I've made a possible troop tree for Guts' Kingdom:
BAND OF THE BRAND
"...and the Hawk shall tremble."
Strengths: very skilled and offensive units with strong armors and powerful weaponry at higher tiers. Many troops have chance for ranged weapons.
Weaknesses: low-tier units have high death rate, very few units have shields, cavalry units have badly-armored (though healthy and fast) mounts.
Troop tree:
-> Fresh Scout -> Ranger -> Decimator -> Dark Hunter
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Youngblood -> Fresh Blade -> Armsman -> Avenger -> Dark Slayer -> Black Struggler
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-> Raider -> Marauder -> Dark Reaper
TIER 1:
Youngblood - a strange feature of the Band of the Brand that it accepts even young brats to its ranks. From devoted youngsters who dream of becoming great warriors to sons of regular troops and orphans adopted by the company, these boys (or sometimes girls) are kept in the camps and fortresses overseen by veterans, brough up by the company rather than by a couple of individuals. Inexperienced and weak, they are not fit at all for heavy combat duties but fulfill out-of-combat roles such as cooking, cleaning and so on. Instructed for fighting by early age, each of them carries the potential of becoming full-blooded warriors, but nevertheless they should be kept out of fighting unless the situation is so grim that every person must be rallied.
(Small-statured light infantry. Very light armor, and weak small-reach weapons like short swords, daggers, hatchets etc. Chance for small buckler shields and throwing daggers.)
TIER 2:
Fresh Blade - proving their skills in close combat, Fresh Blades are young people who form the basic fighting unit in the company. Well-taught, they are often more skilled than average men of their age, but they have yet to see the true face of war, the last test of their initiation being taking part in and surviving a real battle. If they emerge victorious and alive, they may proceed to form the backbone of the company. If not... well, it won’t matter anymore.
(somewhat shorter than average light infantry. Light armor and varied weaponry. Many spawn with shields, but lesser two-handed weapons are also possible.)
Fresh Scout - there are always some recruits who prove less effective in close quarters, but a lot more sneaky and precise than usual. Such individuals deserve an alternate way of training, joining the ranks of the Fresh Scouts. They perform the tasks necessary to keep the company informed of their surroundings, such as exploring, infiltration, delivering messages, and so on and so forth. They are also instructed in the use of basic ranged weaponry, but are not really expected to engage in actual fighting, but rather to leave it to their tougher comrades.
(somewhat shorter than average light skirmisher. Light armor, weak in melee with only short-reach weapons but skilled. Access to throwing daggers and light crossbows.)
TIER 3:
Armsman - after participating in a couple of battles, the majority of the surviving Fresh Blades join the ranks of the Armsmen. The Armsmen provide the main backbone of the company, young but matured men capable of using some heavy weapons and given reliable armors. Though they lack shields, their strength and determination more than makes up for that tiny disadvantage.
(average-height medium infantry. Armsman always carry two-handed weapons, mostly swords and axes and possess mediocre armor.)
Ranger - cunning and tricky, Rangers are drawn from the ranks of skilled scouts, marksmen and assassins. They oversee the Fresh Scouts during service and are respecably skilled scalphunters themselves, experienced enough to stand out in the battlefield to provide ranged support for their brethren.
(average-height medium ranged infanty. Still quite lightly armored, but skilled. Uses bows and crossbows, and fine blades for melee.)
Raider - representing the cavalry arm of the company, Raiders are horse-riding warriors fighting with a large variety of weapons. While reliable, they shouldn’t be mistaken for heavy cavalry, but rather used to harass the flanks of enemy formations before the infantry moves in for the kill.
(average-height medium mixed cavalry. The riders are moderately armored, but their mounts, while healthy and fast, not quite armored. Uses bastard swords and two-handed weapons for melee, chance for lighter crossbows and smaller shields.)
TIER 4:
Ravager - veterans of numerous battles, Ravagers have perfected the use of their weaponry, and the harsh years of constant fighting only made them stronger.
(average-height mid-heavy infantry. Better in every aspect than Armsman and has chance for throwing axes and javelins.)
Decimator - sharpshooters of intimidating skill, Decimators don’t take part in sneaky activities but spend their full-time duty in the open fields of war. With exceptional smiths and inventors at its disposal, the company can arm these men with dangerous ranged weaponry. Liking their „toys”, Decimators enjoy nothing more than blasting skulls to pieces from afar.
(average-height medium ranged infantry. Only moderately armored but uses strong crossbows and lesser firearms to thin enemy ranks, switches to swords and two-handed polearms in melee.)
Marauder - elite cavalry force of the company, Marauders are more experienced and better armed than Raiders, fully suited to charge towards enemies head-on.
(average-height mid-heavy melee cavalry. Better in every aspect than Raiders, but their weaponry is limited to two-handed axes and two-handed swords.)
TIER 5:
Dark Slayer - merciless and unforgiving, Dark Slayers possess abilities considered superhuman by many. These grim warriors often suffered great losses during their struggles, making them cold-blooded, but obidient, killing machines who inspire fear even among allied troops.
(tall-statured heavy melee infantry. Better in every aspect compared to Ravagers and still has chance for throwing weapons.)
Dark Hunter - similarly dangerous but taking a different approach than Dark Slayers, Dark Hunters have completely lost themselves to the hunt. Their goal is to track down magnificent preys and send them to a cold grave, more often than not mighty advesaries who caused the death of many companions.
(average-height mid-heavy ranged infantry. Not quite the best armored but overall much better in melee compared to most ranged troops, using two-handed polearms. For ranged attack, they employ repeating crossbows and heavy firearms such as muskets or even hand-cannons.)
Dark Reaper - both man and horse unwavering from any wordly - or even otherworldly - powers, Dark Reapers are eager to carve bloody paths through enemy formations.
(average-height mid-heavy melee cavalry. Better in every aspect compared to Marauders, and expanded weaponry with access to poleaxes, glaives and the like.)
TIER 6:
Black Struggler - Bearing the Brand of Sacrifice, Black Stugglers are people sharing a similar fate with Guts: living offerings to demonic beasts, but rescued in the last moment by the Skull Knight. Living in a state of never-ending fighting against otherwordly horrors, emotions such as fear or regret are completely meaningless for them. The only thing that drives these human monsters onward is the promise of harsh vengeance, which they are willing to achive by any means necessary. Due to their Brands, they mean a threat to everyone and everything around them unless this effect is eased by Schierke’s magical wards. Such dreadful soldiers require a commander with nerves of steel and a hand of iron to be kept under control, but it pays off as Black Strugglers are perhaps the only mortals capable of standing up to the Apostles of Griffith.
(the classic badass uber-unit. What more to say ?)