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The Troop Triangle & Counters
Quick answers
- Is Iron Realms free to play?
- Yes. Iron Realms is free to play in any browser with no download and no account required. Every building, troop tier and Seat of Power is reachable without spending money — purchases buy speed and cosmetics, never a higher ceiling.
- Does spending money make you stronger in Iron Realms?
- No. Nothing purchasable raises your power ceiling. A charter audit runs on every build and fails it if any offer would sell power. Spending compresses time: the summit takes about 24 months free, or 18 months with the $9.99 monthly Charter held throughout.
- How long does it take to max a keep in Iron Realms?
- About 24 months of free play at roughly half an hour a day, or 18 months with the $9.99 Warden's Charter. Keeps cap at level 45 and troops at tier 13 — the same summit for everyone.

Numbers lose battles they should win when the composition is wrong. Master the triangle and you will beat larger armies with the right counter.
The core triangle
| Type | Beats | Loses to | Role |
|---|---|---|---|
| Infantry | Ranged | Cavalry | Front line, holds the wall |
| Cavalry | Infantry | Ranged | Shock, flanks, speed |
| Ranged | Cavalry | Infantry | Damage from the back rank |
| Siege | Walls | Everything, unprotected | Break defenses only |
Reading the enemy before you commit
The counter is worth ±25%. Strike a type you beat and you hit for 125%; strike a type that beats you and you hit for 75%. That is a 67% swing between the right lead and the wrong one — which is why a smaller army with the correct composition routinely beats a bigger one that brought whatever it had.
Siege sits outside the triangle and takes the same numbers from the other direction: siege striking troops does 75%, and troops striking siege do 125%. Unescorted siege does not merely underperform — it is the softest target on the field.
One detail worth knowing: the multiplier is weighted by the enemy's whole composition, not by their largest stack. Against an army that is half cavalry and half ranged, your infantry gets the bonus on half of it and eats the penalty on the other half, netting roughly 1.0. Mixed defences are mixed on purpose — they deny you a clean counter, and the answer is to bring a mix of your own rather than to over-commit to one type.
Scout first, always. A scout report tells you the defender's composition so you can lead with the counter. Bring siege only against walls, and screen it with line troops — unescorted siege evaporates.
When the triangle breaks
Terrain, seat-defender bonuses, commander skills, and dragon breath all bend the math. A defender on high terrain or holding a starred seat can beat the "correct" counter, so weigh the whole stack — bonuses, terrain, and turnout — not just the arrows-and-shields chart.
- Infantry > ranged > cavalry > infantry
- Siege is for walls only, and must be escorted
- Scout to counter-pick; terrain and seats bend the triangle