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'''Military units''' are the core of combat. Each [[Realms|age]] more powerful military units are made available through research, with some requiring other buildings. They are trained at the [[Barracks (Building)|barracks]] during the Ancient, Classical and Feudal age, at a [[Recruitment office (Building)|recruitment office]] during the Renaissance and Imperial age, and at an [[Army fort (Building)|army fort]] during the Industrial, Modern and Future age. Military units have variating speed, attack and defense power, training time and upkeep. The 8Realms team also hinted at hidden stats, which are not shown to prevent players from complete mastering combat.
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'''Military units''' are the core of combat and participate in [[battle]]. Each [[Realms|age]], more powerful military units are made available through building upgrades, research, and the occasional wonder. They are trained at the [[Parade Ground (Building)|parade ground]] during the [[Ancient]], [[Classical]] and [[Feudal Age]], at a [[Recruitment office (Building)|recruitment office]] during the [[Renaissance]] and [[Imperial]] age, and at an [[Army fort (Building)|army fort]] during the [[Industrial]], [[Modern]] and [[Future Age|Future]] ages. Military units have varying speed, attack and defense power, training time and upkeep. The 8Realms team also hinted at hidden stats, which are not shown to prevent players from completely mastering combat.
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==Types of Units==
   
Unit speed defines which units will be hit first (the fastest units will take the damage before the slower ones) and how fast your army reaches a tile (the slowest unit decides the time), and can be improved by [[Research|research]], [[Wonder|wonders]] or by building a [[Lookout post (Building)|lookout post]] (which can be upgraded to a [[Watchtower (Building)|watchtower]] in the Imperial and a [[Aerodrome (Building)|aerodrome]] in the Modern age).
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There are 6 classes of units, in three broad role-categories. All early unit training is performed from the [[Parade ground (Building)|parade ground]] (shifting to specialist offices later on as space unlocks), however most units require specialist buildings and support to be trained.
   
Attack and defense power tell you how strong your unit is against different kinds of units. Higher attack means more damage, and higher defense means more sustainability. These can be increased by research and wonders. More attack and defense usually means more upkeep.
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Unit damage and classification is split into the categories of Infantry, Vehicular and Air, and these provide ratings for each unit against units of that class. ''Defensive damage'' is always taken in the attacker's class - early units have little air defense, meaning they will be obliterated - but although unit will always defend on their vehicle rating to artillery, but the reverse is not true; a ballista will do different damage to a ballista and a swordsman and ''attack varies based on the target type''.
   
Training time is the time it takes to train a single unit. Having more than one training [[Barracks (Building)|facility]] can affect the training time for all units, as can some wonders and research.
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'''Caution: '''You may only build military units in your age and one age back. (''eg. ''once you reach the Feudal age, you will no longer be able to make [[Spearmen (Unit)|Spearmen]]) - this is called obsoletion. Generally, although the newer age has improved troops, they may not be more effective troops for the same price. Be warned that as the ages increase, some units roles and types are removed and replaced, and upkeep costs can be increased dramatically, especially with the introduction of oil.
   
Unit upkeep tells you how much food, gold, and in the later ages oil is needed to maintain a single unit. Without food or gold, you will lose your units, and without oil unit will no longer march or even fire. Upkeep can be reduced through research and wonders. It is very import to always have sufficient gold, food and oil for your units.
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===Infantry===
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'''Infantry Melee''' are the early frontline units. They are inexpensive and perform well, but attack last of all units and are comparatively slow. They require [[Barracks (Building)|Barracks]] to be trained. The most basic units, only the [[Spearmen (Unit)|Spearmen]], [[Swordsmen (Unit)|Swordsmen]] and [[Pikemen (Unit)|Pikemen]] families are of this class; the [[Feudal Age]], there are no new foot soldiers. The front-rank role is replaced by [[cavalry]], such as mounted and vehicles.
   
There are 6 kinds of units. All units require a [[Blacksmith (Building)|blacksmith]] or [[Gunsmith (Building)|gunsmith]] and a [[Training yard (Building)|training yard]] or [[Academy (Building)|academy]] when the building is available. The unit kinds are:
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'''Ranged units''' are initially supporting firepower, weakening an enemy line before the melee attack. They later become main units. They fire after artillery with ranged-infantry damage. It is generally assumed they will attempt to weaken whatever category is strongest. These are essential in every army, especially in early ages because of their big advantage over melee units (which cannot return fire). Their first appearance is in the [[Classical Age]], and they are the main units of the Renaissance and Imperial Ages, where they are the most common unit.
   
