? Yeah, HRE was diarrheaing gold left and right. Times have changed and HRE have a much worse passive income, which - as always - is not guranteed, since a lot of civs have better relic gather mechanics or better tempo than HRE. So far so good.

What hasn’t changed, however, aside from a +1 dmg and +5 hp buff over 4+ years, is the Landsknecht. You pay 60 food and 100 gold for a unit that fully upgraded has 115 hp and 3/3 armor. It does not display the way Landsknechte fought. It does not display the way how they were used. It does not explain at all why these suicidal dudes would be mercenaries. And worst of all, I think it’s a really bad unit for HRE. It’s simply outdated. It has never been a cost efficient unit, but it’s giving you less and less with every nerf to gold generation and with every other change to the game. They can be somewhat convincing in battles depending on the enemy comp, but their roi will still be unsatisfyingly low despite of their unlikely potential.

Landsknechte are a niche unit and I hate building them, because I feel betrayed having spent so many res on a unit that dies to everything and is by far the worst hp melee unit in the game, despite being one of the most expensive ones. I’d even argue that one Onna-Bugeisha gives you more than one Landsknecht, if you consider a capable opponent that doesn’t just a click all his spears into Landsknechte. And even then… Landsknechte would have only killed spears.

This unit doesn’t make sense. And I also rarely see them anymore. Ever. You are better off spending your gold elsewhere instead of on a Landsknecht. I honestly don’t see a reason to build them, unless you wanna sneak some of them into the enemy’s worker lines. Their best use lies in raiding (very expensive, potentially achieving nothing) or with the Byzantines, who (aside from the fact they shouldn’t even have access to them) do not pay them with gold, which makes them a nice and rather unexpected addition to the versatile Byz army. But as HRE you would only build them, if you are very rich. And even then it’s more of a meme than a strong tactic, since all this unit does is run in and die. Often without even swinging once. In my opinion it is the worst and most useless unique unit in the game (for a civ that barely has UUs). It costs too much for what it does or does too little for what it costs. Take your pick.

And as I said: I also really don’t like how they are designed. So this is not just about boosting their stats, but about making them a useful, interesting and fun unit that can actually be a focus for the HRE to build their army around.


THIS IS A SUGGESTION TO REWORK THE LK TO BE A MORE FUN UNIT THAT AT THE SAME TIME IS HISTORICALLY ACCURATE AND INTERESTING TO PLAY WITH

The following numbers are mainly examples for a better visualization of the rework I have in mind for them. I still tried to make them somewhat reasonable, but the balancing would probably need to be figured out. So my suggestion is less about the numbers and much more about the mechanics.

A short historical overview: Landsknechte became one of the most wanted mercenaries for European kings and especially German kings starting in the 15th century. The time of the heavily armored knight that dominated the battle field was ending. Mobile infantry lines with long weapons (polearms) were the go to. And the most successful ones were the German Landsknechte and the Swiss Reisläufer, who had a real feud between each other about who is the better soldier. So Landsknechte mainly fought with polearms and used their range to control the opponents. But the real success came in conjunction with Flamberg/Bidenhänder/Greatsword using Landsknechte or Doppelsöldner. Doppelsöldner were Landsknechte or Reisläufer, who were seasoned and experienced despite the fact that they dared what nobody else would. They were the first to storm in and cleave into the enemy lines to break their structure and create chaos, which then was exploited by the halberd or polearm wielders. They also were paid double the money, hence the name “Doppelsöldner” which literally means “Mercenary that receives double the pay”. But you could only be a Doppelsöldner if you survived a few battles. So, Doppelsöldner were wealthier than the average Landsknecht and that is why they had better gear and also used heavy armor on the most vital areas like legs, chest and sometimes also arms. But there was no rule to it, Landsknechte and Doppelsöldner were responsible for their own gear, which is why it eventually came down to personal preferences when gearing up for battle. And that is also why they were so flamboyantly fashionable.

