This list should provide an overview about all the units in the game and how to use them.
Light Unit (7/7/1/14) Spearfighter: Good balanced all purpose unit. Use all through age even after you have heavy units. They are the cheapest unit in the game, with fastest build/heal times. This makes them great fodder even after you have heavy units. They takes seconds instead of minutes to build/heal.
Heavy Unit (6/10/1/11) Warrior: High stats and very tough. Use several per battle. At end of age when you become better you can use them completely instead of light units. They are the perfect replacement for light units since they will not gain much trouble from ranged units in this age. Can never go catastrophically wrong with heavy units.
Fast Unit (8/5/1/22) Horseman: Moderate stats for a melee unit. Not recommended to use for any serious battle. Still recommend buying them at the end of the age to experiment with how they work. Light/heavy units are better in all ways except speed and attack.
Ranged Unit (5/1/5/12) Slinger: Light damage, squishy and with a short range. The Problem is their range of 5 is matched by heavy unit's move of 5.5 (unless there is rough terrain in the way) making them not be able to stay away from them. Suggested to only use a few per battle. You can use more as you get better with them and experienced in combat.
Artillery Unit (3/2/12/6) Stone Thrower: Very low stats. Artillery unit is best against ranged classes because they have the lowest defense. The range is long enough to hit most units but not guaranteed to hit every unit. The AI does not use this artillery unit much and neither do players with the bronze age being so short. For damage output vs defenses of other units this is the best time for it in the game. As the game goes on the amount its damage increases is less than the increase of defenses of other units. Meaning overall it becomes less useful for damage as time goes on. Worth using a few for anti ranged unit. It is interesting to note that at the beginning of the game one is provided to you for free. It can help you practice with Artillery units.
Light Unit (9/9/1/16) Soldier: Still very reliable. Gains movement, attack, and defense. Light Unit can always act as a replacement for the previous ages heavy units. The extra speed helps a lot to be able to charge both ranged units and artillery units.
Heavy Unit (8/13/1/11) Legionnaire: Heavy Unit gains a ton of defense, but because of the more powerful ranged units, he will not replace the soldier when engaging ranged units. He is best used in specific situations when engaging a large amount of light/fast units.
Fast Unit (9/8/1/22) Mounted Warrior: Doesn't gain speed, but gains +1 attack and +3 defense to put it on par with Light Units, and it now actually works very well against Ranged Units and Artillery Units. But because of the fact that is inferior against soldiers and legionnaires, he may most of the times only be able to place on attack each battle.
Ranged Unit (10/4/5/12) Archer:+5 Attack and +3Defense. Archers are the most succesful units in the iron age and are also better than the mounted archer. Not only heavy, but also light and even fast units, who actually have an advantage agains them, are very vulnerable to a group of archers. The range is not vital and only keep out heavy units, but this won't be much of a problem since the attack power is very high. Also, 8 Archers are good for defense, and can beat 50% of fights until High Middle Ages. This range does not changes and is the less than heavy unit does move making their problem, to be able to destroy them. Another passive benefit is the fact that an archer range is very small (2X2), so it is very easy to train many of them (like 12 archers over 3 buildings).
Artillery Unit (4/3/13/6) Ballista: Gain +1 range. This makes is a viable unit. Now it can move and nearly reach any artillery units the enemy has. Use 4 ballistas and 4 archers for offense: use te archers to engage most enemy units without the danger of retaliation, and use the ballistas to take out enemy artillery and archers: one shot from an ballista to an archer will make them a one-hit- kill if hit by an other archer next round. Also works in reverse order. Also, using 7 Artillery Units+1 Fast Unit can be very effective: use Fast Unit to lead the enemy on a wild goose chase, while your Artillery pounds their units.
Early Middle Ages
Light Unit (13/13/1/16) Mercenary: +4 attack and defense. They indirectly become more useful as a counter to fast units since they will be more common now. They are capable to resist the damage of archers and are also superior to the old legionnaires.
Heavy Unit (12/18/1/11) Armored Infantry: There is a large gap between their defense and the attack of other units in the age. They can take a beating from any unit in the age. Also since the short ranged units are gaining an actual arrears in this age, they can't be countered by the ranged attacks and this makes them very common. They can be used for much more situations than the legionnaire could in the iron age.
