Summary array of characteristics and actions of each unit

Version of June the 1th, 2005
First value is the initial value of the unit, the second is the maximum value of the unit after training : init / max.

 

 

Units

Level

Cost

Life

Moving

Attack or bombing

Sight

Camouflage

Units

Seek / Observe **

Fortification holding

 

Weight

Second action

AP *

Fatigue

Armament

Bonus

Random factor

AP

Fatigue

Accuracy

Range

Structural damage

Optimum attack at

AP

Fatigue

XP

AP

fatigue

quality

range

COMMANDER 

Commander

0

-

150 / 200

8 / 6

1

50 / 200

-

10 %

5

2

90%

10 / 30

10

Near

10 / 30

0 / 15

Commander

-

-

-

yes

2

-

-

-

-

INFANTRY 

Foot Soldier

2

60

100 / 120

9 / 6

1

40 / 80

Cavalry x2
Transport x2

20 %

5

2

90%

0 / 10

5

Near

10 / 20

5 / 20

Foot Soldier

5

1

-

yes

1

-

-

-

-

Marines

10

80

100 / 150

9 / 6

1

50 / 100

Infantry x3
Dynamiter x2

20 %

5

2

90%

0 / 10

5

Near

10 / 25

10 / 25

Marines

5

1

-

yes

1

-

-

-

-

Warrior

20

100

100 / 150

9 / 6

1

80 / 120

Cavalry x2
Transport x2

20 %

5

2

86.3%

0 / 10

8

Near

10 / 20

12 / 27

Warrior

5

1

-

yes

1

-

-

-

-

Commando

27

110

120 / 160

7 / 5

1

100 / 150

-

20 %

5

2

86.3%

0 / 10

8

Near

10 / 25

12 / 30

Commando

5

1

-

yes

1

-

-

-

-

Veteran

35

130

150 / 200

9 / 6

1

120 / 170

-

20 %

5

2

81.8%

0 / 15

10

Near

15 / 33

12 / 28

Veteran

5

1

-

yes

1

-

-

-

-

Kamikaze

50

400

30 / 50

2 / 2

10

200 / 200

-

20 %

5

10

160%

0 / 0

30

Near

10 / 10

0 / 0

Kamikaze

8

5

-

no

2

-

-

-

-

DYNAMITER

 

Dynamit structures

Dynamiter

15

90

100 / 150

9 / 6

1

50 / 80

Artillery x4

20 %

5

2

96%

0 / 10

5

Near

10 / 20

12 / 25

Dynamiter

-

-

-

yes

2

8

3

40 / 70

10 / 15

SCOUT 

Moto

5

80

60 / 100

4 / 2

1

20 / 30

Scout x10

20 %

7

4

73.3%

10 / 20

5

Half-distance

15 / 38

0 / 10

Moto

15

5

-

no

2

-

-

-

-

Observer

10

80

90 / 120

8 / 6

1

10 / 20

Scout x10

20 %

8

4

80%

10 / 20

5

Half-distance

25 / 48

0 / 15

Observer

15

3

-

no

1

-

-

-

-

Sniper

20

150

60 / 80

9 / 7

1

20 / 55

Commander x6

20 %

8

5

135.5%

30 / 46

2

Half-distance

10 / 18

20 / 40

Sniper

10

5

-

no

1

-

-

-

-

Units

Level

Cost

Life

Moving

Attack or bombing

Sight

Camouflage

Units

Seek / Observe **

Fortification holding

 

