Units Guide
The Faction System
Section titled “The Faction System”Before a match begins, you select a Faction that determines your starting bonuses and the specific variants of units you can produce. Each faction offers specialized forces tailored to different playstyles.
Alliance: The Industrial Powerhouse
Section titled “Alliance: The Industrial Powerhouse”The Alliance focuses on reliable, cost-effective machinery and defensive stability. They field sturdy tanks and high-visibility scouting units.
- Bonus: Standard starting gold and balanced production costs.
- Playstyle: Defensive, balanced, and reliable.
Federation: The Elite Military
Section titled “Federation: The Elite Military”The Federation prioritizes mobility, aggressive early-game tactics, and specialized elite units.
- Bonus: +25 starting gold and a 5% discount on all unit production costs.
- Playstyle: Aggressive, fast-moving, and specialized.
Unit Statistics Explained
Section titled “Unit Statistics Explained”Every unit has core statistics that may vary depending on your faction:
The gold required to produce this unit:
- Deducted from your treasury when production begins.
- Factions like the Federation receive discounts on these costs.
Build Time
Section titled “Build Time”How many turns it takes to produce the unit:
- 1: immediate (available at the start of the next turn).
- Complex units may take longer in future rulesets.
Movement Points (MP)
Section titled “Movement Points (MP)”How far a unit can move in a single turn:
- Roads: 0.5 MP per hex.
- Grass: 1 MP per hex.
- Forest and Shallow Water: 2 MP per hex.
- Mountains: 2 MP per hex (Infantry only).
Health (HP)
Section titled “Health (HP)”Units start at maximum health (e.g., 10 for Infantry, 15 for Vehicles):
- Passive Healing: Units that do not act (move or attack) heal +1 HP at the end of the turn.
Attack and Damage
Section titled “Attack and Damage”Damage is scaled by the unit’s current health:
- A unit at 50% health deals roughly 50% of its base attack damage.
- Counter-Attack: Defenders strike back if they survive the initial assault and are within range.
Infantry Units
Section titled “Infantry Units”Infantry are the backbone of any army and the only units capable of capturing buildings.
Alliance: Militia (M)
Section titled “Alliance: Militia (M)”- Cost: 150 gold
- Stats: 10 HP, 3 Attack, 2 Movement, 2 Vision
- Role: Reliable terrain control and building capture.
Federation: Trooper (T)
Section titled “Federation: Trooper (T)”- Cost: 142 gold (with faction discount)
- Stats: 10 HP, 3 Attack, 2 Movement, 2 Vision
- Role: Cost-effective front-line soldiers.
Federation Elite: Shock Trooper (S)
Section titled “Federation Elite: Shock Trooper (S)”- Cost: 171 gold (with faction discount)
- Stats: 8 HP, 4 Attack, 3 Movement, 2 Vision
- Special: High mobility and the ability to move after performing an attack.
Vehicle Units
Section titled “Vehicle Units”Mechanized armor provides the primary striking power for any faction. Vehicles move incredibly fast on roads but cannot enter mountains or shallow water.
Alliance: Battle Tank (B)
Section titled “Alliance: Battle Tank (B)”- Cost: 250 gold
- Stats: 15 HP, 5 Attack, 3 Movement, 3 Vision
- Strength: Superior vision (3 hexes) for spotting hidden enemies.
Federation: Assault Tank (A)
Section titled “Federation: Assault Tank (A)”- Cost: 237 gold (with faction discount)
- Stats: 15 HP, 5 Attack, 3 Movement, 3 Vision
- Strength: Faster deployment through cheaper production.
Artillery Units
Section titled “Artillery Units”Long-range support units that can strike from a distance. They cannot move and attack in the same turn.
Alliance: Howitzer (H)
Section titled “Alliance: Howitzer (H)”- Cost: 300 gold
- Range: 2 to 3 hexes
- Stats: 8 HP, 7 Attack, 1 Movement, 2 Vision
Federation: Rocket Battery (R)
Section titled “Federation: Rocket Battery (R)”- Cost: 285 gold (with faction discount)
- Range: 2 to 3 hexes
- Stats: 8 HP, 7 Attack, 1 Movement, 2 Vision
Unit Comparison Table
Section titled “Unit Comparison Table”| Feature | Alliance Militia | Federation Trooper | Federation Shock Trooper | Alliance/Fed Tank | Artillery |
|---|---|---|---|---|---|
| Cost | 150 | 142 | 171 | 250 / 237 | 300 / 285 |
| HP | 10 | 10 | 8 | 15 | 8 |
| Attack | 3 | 3 | 4 | 5 | 7 |
| MP | 2 | 2 | 3 | 3 | 1 |
| Vision | 2 | 2 | 2 | 3 | 2 |
| Range | 1 | 1 | 1 | 1 | 2 to 3 |
| Capture | ✅ Yes | ✅ Yes | ✅ Yes | ❌ No | ❌ No |
Army Composition Tips
Section titled “Army Composition Tips”The Alliance Strategy
Section titled “The Alliance Strategy”Focus on controlling key terrain with Militia. In games with Fog of War enabled, use the superior vision of your Battle Tanks to spot enemies before they see you. Use Howitzers to protect your defensive lines.
The Federation Strategy
Section titled “The Federation Strategy”Leverage your economic advantage to field more units. Use the speed of Shock Troopers to perform hit-and-run attacks, and deploy Rocket Batteries to soften targets for your Assault Tanks.
Combat Mechanics
Section titled “Combat Mechanics”Move and Attack
Section titled “Move and Attack”Most units can move and then attack in the same turn. Note that once a unit attacks, it cannot move further that turn, even if it has movement points remaining. Artillery must remain stationary to fire.
Counter-Attacks
Section titled “Counter-Attacks”When you attack an enemy, they will counter-attack if they survive and you are within their range. Because damage is based on current health, it is always better to strike first and reduce the enemy’s health before they can hit back.
Next Steps
Section titled “Next Steps”- Learn how Terrain affects your faction’s movement.
- Understand how Fog of War impacts scouting and vision.
- Understand Game Setup to choose your faction.
- Master Map Editor to create faction-balanced battlefields.
Master your faction, master the battlefield!