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This list should provide an overview about all the units in the game and how to use them.

Bronze Age

Light Units 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 Units 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. Can never go catastrophically wrong with heavy units.


Fast 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 Units Ranged Unit (6/3/5/12) Slinger: Moderate damage but squishy and short range. 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 Units 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.

Iron Age

Light 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 Units Heavy Unit (8/13/1/11) Legionnaire: Heavy Unit gains a ton of defense, but its offense sucks. It can't take out Short Ranged Units in two hits, and is very vulnerable to said Short Ranged Units. Still a good shield.


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. Still subpar due to the ubiquity of Light Units.


Ranged Units Ranged Unit (10/4/5/12) Archer:+4 Attack and +1 Defense. This range is not vital and only keep out heavy units. 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.


Artillery Units 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. It is now worth using a few per battle to take out their ranged unit. 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 Units 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.


Heavy Units 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 sucks this age they can't be countered by the ranged unit at this age and this makes them very common.


Fast Units 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.


Ranged Units Ranged Unit (9/8/5/22) Mounted Archer: Mounted Mongol Archers are a very different unit. They have been updated and strengthened very recently without an announcement to players. 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. Able to hit enemy units on turn 1 most battles.


Artillery Units 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 Units 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. With fast units being better these will be more common.


Heavy Units Heavy Unit (16/26/1/12) Heavy Infantry: Speed +0.5. 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 Units 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. 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.


Ranged Units Ranged Unit (20/10/5/12) Crossbowman: Same range and movement speed as Iron Age archers. 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. There will be many of them but still some people will be traumatized by mounted archers and not use many.


Artillery Units 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 will be more common and may see people defend or attack with 8 of them.

Late Middle Ages

Light Units 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.

Heavy Units 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 Units 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 Units 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 Units 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.

Colonial Age

Light Units 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 Units 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 Units 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 Units 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 Units 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.

Industrial Age

Light Units 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 Units 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 Units 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 Units 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 Units 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.

Progressive Era

Light Units 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 Units 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 Units Fast Unit (45/50/9/26) Armored Car: Fast unit gets increases in all stats. This unit changes the Fast Class.

Ranged Units 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 Units 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.

Modern Era

Light Units 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 Units 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 Units 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 Units 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 Units 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.

Postmodern Era

Light Units 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 Units 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 Units 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 Units 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 Units 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.

Contemporary Era

Light Units 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 Units 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 Units 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 Units 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 Units 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).

Tomorrow Era

Light Units 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 Units 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 Units 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 Units 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 Units 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.

Future Era

Light Units 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 Units 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 Units 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 Units 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 Units 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.

Arctic Future

Light 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 Units Heavy Unit (120/150/10/20), 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 Units 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).

Ranged Units Ranged Unit (?/?/?/?), TBA: TBA

Artillery Units Artillery Unit (?/?/?/?), TBA: TBA

All Ages

Light Units 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 Units / Heavy Units 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 Units 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 Units 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).

Unit Stats

Special Skills

  • Secret Identity (Secret Identity)
Ignores first damage and transforms into another unit of your army. Dies instead, if you have no unit left without secret identity.
  • Last Stand (Last Stand)
Gains attack and defense bonus for every unit with last stand that is killed.
  • Call of Duty (Call of Duty)
Grants attack and defense bonus to all friendly units when this unit is killed. Only applicable once.
  • Chivalry (Chivalry)
Gains bonus to attack and defense when it is the only unit with chivalry in your army.
  • Hides in Forests (Stealth)
(Stealth)
When standing in forest, they can only be damaged by adjacent melee attacks.
  • Hides on Plains (Stealth)
(Stealth)
When standing on plains, they can only be damaged by adjacent melee attacks.
  • Blast (Blast)
Gains increased damage output for each tile closer to the target and ignores Stealth.
  • Dug-In (Dug In)
Receives defense increase when enemy is more than 2 tiles away from it.
  • Rapid Deployment: (Rapid Deployment)
Starts the battle in a random field on the map. Acts before any other unit.
  • Close Quarters: (Close Quarters)
Gains attack bonus when attacking an adjacent field.
  • Contact! (Contact)
Always retaliates against attacks within range.
  • Reactive Armor (Reactive Armor)
Cannot take more than 4 or 3 damage per attack.
  • Flying (Flying)
Cannot be attacked by artillery units. Ignores terrain when moving.
  • MIRV (MIRV)
Hits targeted unit and between 1 and 3 additional units in range.
  • One-Shot (One Shot)
Is removed from battle after attacking. Dies when battle is lost.
  • Heat (Heat)
Reduces attack of target.
  • Morale (Morale)
All friendly units start a battle with 1 point of armor. Does not stack.
  • Recharge (Recharge)
Fires every other turn only.
  • Power Shot (Power Shot)
Ignores defensive skills and terrain.
  • Rally (Rally)
All friendly units start a battle with an attack and defense bonus. Does not stack.

Unit Bonuses

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 STATS
Unit Type Attack Defense Range Movement Attack Bonuses Defense Bonuses Specials
SPECIAL
Rogue Light 100 1 1 14 Secret Identity
Military Drummer Light 10 10 1 14 Morale, Rally
Color Guard Heavy 11 11 1 12 Rally
SPECIAL OPPOSITION
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
BRONZE AGE
Warrior Heavy 6 10 1 11 3-VL 2-OP, 3-VL
Horseman Fast 8 5 1 22 3-VR 3-VR
Slinger Ranged 6 3 5 12 1-OR, 3-VH 3-VH
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
IRON AGE
Soldier Light 9 9 1 16 4-VF 4-IF, 3-IB, 4-VF
Legionnaire Heavy 8 13 1 11 4-VL 4-OP, 4-VL
Mounted Warrior Fast 9 8 1 22 4-VR 4-VR
Archer Ranged 10 4 5 12 2-OR, 4-VH 4-VH
Ballista Artillery 4 3 13 6 2-OH, 4-VH 4-VH
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
Heavy Cavalry Fast 12 13 1 22 5-VR 5-VR
Mounted Archer Ranged 9 8 5 22 3-OR, 5-VH 5-VH
Catapult Artillery 6 3 13 6 3-OH, 5-VH 3-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
Knight Fast 16 17 1 24 6-VR 6-VR Chivalry +3
Crossbowman Ranged 20 10 5 12 3-OR, 6-VH 6-VH
Trebuchet Artillery 9 4 14 6 3-OH, 4-VH 4-VH
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
COLONIAL AGE
Ranger Light 35 35 1 16 10-VF 10-IF, 7-IB, 10-VF Hides in Forest
Grenadier Heavy 28 40 2 12 10-VL 10-OP, 10-VL
Dragoon Fast 28 40 1 24 10-VR 10-VR
Musketeer Ranged 30 18 7 12 6-OR, 10-VH 10-VH
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
INDUSTRIAL AGE
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
Lancer Fast 40 40 1 24 15-VR 15-VR
Rifleman Ranged 38 25 8 12 9-OR, 15-VH 15-VH
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
PROGRESSIVE ERA
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
MODERN ERA
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
POSTMODERN ERA
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
CONTEMPORARY ERA
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
Attack Helicopter Fast 120 100 10 28 40-VL 40-VL Flying
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
TOMORROW ERA
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 
FUTURE ERA
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 
ARCTIC FUTURE
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 120 150 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

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