Fast Unit (12/13/1/22) Heavy Cavalry: These stats are on par with Light Units. Movement does not change and is less than that of the Mounted Archer. They are decent, but since ranged units don't necessary have to be countered in this age, they are not very effective. Both mercenaries and armored infantry are superior to him in melee.
Ranged Unit (9/6/4/22) Mounted Archer: Mounted Mongol Archers are a very different unit. They have been updated and strengthened very recently without an announcement to players. In contrast to the old archers, they are not able of piercing effectively through the armor of most units. They also have less range, so they will almost always have to bring theyselves in danger in order to attack. Their previous stats made them a unit to be avoided and most players stuck with Iron Age Archers. Now Mounted Archers are basically the Iron Age Archer on a horse, with higher defense. However they are able to hit enemy units on turn 1 most battles, their high speed is more a disadvantage rather than an advantage: it means they have to take the active role, while ranged units are more effective if they act reactive.
Artillery Unit (6/3/13/6) Catapult: Not much change. They are indirectly less useful because less players will be using mounted archers so they have less to be the counter to. They also are massacred by said Mounted Archers, who can reach them Turn 1. Still worth using a few but less than other ages.
High Middle Ages
Light Unit (20/16/1/16) Berserker: +7 attack, +3 defense. This is the only time it does not have equal stats. It does tons of damage more than other units and will be used more. They are perfect to take the active role on the battlefield. With fast units being better these will be more common.
Heavy Unit (16/26/1/12) Heavy Infantry: Speed +1. This makes them much better and able to catch up with light units and charge short ranged units (ranged units). A big gap starts to form between their attack and defense where before it was not terribly different. It becomes very tanky and the ranged unit (short range) is not guaranteed to kill it in 2 hits.
Fast Unit (16/17/1/24) Knight: Speed +1. They also gain balanced stats and at least equal to short ranged units. Their stats are a bit behind but they are significantly better. They will nearly be able to kill artillery units in 1 attack. This again will make them some what more common. The added speed allows them to easily outmaneuver any unit. It should be noticed that they are still surprising vulnerable agains crossbowmen. Gets the special ability Chivalry, gains bonus to attack and defense when it is the only unit with chivalry in your army. When having for example 4 knights, they will lose 3 knights during the battle on the map, they will active the ability Chivalry, to have enough both attack and defense. They are very good when used for defense, since ranged and artillery units are not able to defend themselves effectively to a charging knight.
Ranged Unit (20/10/5/12) Crossbowman: Same range and movement speed as Iron Age archers. They are superior to almost every unit, including berserkers and knights (even knights will be very vulnerable against crossbowmen). The damage is nearly 2x as much as iron age archers and defense is nearly 2.5x as much as iron age archers for those who stuck with them. They are also able to defend themselves very effectively against older ranged units and catapults. But even mercenaries will not do outstanding much damage against them. There will be many of them but still some people will be traumatized by mounted archers and not use many.
Artillery Unit (9/4/14/6) Trebuchet: Range +1. Many will decide to use them with the extra range making it so they can hit any opposing unit on Turn 1. They actually are the only units who are effectively to take out crossbowmen, much like the ballista in the iron age. But they will also do surprisingly much damage to berserkers and mercenaries. They will be more common and may see people defend or attack with 8 of them.
Late Middle Ages
Light Unit (25/25/1/16) Great Sword Warrior: +5 attack, +9 defense. Light Unit is amazing this age. They can be used as both offense and defense, and Light Unit+Fast Unit is one of the hardest defenses this age to take out. Due to Fast unit being able to assassinate ranged units and artillery units, light unit will be necessary to take out Fast Units. Even the heavy infantry is not able to defend against them.
Heavy Unit (23/33/1/12) Imperial Guard: The gap between defense and attack widen more. It is very tanky and ranged unit is not guaranteed to kill it in 2 hits. They will be extremely common.
Fast Unit (22/25/1/24) Heavy Knight: Only a bit lower stats than light/heavy units. They can now 1 hit kill artillery/ranged units making them extremely more valuable and common. Light Unit+Fast Unit this age is one of the hardest defenses to break. Same special ability as knight.
Ranged Unit (24/12/6/12) Longbow Archer: Range +1. The range of 6 is enough to keep it out of reach of heavy units and also of light units if there is a lot of rough terrain in the way. There will be a huge rise in their numbers and they will be very common and fill the slot of those deciding to use the artillery, when is the huge defense of trebuchets. Ranged Unit+Artillery Unit can also win most fights if used correctly.
