Guard Towers are Scout Towers outfitted with deadly bolts that can pierce targets on land, sea and air.[1]
Information[]
Guard Towers provide a reliable defense for your settlement. They fire moderately powerful projectiles that can hit enemy land, sea and air units.
They are less durable than Cannon Towers and their projectiles do less damage and lack "splash" damage. However, they always hit their targets and can hit enemy fliers, and never damage your own units by mistake.
For optimal efficiency, towers should be protected by Walls or cheap buildings like Farms, which will also protect them against Sappers. They are much more effective if multiple towers are built close enough to cover each other.
Being immobile, they are vulnerable to all units that outrange them, especially Catapults and Death Knights. They also lack the power to effectively take on Juggernaughts.
They cannot be controlled directly, and will fire automatically at enemy units, targeting enemies according to a built-in priority list:
Keep/Stronghold, Great/Town Hall, Mage Tower/Temple of the Damned
Barracks
Shipyard
Lumber Mill, Oil Refinery
Farm, Oil Platform
Other buildings
Eye of Kilrogg
Note: Heroes are counted as their base unit, except Lothar, who is counted as a Paladin, and Alleria, Zuljin, and Dentarg, who are treated as the base version of their unit, rather than the upgraded one (Archer, Axethrower, and Ogre, rather than Ranger, Berzerker, and Ogre-Mage)