Home · Database · Traps · Bolt Throwers

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Traps

Bolt Throwers

Heavy bolt throwers sited along the wall-walk, ranged at the archers ranging you.

Entity ID
bolts
Punishes
Archers — and nothing else
Kills per armed trap (tier 0)
3
Kills per armed trap (tier 10)
13
Traps laid per invested tier
5
Traps laid at tier 10
50
Disarmed by
Siege only — each siege unit clears 2 of these before the battle proper
Siege needed to disarm a full tier-10 lay
25 siege units

How Bolt Throwers resolve

Traps bite before the battle proper, and they bite one troop type only. Bolt Throwers punish archers: each trap still armed when the host arrives kills its quota of them, spread across that type's tiers from the lowest up. Siege is the only answer — every siege unit in the attacking host disarms 2 traps of each type before anything is triggered — which is why a smart assault on a trapped keep brings engines, and why a defender who sees siege in an inbound host knows their wall is about to be read correctly.

The tier ladder

Each of the three trap types is raised independently through 10 tiers. A tier both lays more of them and makes each one hit harder — 5 extra traps and one extra kill per trap, per tier — so the investment compounds rather than merely widening.

Bolt Throwers: what each tier lays, what it kills, and what it costs to reach.
TierTraps laidKills per trapKills if all stay armedWoodStoneIron
0030
15420150150100
210550225225150
315690338338225
4207140506506338
5258200759759506
63092701,1391,139759
735103501,7091,7091,139
840114402,5632,5631,709
945125403,8443,8442,563
1050136505,7675,7673,844

The free ramparts your Keep already gives you

Before any tier investment, the Keep itself lays traps of all three types — one per Keep level, capped at twelve. Those are free, they are laid whether you think about them or not, and they are what a raider without siege actually runs into.

Free bolt throwers from the Keep alone, and what they kill.
Keep levelFree bolt throwersArchers killed (no siege present)
113
5515
101030
121236
201236
301236
451236

What archers are worth killing

Archers hit hardest per unit of the three field types and die fastest when reached. They beat cavalry and lose to infantry. Bolt throwers exist because a besieger's archers never have to come within reach of the wall on their own.

A trap's value is the host it removes before a single blow is struck, and losses are spread across the target type's tiers from the lowest up — so the first thing your bolt throwers eat is the cheapest archers in the column, and the last is the most expensive.

Archers at every tier: what a trap is taking off the field.
TierRankAttackDefenseHealthLoadPower
T1Levy18618255
T2Footman23823316
T3Man-at-Arms28928398
T4Veteran3512354910
T5Sergeant4415446112
T6Guardsman5518557615
T7Knight6923699519
T8Vanguard86298611924
T9Champion1073610714930
T10Warlord1344513418637
T11Myrmidon1685616823347
T12Paragon2107021029158
T13Legend2628726236473
Power removed by a full tier-10 lay of bolt throwers (50 traps × 13 kills), against archers of each tier.
Tier of the attacker's columnArchers killedPower removedHealth removed
T1 — Levy6503,25011,700
T4 — Veteran6506,50022,750
T7 — Knight65012,35044,850
T10 — Warlord65024,05087,100
T13 — Legend65047,450170,300

Guides: The Combat Guide · Defending Your Keep. Troop data: Archers · Siege engines. Index: all three traps · the whole database.

The other traps: Scalding Oil (vs infantry) · Wood Spikes (vs cavalry)

Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.

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