Artillery Unit (13/4/12/6) Cannon: Range -2. As with mounted archers some will decide not to use this unit for the disadvantage of range. It does more damage but the range will be an issue. However, most do use this unit, because is the huge defense of trebuchets, but the range can be compensated by moving. Ranged Unit+Artillery Unit can win most fights if used correctly. Gets the special ability Dug-in, receives defense bonus if the enemy is more than 2 tiles from away it. The Dug-in bonus is the most effective against ranged units/artillery units attackers.
Light Unit (35/35/1/16) Ranger: They have the highest stats for light units up to this age. They are durable enough to take a few hits and do the highest damage, making them very dangerous. They gain the special ability stealth. This makes them untargetable when in forests unless the attacking unit is next to it. This makes it nearly immune to ranged attacks and since on forests they gain defense and can face heavy units and win.
Heavy Unit (28/40/2/12) Grenadier: They change how the units works. Range +1. They gain range of 2 which means they can attack light units and Fast Units without fear of retaliation. They can also retaliate against any ranged attack at range of 2. Many people will want to use them for this fact alone. Fast Unit + Heavy Unit is a very potent defense this age that cannot easily be countered.
Fast Unit (28/40/1/24) Dragoon: They have defense equivalent to the heavy units. They shine at this age and are comparable to light/heavy units and can replace them depending on the situation. Ranged classes are now easily countered by them and people are wary of using as many ranged classes. Fast Unit+Heavy Unit is a very potent defense this age that cannot easily be countered. Loses the Chivalry ability.
Ranged Unit (30/18/7/12) Musketeer: Range +1. High damage and added range, so it is enough range to keep out heavy units and also light units if there is the some rough terrain in the way, but the only bad thing is that it gets trolled hard by light units due to Stealth. They are not nearly as durable as the melee units so will be in every fight but not in super high numbers.
Artillery Unit (14/6/15/8) Field Gun: Range +3, speed +1. The largest range jump in the game. It has enough range to hit nearly any unit on the map, without moving. With its added speed it now acts between previous ages artillery units making it able to dominate any earlier age artillery units. The only bad thing is that it gets trolled hard by Light Units due to Stealth, but many people will use more of them and defending with 8 will be common. The damage is very low compared to other defenses so it is only effective vs other ranged classes. The range and speed bonus will make it very common despite the low damage. Same special ability as cannon.
Light Unit (28/37/6/16) Jaeger Infantry: Attack -7 Defense +2 Range +5. The added range makes it able to take out Fast Units at a range without fear of retaliation. They have the special ability stealth. This makes them untargetable when on forests unless the attacking unit is next to it. This makes it nearly immune to ranged attacks and since on forests they gain defense and can face heavy units and win. This unit changes the Light Melee Class.
Heavy Unit (35/35/6/10) Howitzer: Attack +7, Defense -5, Range +4, Speed -1. It's new ability allows it to ignore Stealth (Light Unit's ability), and damage increases if it is closer to the target. This unit changes the Heavy Melee Class. Instead of focusing on tanking, it focuses on damage, mostly damage on Light Units. Now, the howitzer is the basically colonial age heavy unit with industrial age artillery unit.
Fast Unit (40/40/1/24) Lancer: Fast unit has the highest stats up to this age, at a cost of having a range of 1 when every other unit in this age has a range of at least 6. Fast unit is still useful to charge out ranged classes, and its damage is very high. The only thing bad about it is the range, but its movement is generally enough.
Ranged Unit (38/25/8/12) Rifleman: Added damage and range are cool, but are not enough to compensate for the entire age's increase in range. Now Short Ranged Unit can't stay out of range of any unit and can be taken down somewhat easily.
Artillery Unit (18/9/15/8) Breech Loader: Artillery unit gets a boost in attack and defense. No boost in range, but it doesn't need any. Due to every unit except Fast having at least Range 6, Artillery unit is not as effective as before, since it will soon die against melee attacks or at 2 spaces. Same special ability as cannon and field gun.
Light Unit (40/48/9/16) Conscript: Light unit gets increases both attack and defense from the Industrial Age. Movement speed stay the same and range is increased. Loses the Stealth ability. Gets the special ability Close Quarters, gains attack bonus when attacking an adjacent field.
Heavy Unit (30/60/9/14) Tank: Heavy unit loses some attack damage and gains a lot of defense damage. Both range and movement are increased. Loses the Blast ability.