So we actually have two basic types of Landsknechte to choose from: The greatsword sweepers and the polearm pokers.

Firstly: The Landsknecht becomes an imperial age only unit. It is a Renaissance soldier that shouldn’t be available in castle age.

Secondly: The Landsknecht gets split in two: Landsknechte and Doppelsöldner

Thirdly: You wan to use both Landsknecht units in conjunction, because that’s where they shine. On their own they are either a more expensive spearman or a low dmg aoe MAA. But together they boost each other via reciprocal synergies and thus can potentially improve the whole army.

The units (Elite stats (since there are no castle stats) without EAT and BS upgrades):

  • Doppelsöldner: Heavily armored, 175 hp, 4/4 armor, 1.19 speed → weaker than a basic MAA, but 5% faster // Damage: Around 40%~50% less than the old Landsknecht, but still deals AoE dmg. Maybe they get an alternative mode to switch to a Katzbalger, so they’d become single target with slightly less power than a basic MAA → Don’t know if necessary, but it’d give them a nice extra touch in a historcially accurate fashion. Attackspeed: 1.375 . Costs: 70 food and 80 gold.

Special: The Doppelsöldner aoe applies a stackable debuff to the units it hits that increases dmg taken by 5% for 10 seconds. There can be a max stack of 3 (5%/10%/15%) with a duration of 10/15/20 seconds. So the point of Doppelsöldners is to be sprinkled in next to MAA/spears to debuff the enemy units (they cause chaos), but without being exceptional dmg dealers themselves. So you could mass them blindly, but it wouldn’t be the most effective way to use them and is therefore not recommended.

  • Landsknecht: Lightly armored, 150 hp, 2/2 armor OR the passive ability to have a 10-15% chance to avoid dmg to compliment their focus on being nimble at the expensive of armor, 1.25 speed → same as spearmen // Damage: 12 with a bonus of +10 vs cavalry, higher attack range so they can attack from the second row just behind DS and MAA. They cannot brace . Attackspeed: 1.875. Costs: 70 food and 40 gold (half of DS).

Special: The Landsknecht deals +2/+4/+6 dmg per Doppelsöldner debuff and reduces the target’s movement speed by -5%/-10%/-15% for the remainder of the debuff duration.

Effect: Doppelsöldner or Landsknechte on their own are just more expensive and not necessarily better MAA or Spearmen. There is no real point to build one without the other. But when combined, you increase the second row dmg of Landsknechte and reduce the movement speed of the enemy unit depending on the number of DS debuff stacks and their duration. The dream comp would be a few Doppelsöldner, a bunch of MAA and/or Spearmen and a good amount of Landsknechte. The counter would mainly be killing the Doppelsöldner, since without Doppelsöldner the Landsknechte are not cost efficient anymore.

That way you want to build your army around the core of Landsknechte/DS without them being super units. They are strong in fromations as they should be, but weak when scattered.

HRE would lose their unique unit in castle age, but I don’t think it would really matter since you can’t afford Landsknechte in castle rn anyway. It’s also not the best way to spend your gold. But the gain would be an accurate display of Landsknecht army tactics embedded into the right time period with synergies and a gameplay that goes beyond just blindly suiciding an expensive unit for minimum gain.

That’s my idea for a Landsknecht rework. The numbers are just examples, it’s mainly about the synergizing mechanics. There are probably also other ways to achieve a better realization of the Landsknecht, but as long as the Landsknecht gets a rework that turns his weird and cost inefficient glascannon design into something substantial, I am all for it. This unit needs a rework.

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I asked ChatGPT what it though about a Landsknecht redesign. Here is what it said:

Me: In Age of Empires 4, the Landsknecht is the only real unique unit for the HRE. He is supposed to deal a lot of damage, but never really does so in a cost efficient manner. He is very expensive and dies to literally anything. How could the Landsknecht be changed to make him a good and cost efficient unit that is worth to be built as one of the core units for the HRE? Or in other words: Is the Landsknecht an unit that is worth paying 60 food and 100 gold for or not? And how could he be improved, should he prove cost inefficient, which basically means that you pay more valuable resources than you should for what you get in return?