Weight

Second action

AP *

Fatigue

Armament

Bonus

Random factor

AP

Fatigue

Accuracy

Range

Structural damage

Optimum attack at

AP

Fatigue

XP

AP

fatigue

quality

range

ARTILLERY 

Mortar

10

90

70 / 100

9 / 6

2

10 / 25

-

50 %

5

3

84%

20 / 40

25

Far

10 / 20

0 / 10

Mortar

-

-

-

yes

3

-

-

-

-

Howitzer

20

130

70 / 120

10 / 8

2

15 / 30

-

50 %

6

4

80%

30 / 50

32

Far

10 / 20

0 / 10

Howitzer

-

-

-

yes

7

-

-

-

-

Cannon

30

180

80 / 150

11 / 8

3

20 / 35

-

50 %

7

4

77.1%

35 / 55

38

Far

10 / 20

0 / 10

Cannon

-

-

-

no

8

-

-

-

-

Thick Berta

40

200

70 / 120

12 / 10

4

25 / 40

-

50 %

10

5

75%

45 / 70

45

Far

10 / 20

0 / 0

Thick Berta

-

-

-

no

9

-

-

-

-

CAVALRY 

Jeep

2

100

90 / 120

6 / 3

2

30 / 60

Infantry x3
Dynamiter x2

20 %

5

2

80%

10 / 19

10

Half-distance

10 / 35

0 / 12

Jeep

-

-

-

no

3

-

-

-

-

LAV

5

120

120 / 150

6 / 4

2

40 / 65

Artillery x5

20 %

5

2

75.4%

15 / 40

13

Half-distance

10 / 35

0 / 12

LAV

-

-

-

yes

5

-

-

-

-

AMX

10

130

120 / 150

7 / 5

2

50 / 80

Infantry x3
Dynamiter x2

20 %

5

3

75%

10 / 28

18

Half-distance

15 / 35

0 / 12

AMX

-

-

-

no

6

-

-

-

-

Challenger

20

150

120 / 150

7 / 5

2

70 / 120

Cavalry x2
Transport x2

20 %

5

3

80.7%

15 / 28

23

Half-distance

15 / 30

0 / 12

Challenger

-

-

-

yes

7

-

-

-

-

Leclerc

30

180

130 / 160

8 / 5

2

100 / 200

-

20 %

6

3

80%

25 / 40

27

Half-distance

20 / 35

0 / 10

Leclerc

-

-

-

yes

8

-

-

-

-

Fortress

40

200

160 / 250

8 / 5

3

150 / 250

-

20 %

6

3

80%

25 / 40

30

Half-distance

20 / 30

0 / 10

Fortress

-

-

-

yes

9

-

-

-

-

LES UNITES DE COMMUNICATION, DE SOIN, D'INTENDANCE ET DE LOGISTIQUE 

Units

Level

Cost

Life

Moving

Attack or bombing

Sight

Camouflage

Units

-

Fortification holding

 

Weight

Cure

AP *

Fatigue

 

 

 

 

 

 

 

 

 

-

-

-

AP

fatigue

Bonus life

Cure range

HQ

-

-

300 / 300

40 / 40

0

-

-

- %

-

-

-

-

-

-

30 / 30

0 / 0

HQ

-

-

-

yes

255

10

0

40 / 40

0 / 0

Medic

10

100

50 / 100

9 / 6

2

-

-

- %

-

-

-

-

-

-

10 / 20

0 / 10

Medic

-

-

-

no

1

10

2

15 / 25

0 / 15

Camp

10

500

100 / 250

30 / 16

5

-

-

- %

-

-

-

-

-

-

5 / 30

0 / 10

Camp

-

-

-

yes

11

10

3

20 / 40

0 / 0

Units

Level

Cost

Life

Moving

Attack or bombing

Sight

Camouflage

Units

-

Fortification holding

 

Weight

Road / Bridge / Fortification
construction

AP *

Fatigue

 

 

 

 

 

 

 

 

 

-

-

-

AP

fatigue

quality

range

Engineer

5

90

80 / 130

8 / 6

1

-

-

- %

-

-

-

-

-

-

10 / 30

0 / 10

Engineer

-

-

-

no

2

5/15

2

25 / 40

-

Units

Level

Cost

Life

Moving

Attack or bombing

Sight

Camouflage

Units

-

Fortification holding

 

Weight

Transmission / reading

AP *

Fatigue

 

 

 

 

 

 

 

 

 

-

-

-

AP

fatigue

Transmission range

Reading range

Radio

0

100

50 / 100

9 / 8

3

-

-

- %

-

-

-

-

-

-

0 / 20

0 / 20

Radio

-

-

-

no

1

10 / 10

2 / 1

30 / 200

30 / 200

TRANSPORT VEHICLES

Units

Level

Cost

Life

Moving

Attack or bombing

Sight

Camouflage

Units

Disembark

Fortification holding

 

Weight

Capacity

AP *

Fatigue

 

 

 

 

 

 

 

 

 

AP

Fatigue

XP

MLA

MUW

UMAX

Armor

VBCI

15

200

80 / 100

7 / 3

2 / 5

-

-

- %

-

-

-

-

-

-

5 / 20

0 / 12

VBCI

6

3

-

no

5

7

2

5

40

M25 DRAGON

10

150

80 / 100

8 / 4

2 / 5

-

-

- %

-

-

-

-

-

-

5 / 20

0 / 10

M25 DRAGON

6

3

-

no

12

20

11

3

0

* : The indicated value corresponds to AP moving cost in a classic field. On road, units move two time faster (upper rounded)! The engineerand infantry are moving two time slower in rivers !
** : Infantry "seek" and Scouts "observe".
*** : Cured HP is divided by two if enemy stands on the same place with the cured unit!
**** : Transport vehicles are gaining fatigue much faster when they move with units inside!