Fast Unit (45/50/9/26) Armored Car: Fast unit gets increases in all stats. This unit changes the Fast Class.
Ranged Unit (30/30/12/18) Sniper: Ranged unit loses some attack damage and gains some defense damage. Both attack range and movement increased. Gets the special ability Dug-in, receives a defense bonus when the enemy is more than 2 tiles away from it. This ranged unit has same range as stone thrower as cannon. This unit changes the Short Range Class.
Artillery Unit (23/12/15/10) Rapid Fire Cannon: Artillery unit gets a boost in attack and defense. Range stays the same and movement is increased. Same special ability as cannon as field gun as breech loader. This unit changes the Long Range Class.
Light Unit (70/45/7/14) Bazooka Team: Light unit gets increased attack, but decreased defense from the Progressive Era. Both range and movement are decreased. Gets the special ability Dug-in, receives a defense increase when enemy is more than 2 tiles away from it. Loses the Close Quarters ability.
Heavy Unit (45/65/10/20) Battle Tank: Heavy unit gets increases in both attack and defense from the Progressive Era. Both range and movement are increased.
Fast Unit (60/60/9/24) Mechanized Infantry: Fast unit gets increases in both attack and defense from the Progressive Era. Range stay the same, but movement is decreased.
Ranged Unit (48/48/9/18) Paratrooper: Ranged unit gets increases in both attack and defense from the Progressive Era. Loses Range, but movement stays the same. Loses the Dug-in ability. Gets 2 special abilities Rapid Deployment (Starts the battle in a random field on the map and acts before any other unit) and Stealth (When standing in forest, they can be only damaged by adjacent melee attacks).
Artillery Unit (32/35/16/16) Mechanized Artillery: Artillery unit gets increases in both attack and defense from the Progressive Era. Both range and movement are increased. Loses the Dug-in ability.
Light Unit (80/55/7/18), Commando: Light unit gets increased both attack and defense from the Modern Era. Range stay the same and movement is increased. Loses the Dug-in ability. Gets 2 special abilities Close Quarters (Gaining attack when attacking in adjacent field) and Stealth (When standing in forest, they can be only damaged by adjacent melee attacks).
Heavy Unit (80/75/10/22), Universal Tank: Heavy unit gets increased both attack and defense from the Modern Era. Range stay the same and movement is increased
Fast Unit (75/65/10/28), IFV: Fast unit gets increased both attack and defense from the Modern Era. Both range and movement are increased.
Ranged Unit (70/55/10/14), MG Team: Ranged unit gets increased both attack and defense from the Modern Era. Range is increased, but movement is decreased. Loses 2 special abilities Rapid Deployment and Stealth. Gets 2 special abilities Contact! (Always retaliate against attacks within range) and Dug-in (Receives defense bonus if the enemy is more than 2 tiles from away it).
Artillery Unit (45/35/18/16), Rocket Artillery: Artillery unit gets increased attack, but defense stay the same from the Modern Era. Movement stay the same and range is increased.
Light Unit (100/80/9/18), Strike Team: Same range, speed and special abilities as paratroopers (Modern Era ranged units). The damage is nearly 2.083x more than paratroopers and defense is nearly 1.67x more than paratroopers. Loses the Close Quarters ability. This light unit works very similar to paratroopers.
Heavy Unit (105/90/10/22), Assault Tank: Heavy unit gets increased both attack and defense from the Postmodern Era. Range and movement are the same. Gets the special ability Reactive Armor (Cannot take more than 4 damage per attack).
Fast Unit (120/100/10/28), Attack Helicopter: Fast unit gets increased both attack and defense from the Postmodern Era. Range and movement are the same. Gets the special ability Flying (Cannot be attacked by artillery units and ignores terrain when moving).
Ranged Unit (90/80/10/24), Anti-Aircraft Vehicle: Ranged unit gets increased both attack and defense from the Postmodern Era. Range is same and movement is increased. Loses the Dug-in ability.
Artillery Unit (50/70/18/16), Missile Artillery: Artillery unit gets increased both attack and defense from the Postmodern Era. Range and movement are the same. Gets 2 special abilities MIRV (Hits targeted unit and between 1 and 3 additional units in range) and One-Shot (Is removed from the battle after attacking and dies when battle is lost).