You’re absolutely right to question the cost-efficiency and practical role of the Landsknecht in Age of Empires IV. As it stands (as of the latest balance patches up to mid-2024), the unit has been widely criticized for being:

  • Too fragile (low HP and armor),

  • Too expensive (especially with its 100 gold cost),

  • Too inconsistent (its AoE damage is good in theory but hard to execute well in real combat),

  • And easily replaced by other HRE options like Maa (Men-at-Arms) or Knights.

Let’s break this down in terms of value, and then propose potential improvements.


💰 Current Cost vs. Value

  • 60 Food / 100 Gold — This places it more expensive than Men-at-Arms, yet the Landsknecht is less tanky, and its damage output is conditional on enemy clumping.

  • HP: ~90, Armor: 0/0 — Extremely low survivability for a melee unit.

  • Attack: AoE damage, but short reach and wind-up time make it hard to get full value.

  • Dies quickly to archers, ranged cavalry, and even basic infantry, unless microed perfectly.

So: Is it worth it?

In the current state, no, not unless you’re using them in very specific burst timing attacks where you can force tightly packed enemies (e.g. with siege or choke points). But that’s a niche, not a core unit role.


🛠 How Could the Landsknecht Be Improved?

1. Reduce Cost or Shift Resource Distribution

  • Lower gold cost: Change to 60F / 60G or even 60F / 40G.

  • Alternatively, reduce food cost and keep gold higher — if the unit is meant to be a “glass cannon,” it shouldn’t compete with more durable gold units.

2. Increase Survivability

  • Give light armor — even 1 melee / 1 ranged armor would help it survive enough to get into position.

  • Increase HP slightly (e.g. 110–120 HP), so it doesn’t get one-shot by most ranged fire.

3. Improve AoE Mechanics

  • Buff the AoE range slightly so it hits more consistently.

  • Give it bonus damage vs Light Infantry, or perhaps a mechanic where it gets stronger the more units it hits (similar to splash scaling).

  • Introduce AoE cleave through shields, so it retains value even in late-game fights.

4. Introduce a “Glass Cannon” Trait

  • Let Landsknechts gain a brief damage buff after a kill (e.g. +20% attack speed for 3 seconds), encouraging chain kills and rewarding good positioning.

  • Add a charge attack with a high AoE burst but long cooldown — adding tactical micro potential.

5. Rework their Role

  • If the idea is to make them feel unique, consider making them damage dealers that buff nearby units, e.g. giving attack speed or morale-style bonuses when nearby.

🔄 Example Rework Proposal:

Landsknecht (Revised):

  • Cost: 60 Food / 60 Gold
  • HP: 110
  • Armor: 1 melee / 0 ranged
  • Attack: 16 AoE cleave (larger arc)
  • Passive: “Battle Zeal” — killing a unit gives +20% attack speed for 5 seconds
  • Active Ability: “Whirlwind Strike” — Every 20 seconds, performs a 360° AoE hit for bonus damage

Final Thought

Right now, Landsknechts are not worth their cost in general play. Their niche doesn’t justify the economic and tactical investment — and the HRE already has strong alternatives. A rework that gives them a clearer identity, more consistent AoE payoff, and less fragility would make them a viable and flavorful unit in the HRE army.

Would you prefer they stay fragile and deal huge burst damage (true glass cannon), or should they become a more generalist melee cleave unit?

Me: Regarding your last question, I would like to see both options laid out to me in detail.

