According to unit roles (see http://wildfiregames.com/forum/index.php?showtopic=20103) here is how I think which class could counter which other, depending on the situation of course. Note that this takes running and charging in account for a future implementation (and not just damage/range/armor/cost). It will also vary a bit if some units have different strengths and weaknesses in different civilization, but the general counter should remain the same not to get lost (thus it would be more or less effective). In short (but with some exception) ranged > melee infantry Cavalry > ranged infantry Range with melee cover > cavalry Then we have short/medium/long range melee infantry (being individual, small group, pack figthers respectively) Short/medium/long range infantry (shorter = easier to cover but easily outranged) Light/heavy cavalry (mobility vs durability) Spearmen With medium range, they can fight in two rows, giving them more power when in tight formation. Generally, strength and durability is given when in formation but decreases their speed (thus more prone to hit'n run), less strength and durability when individual (thus more prone to melee fight) Counters: Swordmen when in formation, using outnumbering in fighting Cavalry but not that much Countered by: Swordmen when dispersed (losing their outnumbering effect) Ranged units by hit'n runnnig Elephant, just being crushed Pikemen With long range, they can fight even more than spearmen when in tight formation. The counter scheme is roughfly the same. Counters: Swordmen, spearmen when in formation, using outnumbering in fighting Cavalry Countered by: Swordmen and spearmen when dispersed Ranged units by hit'n running Elephant if not being carefull Swordmen With short melee range, they are the best individual fighters. Counters: Individual melee units Countered by: Cavalry Archers (see archers counter) Elephant Javelinists Short range hit'n run specialist Counters: Spear and pikemen, by forcing to disrupt, or even just killing them in place while hit'n running Javelin cavalry with their speed advantage not being useable (and being less cost/efficient) Elephant with target spreading Countered by: Light and heavy cavalry if uncovered (very short distance to run) Covered archers and slingers by not getting in range Archers Long range troop Counters: Disrupted infantry (be it spear and pikes not in tight formation or swordmen not in testudo) Countered by: Slingers if massed (outrange) Cavalry when uncovered (by reducing their range advantage) Siege, almost ineffective Slingers Long anti-mass troop Counters: Massed infantry Better against siege than archers, but not skirmishers (otherwise mini siege > siege) Early defenses before siege weapons Countered by: Cavalry when uncovered Heavy cavalry (read spear cav) Counters: Everything in one on one (except elephant), not that much for siege Countered by: A few pikemen, a bit more spearmen Javelin cavalry by hit'n running Elephant Skirmishers, archers, slingers (in that order) if they are well covered Light cavalry (read sword cavalry) Counters: Uncovered siege Ranged units if not well covered Can't be hit'n run by javelin cavalry Countered by: Spearmen, pikemen Skirmishers, archers, slingers (in that order) if they are well covered, but less than heavy cav Javelin cavalry Fast hit'n run troop, close to infantry javelinist except for cavalry. Counters: Spear and pikemen, by disrupting them, or even just killing in hit'n run Elephant with target spreading and hit'n run Countered by: Javelinist by being less cost/efficient Light cavalry if fighting it Archer cavalry Long range cavalry Counters: Everything that can't get in range (melee infantry, javelinists) Countered by: Everything that can get in range (archers, slingers, light cavalry, javelin cavalry) Almost ineffective against siege Elephant That mastodont Counters: All melee units (less for pikemen) Siege Countered by: Javelinists, javelin cavalry (good) Archers, archer cavalry (medium) Slingers (somehow)