Light Unit (110/80/7/16), Ultra AP: Light unit gets increased attack, but defense stay the same from the Contemporary Era. Both range and movement are decreased. Loses the Stealth ability. Gets the special ability Contact! (Always retaliates against any attacks within range). This light unit works similar to MG Teams and Anti-Aircraft Vehicles, but has the lowest speed in the Tomorrow Era, having lower defense than artillery units from the same-age.
Heavy Unit (120/105/7/20), Stealth Tank: Heavy unit gets increased both attack and defense from the Contemporary Era. Both range and movement are decreased. Loses the Reactive Armor ability. Gets the special ability Stealth, they will hide on plains instead of forests, they can be only damaged by adjacent melee attacks.
Fast Unit (155/90/11/30), Combat Drone: Fast unit gets increased attack, but decreased defense from the Contemporary Era. Both range and movement are increased. Same special ability as attack helicopter. This fast unit has simple long attack range and can attack any enemy units with ability Contact! without retaliation damage.
Ranged Unit (100/70/16/20), Anti-Materiel Sniper: Ranged unit gets increased attack, but decreased defense from the Contemporary Era. Range is increased, but movement is decreased. Loses the Contact! ability. Gets the special ability Dug-in (Receives defense bonus if the enemy is more than 2 tiles from away it). These units have the longest attack range of all Tomorrow Era units, also they have same range as mechanized artillery (Modern Era artillery unit), but have the lowest defense in the Tomorrow Era.
Artillery Unit (70/85/12/24), Microwave Blaster: Artillery unit gets increased both attack and defense from the Contemporary Era. Movement is increased, but range is decreased. Loses 2 special abilities MIRV and One-Shot. Gets 2 special abilities Heat (Reduces attack of target) and Blast (Gains attack bonus for each field closer to the target and ignores stealth). These artillery units have smaller range than ranged units from the same-age. Also have higher defense than light units and ranged units from the same-age.
Light Unit (120/105/10/20), Exoskeleton Soldier: Light unit gets increased both attack and defense from the Tomorrow Era. Both range and movement are increased. Loses 2 special abilities, Rapid Deployment and Contact!. Gets 2 special abilities Close Quarters (Gains attack bonus when attacking an adjacent field) and Blast (Gains increased damage output for each tile closer to the target and ignores Stealth).
Heavy Unit (120/105/12/20), Hover Tank: Heavy unit gets increased range, but attack, defense and movement stay the same from Tomorrow Era. Gets the special ability Reactive Armor (Cannot take more than 4 damage per attack).
Fast Unit (170/110/1/18), Drone Swarm: Fast unit gets increased both attack and defense from Tomorrow Era. Both range and movement are decreased. It is the only melee unit at all Future Era units. Gets the special ability Rapid Deployment (Starts the battle in a random field on the map. Acts before any other unit).
Ranged Unit (80/100/14/22), Satellite Spotter: Ranged unit gets increased defense, but decreased attack from Tomorrow Era. Ranged is decreased, but movement is increased. Loses the Dug-in ability. Gets the special ability Heat (Reduces attack of target).
Artillery Unit (160/200/20/6), Rail Gun: Artillery unit gets increased both attack and defense from Tomorrow Era. Range is increased, but movement is decreased. Loses 2 special abilities, Heat and Blast. Gets 2 special abilities Recharge (Fires every other turn only) and Power Shot (Ignores defensive skills and terrain). It has huge improvement attack, defense and range over the Microwave Blaster. It has the highest attack after the fast unit, the highest defense and the longest range of all Future Era units, but it is still very slow movement speed everywhere and it is still vulnerable to both fast units and ranged units.
Light Unit (130/120/8/18), Surrogate Soldier: Light unit gets increased both attack and defense from the Future Era. Both range and movement are decreased. Loses the Blast skill. Gets the special ability Stealth (Hides on Plains).
Heavy Unit (160/150/10/20), Battle Fortress: Heavy unit gets increased defense, but attack stay the same from the Future. Range is decreased, but movement stay the same. Their reactive armor skill changes from 4 to 3 maximum damage.
Fast Unit (180/100/4/26), Recon Raider: Fast unit gets increased attack, but decreased defense from the Future Era. Both range and movement are increased. Loses 2 special abilities, Flying and Rapid Deployment. Gets the special ability Dug-in (Receives defense bonus if the enemy is more than 2 tiles from away it).