Great — let’s explore both design paths for the Landsknecht in detail. Each offers a different tactical identity and playstyle, with tradeoffs and design implications. I’ll call them:

  1. The Glass Cannon Landsknecht

  2. The Cleave Brawler Landsknecht


⚔️ 1. The Glass Cannon Landsknecht

Design Identity:

High damage, low survivability. A surgical unit meant to deliver devastating AoE strikes but collapses quickly if not microed properly.

✔️ Strengths:

  • Devastating burst AoE against tightly packed units (great vs archers/spearmen blobs).

  • Excellent synergy with distraction tanks (like Men-at-Arms) or siege/slow comps.

  • Rewards skillful micro and timing.

  • Can punish greedy infantry builds or poor positioning.

❌ Weaknesses:

  • Extremely fragile. Dies instantly to focused fire.

  • Poor in open field skirmishes unless backed by meat shields.

  • Struggles vs high mobility or armor (e.g. knights, horsemen).

🔧 Implementation:

  • Cost: 50F / 80G (cheaper to reflect fragility and allow massing)

  • HP: 90 (still fragile)

  • Armor: 0/0

  • Attack: 20 AoE cleave damage, large arc (e.g., 1.5–2 tiles)

  • Cleave ignores shields

  • Bonus damage to Light Infantry

  • Passive: “Death Spiral” – each enemy killed increases attack damage by +2 for 5 seconds (stacking up to +10)

🧠 Usage:

  • Used like flamethrower units in RTS: devastating if allowed to operate, but vulnerable.

  • Works best behind tanky frontlines or in surprise raids via transports or stealth forests.

  • You must protect them — if they’re left alone, they evaporate.


🛡️ 2. The Cleave Brawler Landsknecht

Design Identity:

A durable, consistent AoE melee fighter. Less bursty, more reliable — designed to stay in the fight and wear down masses of light units.

✔️ Strengths:

  • More reliable damage output across the fight.

  • Better survivability lets it be a real frontline core unit.

  • Easier to mass and support than knights.

  • Useful in all stages of the game.

❌ Weaknesses:

  • Lower burst damage; doesn’t instantly wipe blobs.

  • Mediocre vs armor or ranged unless upgraded.

  • May overlap a bit with Men-at-Arms unless distinct enough.

🔧 Implementation:

  • Cost: 60F / 60G

  • HP: 120

  • Armor: 1 melee / 1 ranged

  • Attack: 14 cleave damage with medium arc

  • Passive: “Cleave Momentum” – hitting 3+ units in one strike gives +15% move speed for 3 seconds

  • Upgrade: “Warhammers” – increases cleave size and adds +2 bonus vs light infantry

🧠 Usage:

  • Frontline in infantry-heavy compositions.

  • Strong vs spearmen, archers, and massed light infantry.

  • Can hold their own with modest support and upgrades.

  • Requires less babysitting than the glass cannon version.


📊 Comparison Table

| Trait | Glass Cannon | Cleave Brawler |

| --------------- | ------------------------------- | ------------------------ |

| Role | Burst AoE Assassin | Consistent Frontline AoE |

| Durability | Very Low | Medium |

| Cost | 50F / 80G | 60F / 60G |

| AoE Damage | High, wide, situational | Medium, reliable |

| Best Use Case | Timing pushes, surprise attacks | Infantry-centric armies |

| Countered By | Ranged focus fire, cavalry | Armor, crossbows |

| Micromanagement | High | Low–Medium |


🧠 Which Is Better for the HRE?

It depends on how you want the HRE identity to evolve:

  • If you want more tactical depth and micro-rewarding units, go with the Glass Cannon. It gives the HRE a unique skill ceiling and burst power.

  • If you want a more solid, massable, core unit that can fit naturally into standard compositions, the Cleave Brawler is the safer bet.


Would you like a hybrid option that incorporates aspects of both (e.g., starts as a Brawler but has a “Rage” mechanic to turn into a Glass Cannon temporarily)?

Me: Yes.

