
1-2 Imperial Guards + 6-7 Rogues - Good against enemies without many Cannons. 1-2 Heavy Knights or Great Sword Warriors + 6-7 Rogues - Good against enemies with a mix of Cannons + faster troops. + Strongest low-age artillery with crazy range and slightly higher relative attack compared to the defense of units of the age. 1-2 Knights or Berserkers + 6-7 Rogues - Good against enemies with a mix of Trebuchets + faster troops. 1-2 Heavy Infantry + 6-7 Rogues - Good against enemies without Trebuchets. 4-8 Trebuchets + 0-4 Rogues - Good against enemy Trebuchets and Crossbows. - High movement Mounted Archers can occasionally pick off your less durable units. + Weak-statted Mounted Archers aren't much of a threat to your more durable units. 1-2 Heavy Cavalry or Mercenaries + 6-7 Rogues - Good against enemies with a mix of Catapults + faster troops. 1-2 Armored Infantry + 6-7 Rogues - Good against enemies without Catapults. 4-8 Catapults + 0-4 Rogues - Good against enemy Catapults. - Artillery have a hard time keeping up against heavies at higher attrition as much of their strength against them comes from the flat bonus which doesn't scale.
- Reliance on melee units means much damage taken at high attrition unless you work on your defense.1-2 Mounted Warriors or Soldiers + 6-7 Rogues - Good against enemies with a mix of Ballistae + faster troops.1-2 Legionnaires + 6-7 Rogues - Good against enemies without Ballistae.4-8 Ballistae + 0-4 Rogues - Good against enemy Ballistae and Archers.Some setups against some defenses you may need to go into the battle and hold back a non-rogue or two for the first round of combat before pressing auto. I'm going to try and present it all as a table. Some of my comments will be theory - but most of them will be extrapolated from experience.
We've had Guild Battlegrounds for over a year now - and I've played it in many different ages.