Light unit (100/1/1/14), Rogue: This one is a special unit. With its 100 Attack, it can one-hit any unit with less than 10 Defense. Its ability is annoying, though. If it gets hit, it does not die if you have a non-Rogue team member. Instead, it randomly transforms into one of your team members. If you do not have a non-Rogue member, it will die in one hit. This can work out nicely if your Rogue transforms into a Knight against an army of Crossbows, but not very nicely if it is far out and gets transformed into a Trebuchet and dies. It takes no resources to train, but takes 24 hours to train.
/ Fast Unit / Heavy Unit (varies with age), Champion: It is the fast unit, but from the Postmodern Era and onwards it becomes a heavy unit.
Light unit (10/10/1/14), Military Drummer: This unit cannot be killed in 1 hit as their ability Morale, while the enemy works against them 10-10. This make all friendly units start a battle with 1 point of armor and does not stack, its mean extra 1 hit point and is the total of 11 hit points. They can be killed in 2 hits. This special unit cost 150 coins and 150 supplies, also takes 24 hours to train. This unit is weakly like the military drummer. It has ability Rally (All friendly units start a battle with 6% attack and defense bonus. Does not stack).
Heavy unit (11/11/1/12), Color Guard: This unit is weakly like the military drummer. It has ability Rally (All friendly units start a battle with 12% attack and defense bonus. Does not stack).
- Ignores first damage and transforms into another unit of your army. Dies instead, if you have no unit left without secret identity.
- Gains attack and defense bonus for every unit with last stand that is killed.
- Grants attack and defense bonus to all friendly units when this unit is killed. Only applicable once.
- Gains bonus to attack and defense when it is the only unit with chivalry in your army.
- Hides in Forests (Stealth)
- Hides on Plains (Stealth)
- Gains increased damage output for each tile closer to the target and ignores Stealth.
- Receives defense increase when enemy is more than 2 tiles away from it.
- Starts the battle in a random field on the map. Acts before any other unit.
- Gains attack bonus when attacking an adjacent field.
- Always retaliates against attacks within range.
- Cannot take more than 4 or 3 damage per attack.
- Cannot be attacked by artillery units. Ignores terrain when moving.
- Hits targeted unit and between 1 and 3 additional units in range.
- Is removed from battle after attacking. Dies when battle is lost.
- Reduces attack of target.
- All friendly units start a battle with 1 point of armor. Does not stack.
- Fires every other turn only.
- Ignores defensive skills and terrain.
- All friendly units start a battle with an attack and defense bonus. Does not stack.
OH = On Hills VL = Vs Light Unit
OR = On Rocks VH = Vs Heavy Unit
OP = On Plains VF = Vs Fast Unit
IF = In Forests VR = Vs Ranged Unit
IB = In Bushes VA = Vs Artillery Unit
IE = In Entrenchments
IT = In Trenches
OBG = On Broken Grounds
IH = house
IR = rubble
Unit Stats Chart
|Unit||Type||Attack Bonuses||Defense Bonuses||Specials|