Excellent — let’s design a Hybrid Landsknecht that evolves situationally, blending durability with high burst potential under specific conditions. This gives the unit flexibility, makes it worth investing in, and gives the HRE a truly unique, dynamic unit.


⚔️🛡️ Hybrid Landsknecht — “Disciplined Fury”

🎯 Design Concept:

A durable melee cleaver that fights steadily in formation — but when the battle turns, enters a rage state, unleashing devastating AoE attacks for a short period.

Think of it like a berserker who’s trained in formation combat — disciplined until provoked, then explosively dangerous.


🔧 Base Stats (Before Rage)

  • Cost: 60 Food / 80 Gold

  • HP: 110

  • Armor: 1 melee / 1 ranged

  • Attack: 14 cleave (medium AoE arc)

  • Attack Speed: 1.5s

  • Movement Speed: 1.25 (same as standard infantry)


🌀 Unique Mechanic — “Rage Threshold”

When certain trigger conditions are met, the Landsknecht enters Rage Mode for 6 seconds. This ability has a cooldown of 30 seconds.

Triggers:

  • Landsknecht or nearby friendly unit is killed within 2 tiles, or

  • Landsknecht gets hit by 3 different units within 2 seconds

Rage Mode Buffs:

  • +50% attack speed

  • +4 base attack

  • +50% cleave arc and AoE size

  • Ignores shield bonuses

  • Visual FX: glowing weapon or red-tinted aura to signal the transformation.


🧠 Tactical Use

  • In a defensive line, they fight consistently, but when your army starts taking casualties, the Landsknecht explodes with AoE.

  • In aggressive pushes, they can dive in and intentionally soak light damage to trigger Rage.

  • You can manipulate positioning and unit spacing to optimize AoE impact when the Rage kicks in.


🧪 Balance Levers

To prevent overuse or spam:

  • Cooldown on Rage Mode (shared or individual)

  • Slight vulnerability after Rage ends (e.g., -1 armor for 4 seconds)

  • Cost kept high enough to make them valuable, not expendable


📌 Summary: Hybrid Landsknecht

| Trait | Value |

| ----------------- | ------------------------------------------------------------------ |

| Durability | Medium (110 HP, 1/1 armor) |

| Base Damage | Moderate (14 cleave) |

| Burst Potential | High (when enraged) |

| Triggered Ability | Rage Mode (AoE burst + speed) |

| Cost | 60F / 80G |

| Counterplay | Focus fire before Rage triggers; stunlock; ranged burst |

| Synergy | Frontline units (Maa, Prelates); relic-buffed healing; melee blobs |


This unit scales with player skill, rewards smart positioning and timing, and gives the HRE a tactical identity beyond just heavy armor and religious play. It’s a unit that feels epic when used correctly.

Would you like a mock-up of how this might look in the in-game UI, or a comparative army composition to show where it fits best?

Me: Yes.

It’s clear Chat GPT doesn’t play the game and only draws conclusions based on internet comments rather than actual balance.

Currently, HRE is one of the best civs because their passive economic bonus is too good.

Another issue is that their unique unit is “Situational,” and can’t be mass-produced because it’s fragile.
However, this doesn’t make it bad, as it’s a good unit, but not one for mass production like in other civs.

There are many, many possibilities for giving the Landsknecht unique abilities or technologies, but CHATGPT opted for the most “anti-historical” ones I’ve seen:

  • That Rage Mode thing makes them look like a berserker, when in reality they were cold mercenaries. It would be fine for a berserker, or even Quachic, an Aztec unit, but not for a landsknecht.

Seriously, the unit is fine; maybe it needs a unique technology, but no more. What’s really missing are two additional unique units for the existing Landsknecht types, which were the majority of the troops:

  • Landsknecht Pikeman
  • Landsknecht Arquebusier.

Hopefully, with the addition of Forgotten to the game’s development, more historically accurate additions will be considered. The Templars were excellent.

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