Every soldier in CoinRepublik is described by just three numbers, and once you know them you can read any troop at a glance. Attack points measure how hard a unit hits when it is on the offensive. Defence points measure how well it holds ground when someone attacks it. And speed, measured in kilometres per hour, decides how fast it marches to a distant town. That is the whole language of soldiering here: attack, defence, speed. Learn to think in those three numbers and the rest of this chapter is easy.
There are five troop types, and they climb in tiers from the humble footsoldier to the elite operative. Each one is built around those three numbers, and each has a clear personality - some are built to smash, some to shield, some to sprint, and the best to do everything at once. Let me introduce them in order, because the tiers tell a little story of a professionalising army.
- Assault (tier 1): a hard-hitting attacker. High attack, low defence, slow feet - the classic offensive footsoldier you send to break a town.
- Defence (tier 2): the mirror image. High defence, low attack, slow - the wall you keep at home to make your town costly to take.
- Rapid Intervention (tier 3): the sprinter. Modest attack and defence, but far quicker on the march - it is all about speed and reach.
- Elite (tier 4): a strong all-rounder with both high attack and high defence, though still slow-moving - a soldier that is dangerous whether it attacks or defends.
- Spec Ops (tier 5): the apex unit. Top attack, top defence, and the fastest speed in the game - superb at everything, and priced to match.
The exact numbers are on your My army page
Rather than memorise figures that the game can tune over time, read them live. Your My army page lists every troop type with its current attack, defence and speed, and the attack planner on a target does the sums for you. Treat the roles below as the fixed truth - Assault attacks, Defence defends, Rapid rushes, Spec Ops does it all - and let the pages tell you the precise points.
Why the mix matters
You might reasonably ask why anyone trains anything but Spec Ops, since they are best at everything. The answer is cost. The elite units are expensive to train, so an army made only of them is a slow, costly thing to build. A clever commander mixes: cheap Assault troops to bulk out an attack, Defence troops sitting at home to guard the town, a few Rapid Intervention units when speed matters more than muscle, and Spec Ops saved for when raw power decides the day. The five types exist so that you can spend wisely rather than always reaching for the priciest soldier.
There is a natural division of labour hiding in these numbers, and it maps onto the two things an army ever does. When you attack, only the attack points of the troops you send matter. When you are attacked, only the defence points of the troops standing in your town matter. So Assault troops are what you march out, and Defence troops are what you leave behind - and Elite and Spec Ops, strong in both columns, are equally happy doing either. Keep that split in mind and you will never train the wrong soldier for the job: attackers go on the road, defenders stay home, and the all-rounders go wherever you need them most.
One last note on speed, because it is the number newcomers ignore and veterans obsess over. Speed does nothing in the battle itself - a fast troop hits no harder than a slow one. What speed buys you is time: a Rapid Intervention or Spec Ops force reaches a faraway town in hours where slow Assault troops would take days. In a world of real distances, which is exactly what the next lessons are about, being able to strike quickly is a weapon all of its own. So do not dismiss the sprinters just because their attack looks modest; sometimes arriving first is worth more than hitting hardest.