|Military Drummer||Light||10||10||1||14||Morale, Rally|
|Barbarian||Heavy||10||6||1||14||3-OR, 3-VL||3-OR, 3-VL||Last Stand +3|
|Barbarian Slinger||Ranged||6||3||5||14||3-OR, 3-VH||3-OR, 3-VH||Last Stand +3|
|Brave Warrior||Light||20||24||1||16||8-VF||6-IF, 8-VF||Last Stand +6|
|Mounted Brave||Ranged||16||14||4||22||6-OR, 8-VH||8-VH||Last Stand +6|
|Spearfighter||Light||7||7||1||14||3-VF||3-IF, 2-IB, 3-VF|
|Stone Thrower||Artillery||3||2||12||6||1-OH, 3-VH||3-VH|
|Champion||Fast||8||5||1||22||3-VR||3-VR||Chivalry +2, Call of Duty +1|
|Soldier||Light||9||9||1||16||4-VF||4-IF, 3-IB, 4-VF|
|Champion||Fast||8||5||1||22||4-VR||4-VR||Chivalry +2, Call of Duty +1|
|EARLY MIDDLE AGES|
|Mercenary||Light||13||13||1||16||5-VF||5-IF, 3-IB, 5-VF|
|Armored Infantry||Heavy||12||18||1||11||5-VL||5-OP, 5-VL|
|Mounted Archer||Ranged||9||8||5||22||3-OR, 5-VH||5-VH|
|Champion||Fast||12||13||1||22||5-VR||5-VR||Chivalry +3, Call of Duty +1|
|HIGH MIDDLE AGES|
|Berserker||Light||20||16||1||16||6-VF||6-IF, 4-IB, 6-VF|
|Heavy Infantry||Heavy||16||26||1||12||6-VL||6-OP, 6-VL|
|Champion||Fast||19||17||1||24||6-VR||6-VR||Chivalry +3, Call of Duty +2|
|LATE MIDDLE AGES|
|Great Sword Warrior||Light||25||25||1||16||7-VF||7-IF, 4-IB, 7-VF|
|Imperial Guard||Heavy||23||33||1||12||7-VL||7-OP, 7-VL|
|Heavy Knight||Fast||22||25||1||24||7-VR||7-VR||Chivalry +5|
|Longbow Archer||Ranged||24||12||6||12||4-OR, 7-VH||7-VH|
|Cannon||Artillery||13||4||12||6||4-OH, 7-VH||7-VH||Dug In D+14|
|Champion||Fast||25||25||1||24||7-VR||7-VR||Chivalry +5, Call of Duty +2|
|Ranger||Light||35||35||1||16||10-VF||10-IF, 7-IB, 10-VF||Hides in Forest|
|Field Gun||Artillery||14||6||15||8||6-OH, 10-VH||10-VH||Dug In D+18|
|Champion||Fast||28||40||1||24||10-VR||10-VR||Chivalry +5, Call of Duty +3|
|Jaeger Infantry||Light||28||37||6||16||15-VF||14-IF, 10-IB, 15-VF||Stealth in Forest|
|Howitzer||Heavy||35||35||6||10||15-VL||14-OP, 15-VL||Blast A+6|
|Breech Loader||Artillery||20||9||15||8||9-OH, 15-VH||15-VH||Dug In D+22|
|Champion||Fast||40||40||1||24||15-VR||15-VR||Chivalry +6, Call of Duty +3|
|Conscript||Light||40||48||9||16||10-IE, 10-VH, 25-VA||10-IE, 25-IT, 10-VH, 25-VA||Close Quarters A+20|
|Tank||Heavy||30||60||9||14||50-VF, 50-VR||50-VF, 50-VR|
|Armored Car||Fast||45||50||9||26||25-VR||15-OP, 25-VR|
|Sniper||Ranged||30||30||12||18||50-VL||40-IF, 20-IB, 50-VL||Dug In D+40|
|Rapid Fire Cannon||Artillery||23||12||15||10||12-OH, 25-VH, 25-VF||25-VH, 25-VF||Dug In D+26|
|Champion||Fast||45||50||9||26||25-VR||15-OP, 25-VR||Chivalry +6, Call of Duty +4|
|Bazooka Team||Light||70||45||7||14||20-IE, 35-VH, 25-VA||20-IE, 25-IT,35-VH, 25-VA||Dug In D+30|
|Battle Tank||Heavy||45||65||10||20||55-VF, 55-VR||55-VF, 55-VR|
|Mechanized Infantry||Fast||60||60||9||24||10-VL, 30-VR||10-OP, 10-VL, 30-VR|
|Paratrooper||Ranged||48||48||9||18||25-OR, 25-IE, 25-VL, 40-VA||40-IF, 20-IB, 25-VL, 40-VA||Hides in Forest; Rapid Deployment|
|Mechanized Artillery||Artillery||32||35||16||16||15-OH, 20-VH, 20-VF||20-VH, 20-VF|
|Champion||Fast||60||60||9||24||10-VL, 30-VR||10-OP, 10-VL, 30-VR||Chivalry +7, Call of Duty +4|
|Commando||Light||80||55||7||18||25-IE, 40-VH, 40-VA||25-IE, 50-IF, 40-VH, 40-VA||Hides in Forest; Close Quarter A+50|
