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Units Guide

TinyGenerals currently revolves around three battlefield roles:

  • Infantry capture buildings and move across difficult terrain.
  • Tanks take and hold ground with speed and durability.
  • Artillery attack from range and support the frontline.

Your faction changes which versions of these units you can field, so the same role can feel different depending on who you choose before the match.

The Alliance is the steadier faction. Its units are tougher and more forgiving, which makes it a strong choice if you like reliable armies and slower, methodical play.

The Federation is faster and more aggressive. It gets cheaper unit costs, extra starting gold, and access to the Shock Trooper, a highly mobile elite infantry unit.

RoleAllianceFederationWhat It Means
InfantryMilitiaTrooperCaptures buildings and expands your economy
Elite Infantry-Shock TrooperFast pressure unit that can move after attacking
TankBattle TankAssault TankFrontline armor for pushing and protecting allies
ArtilleryHowitzerRocket BatteryRanged support that attacks from behind the frontline

These are the numbers that matter most during a match:

  • Cost: how much gold you need to produce the unit
  • Health: how much punishment it can take
  • Movement: how far it can travel in one turn
  • Vision: how far it can see, especially important with Fog of War
  • Range: how far away it can attack

For quick decision-making, the most important questions are usually:

  • Can it capture buildings?
  • Can it move and attack in the same turn?
  • Is it best used on the frontline or behind it?

Infantry are the only units that can capture buildings. They are essential for expanding your economy, contesting territory, and finishing captures that win games.

Alliance Militia sprite

Dependable frontline infantry.

CostHealthMovementVisionRangeCapture
150 gold10221Yes

Militia are simple and reliable. Use them to secure buildings, screen your artillery, and hold important terrain.

Federation Trooper sprite

Fast basic infantry.

CostHealthMovementVisionRangeCapture
140 gold8321Yes

Troopers trade toughness for speed. They are great for early expansion, fast repositioning, and putting pressure on the map before heavier units arrive.

Federation Shock Trooper sprite

Elite mobile infantry.

CostHealthMovementVisionRangeCaptureSpecial
175 gold5421YesCan move after attacking

Shock Troopers are built for tempo. They hit quickly, reposition well, and punish exposed targets, but they are fragile and should not be left unsupported.

Tanks are your main line-breaking and territory-holding units. They do not capture buildings, but they protect your infantry, threaten enemy armor, and create space for the rest of your army.

Alliance Battle Tank sprite

Durable front-line armor.

CostHealthMovementVisionRangeCapture
300 gold18231No

Battle Tanks are slow but sturdy. They are excellent for anchoring a push, protecting artillery, and spotting threats earlier thanks to their strong vision.

Federation Assault Tank sprite

Aggressive mobile armor.

CostHealthMovementVisionRangeCapture
240 gold12431No

Assault Tanks are built for momentum. They are faster and cheaper than the Alliance version, making them ideal for flanking, chasing weakened enemies, and supporting aggressive Federation play.

Artillery attacks from range and should usually stay behind your front line. It is strongest when protected by infantry or tanks and weakest when enemies can reach it directly.

In current combat tuning, artillery often creates value through suppression (temporary combat disruption) as much as raw HP loss. That makes artillery excellent at preparing targets for follow-up attacks from your frontline.

Alliance Howitzer sprite

Ranged support.

CostHealthMovementVisionRangeCaptureSpecial
300 gold10122 to 4NoCannot move and fire in the same turn

The Howitzer is a steady long-range support unit. Use it to soften infantry, punish clustered enemies, and make direct attacks safer for your frontline.

Federation Rocket Battery sprite

Mobile ranged support.

CostHealthMovementVisionRangeCaptureSpecial
280 gold6222 to 3NoCannot move and fire in the same turn

Rocket Batteries are lighter and more mobile than Howitzers, but they are also easier to destroy. They fit best in aggressive armies that want artillery support without slowing the whole push.

  • Bring infantry if you want to expand, capture, or deny buildings.
  • Bring tanks if you need a durable frontline or want to punish enemy artillery.
  • Bring artillery if you want to weaken enemies before your direct combat units move in.
  • Use artillery first, then follow with direct attackers in the same turn to exploit suppression windows.
  • Protect fragile units with sturdier ones. Artillery and Shock Troopers are strongest when something else absorbs the counterattack.

Most games start with infantry because capturing buildings grows your economy. After that, tanks and artillery become more important as the battle lines form.

Only infantry units can capture buildings.

Most direct combat units can move and then attack. Artillery cannot move and fire in the same turn, and Shock Troopers are the special case that can move after attacking.

A unit can be too suppressed to retaliate effectively. When suppression pushes effective strength to the pinned threshold, counter-attack is disabled for that exchange.

The Alliance is usually easier to learn because its units are more forgiving. The Federation rewards faster, more aggressive play.

  • Learn how Terrain affects movement and positioning.
  • Understand how Fog of War changes scouting and vision.
  • Learn Suppression Mechanics to understand split damage and pinned states.
  • Review Game Setup to choose your faction before the match.
  • Practice with an AI Opponent to learn how units work together.

Know your units, and the battlefield starts to make sense.