Units Guide
Units At a Glance
Section titled “Units At a Glance”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.
Factions and Playstyles
Section titled “Factions and Playstyles”Alliance
Section titled “Alliance”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.
Federation
Section titled “Federation”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.
Quick Comparison
Section titled “Quick Comparison”| Role | Alliance | Federation | What It Means |
|---|---|---|---|
| Infantry | Militia | Trooper | Captures buildings and expands your economy |
| Elite Infantry | - | Shock Trooper | Fast pressure unit that can move after attacking |
| Tank | Battle Tank | Assault Tank | Frontline armor for pushing and protecting allies |
| Artillery | Howitzer | Rocket Battery | Ranged support that attacks from behind the frontline |
How to Read Unit Stats
Section titled “How to Read Unit Stats”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
Section titled “Infantry”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
Section titled “Alliance Militia”
Dependable frontline infantry.
| Cost | Health | Movement | Vision | Range | Capture |
|---|---|---|---|---|---|
| 150 gold | 10 | 2 | 2 | 1 | Yes |
Militia are simple and reliable. Use them to secure buildings, screen your artillery, and hold important terrain.
Federation Trooper
Section titled “Federation Trooper”
Fast basic infantry.
| Cost | Health | Movement | Vision | Range | Capture |
|---|---|---|---|---|---|
| 140 gold | 8 | 3 | 2 | 1 | Yes |
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
Section titled “Federation Shock Trooper”
Elite mobile infantry.
| Cost | Health | Movement | Vision | Range | Capture | Special |
|---|---|---|---|---|---|---|
| 175 gold | 5 | 4 | 2 | 1 | Yes | Can 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
Section titled “Alliance Battle Tank”
Durable front-line armor.
| Cost | Health | Movement | Vision | Range | Capture |
|---|---|---|---|---|---|
| 300 gold | 18 | 2 | 3 | 1 | No |
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
Section titled “Federation Assault Tank”
Aggressive mobile armor.
| Cost | Health | Movement | Vision | Range | Capture |
|---|---|---|---|---|---|
| 240 gold | 12 | 4 | 3 | 1 | No |
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
Section titled “Artillery”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
Section titled “Alliance Howitzer”
Ranged support.
| Cost | Health | Movement | Vision | Range | Capture | Special |
|---|---|---|---|---|---|---|
| 300 gold | 10 | 1 | 2 | 2 to 4 | No | Cannot 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
Section titled “Federation Rocket Battery”
Mobile ranged support.
| Cost | Health | Movement | Vision | Range | Capture | Special |
|---|---|---|---|---|---|---|
| 280 gold | 6 | 2 | 2 | 2 to 3 | No | Cannot 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.
Simple Unit Advice
Section titled “Simple Unit Advice”- 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.
Common Questions
Section titled “Common Questions”Which unit should I build first?
Section titled “Which unit should I build first?”Most games start with infantry because capturing buildings grows your economy. After that, tanks and artillery become more important as the battle lines form.
Which units can capture buildings?
Section titled “Which units can capture buildings?”Only infantry units can capture buildings.
Can every unit move and attack?
Section titled “Can every unit move and attack?”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.
Why did a unit fail to counter-attack?
Section titled “Why did a unit fail to counter-attack?”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.
Which faction is easier for new players?
Section titled “Which faction is easier for new players?”The Alliance is usually easier to learn because its units are more forgiving. The Federation rewards faster, more aggressive play.
Next Steps
Section titled “Next Steps”- 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.