|Universal Tank||Heavy||80||75||10||22||15-OP, 65-VF, 65-VR||65-VF, 65-VR|
|IFV||Fast||75||65||10||28||40-VL, 40-VA||25-OP, 40-VL, 40-VA|
|MG Team||Ranged||70||55||10||14||25-OR, 35-IE, 35-VL, 35-VF||25-OR, 35-IE, 35-VL, 35-VF||Contact!; Dug-In D+20|
|Rocket Artillery||Artillery||45||35||18||16||35-VH, 25-VR||35-VH, 25-VR|
|Champion||Heavy||75||65||10||28||40-VL, 40-VA||25-OP, 40-VL, 40-VA||Chivalry +8, Call of Duty +5|
|Strike Team||Light||100||80||9||18||35-IE, 20-VH, 60-VA||35-IE, 60-IF, 20-VH, 60-VA||Rapid Deployment; Hides in Forest|
|Assault Tank||Heavy||105||90||10||22||20-OP, 30-VF, 65-VR||30-VF, 65-VR||Reactive Armor 4|
|Anti-Aircraft Vehicle||Ranged||90||80||10||24||25-OP, 60-VL, 80-VF||25-OP, 60-VL, 80-VF||Contact!|
|Missile Artillery||Artillery||50||70||18||16||25-VH, 10-VR||25-VH, 10-VR||One-Shot; MIRV|
|Champion||Heavy||105||125||10||22||30-OP, 35-VF, 70-VR||35-VF, 70-VR||Chivalry +8, Call of Duty +6|
|Ultra AP||Light||110||80||7||16||20-OBG, 40-IR, 60-VH, 50-VA||30-IE, 40-IR, 60-VH, 50-VA||Rapid Deployment; Contact!|
|Stealth Tank||Heavy||120||105||7||20||30-VF, 50-VR||30-VF, 50-VR||Hides on plains|
|Combat Drone||Fast||155||90||11||30||60-VL, 10-VA||60-VL, 10-VA||Flying|
|Anti-Materiel Sniper||Ranged||100||70||16||20||60-VL, 90-VF, 40-H, 20-R||40-IH, 20-IR, 60-VL, 90-VF||Dug-In D+50|
|Microwave Blaster||Artillery||70||85||12||24||60-VH, 20-VR, 30-OP||60-VH, 20-VR, 30-OP||Heat 20%; Blast A+3|
|Champion||Heavy||140||130||10||22||40-OP, 50-VF, 90-VR||50-OP, 50-VF, 90-VR||Chivalry +10, Call of Duty +8|||
|Exoskeleton Soldier||Light||120||105||10||20||50-IH, 30-IR, 80-VH, 100-VF||50-IH, 30-IR, 80-VH, 100-VF||Close Quarters A+80; Blast 6|
|Hover Tank||Heavy||120||105||12||20||20-VF, 100-VR||20-VF, 100-VR||Hides on plains; Reactive Armor 4|
|Drone Swarm||Fast||170||110||1||18||100-VR, 150-VA, OR-40||100-VR, 150-VA, IH-100, IF-50||Flying; Rapid Deployment|
|Satellite Spotter||Ranged||80||100||14||22||140-VL, 70-VA||140-VL, 70-VA||Heat 20%|
|Rail Gun||Artillery||160||200||20||6||200-VH, 150-VL, 50-OH||200-VH, 150-VL, 40-OP||Recharge; Power Shot|
|Champion||Heavy||160||145||10||22||50-OP, 60-VF, 100-VR||60-OP, 60-VF, 100-VR||Chivalry +12, Call of Duty +10|||
|Surrogate Soldier||Light||130||120||8||18||25-IH, 40-IE, 100-VR, 80-VF||40-IH, 60-IE, 100-VR, 80-VF||Close Quarters A+30; Hides on Plains|
|Recon Raider||Fast||180||100||4||26||60-VH, 120-VA, IR-20, IE-60||60-VH, 120-VA, IR-35, IE-50||Dug-in D+50|
|Battle Fortress||Heavy||160||150||10||20||30-VL, 50-VF, OH-30, OR-30||30-VL, 50-VF, IF-20, IE-40||Reactive Armor 3|
|Champion||Heavy||180||160||10||22||60-OP, 70-VF, 100-VR||70-OP, 70-VF, 100-VR||Chivalry +14, Call of Duty +12|
Pages in category "Military Unit"
The following 102 pages are in this category, out of 102 total.
Media in category "Military Unit"
The following 28 files are in this category, out of 28 total.
- Armored Infantry.png
- Battle Fortress.png
- Champion (Iron Age).png
- Heavy Cavalry.png
- Heavy Infantry.png
- Mounted Archer.png
- Mounted Warrior.png
- Recon Raider.png
- Stone Thrower.png
- Surrogate Soldier.png