Foot soldiers, who do melee infantry damage and need to reach the opponent before they can deal damage. [[Spearmen (Unit)|Your first units]] will be of this kind. They require no additional buildings. After the Feudal age, there are no more new foot soldiers.
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'''Mounted units''' are early [[cavalry]], engaging after ranged, but ahead of melee, but are attacked by enemy cavalry and melee first. They are fast units and are strong, but have low armour, meaning they rely on numbers or ranged support to avoid enemy counterattack. The two main variants are heavy cavalry and fast/light cavalry. They appear from the [[Classical Age]] to the Imperial[[Renaissance Age| Age]], being replaced in Industrial[[Imperial Age| Age]] by land and air vehicles.
   
Ranged units, who do ranged infantry damage and will directly start to fire. These are essential in every army, especially in early ages because of their big advantage over melee units. They require no additional buildings. Their first appearance is in the Classical age.
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===Vehicles===
   
Mounted units, who do melee or ranged infantry damage depending on the unit. They are almost always the fastest units. They require a [[Stable (Building)|stable]] to be trained. Their first appearance is in the Classical age. After the Imperial age, there are no more new Mounted Units.
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'''Vehicle units''' replace [[Cavalry|heavy cavalry]] from the [[Industrial Age|Industri]][[Industrial Age|al Age]]<span style="border-style: initial; border-color: initial; font-style: normal; "> (</span>[[Mark I Tank (Unit)]]<span style="border-style: initial; border-color: initial; font-style: normal; ">)</span><span style="font-style: normal; "> and onwards. They are a frontline unit and engage</span> after ranged attacks.
   
Artillery units, which do ranged vehicle damage and will be doing major damage, but they have minor defense and are very slow. They require an [[Armoury (Building)|armoury]] and from the Imperial age onward a [[Factory (Building)|factory]] instead of an [[Academy (Building)|academy]] to be build. Their first appearance is in the Classical age.
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'''Artillery units''', who deal major ranged vehicle damage and always fire first. However, they have minor defense and are very slow. They are usually the most effective units as they can eliminate units before they can fire, but are very expensive to train. Their first appearance is in the [[Classical Age]] and they appear in every subsequent age.
   
Vehicles, which do ranged vehicle damage and replace mounted units in the Industrial age and onwards. They require an [[Armoury (Building)|armoury]], a [[Stable (Building)|stable]] (or [[Vehicle bay (Building)|vehicle bay]]) instead of [[Gunsmith (Building)|gunsmith]] and a [[Factory (Building)|factory]] instead of a [[Academy (Building)|academy]] to be build.
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===Air===
   
Air units, which do air damage, but cannot hold a tile alone.
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'''Air units''' replace fast cavalry, and usually have extremely high damage ratings. They are very effective but also have very low defense. Air units are also useful scouts and raiders when sent alone. Note that air-only raids do not have any attached bonus, but are still very effective.
   
'''Warning: You may only build military units in your age and one age back. (''eg. ''once you reach Feudal, you will no longer be able to make [[Spearmen]] or [[Gielinor warriors (Unit)|Gielinor Warriors]].)'''
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==Unit Roles==
   
''If you wish to edit the values in the following table, please make sure that you insert the "base" values, meaning that it is not improved by any bonuses as noted above.''
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Generally, Artillery fires first, then Ranged, finally followed by the close-in units like Cavalry (Vehicle/Mounted) and lastly, any Melee.
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Each class of units can generally be divided into specialist roles and objectives, for example Raider, Cavalry and Guardian, or Anti-Infantry and Anti-Siege.
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===Frontline===
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Frontline units usually two major purposes, generally to protect ranged infantry; absorbing the brunt of the enemy firepower (a shield wall type), and fighting in or against counterattacks, as [[Cavalry]]. Mounted and vehicle cavalry are special in this role as they are the frontmost part of an army, and although they can decimate units in a first strike, they are hit hard in return.
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It is notable that ranged unit casualties can still occur while a frontline is intact (from enemy ranged fire) but a well-placed frontline or cavalry force can protect the ranged from damage, diverting the target of the ranged attack, or counterattacking in melee to cripple the enemy ranged forces and prevent their counterattack. This melee engagement is especially effective because ranged units have low defense, and for every melee cavalry attacking the ranged rank, more ranged will die than cavalry, for similar resource costs.
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Specialist forms or variants also exist for both purposes, as well as light/assault variants which exist for counter-raiding.
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===Ranged===
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'''Ranged''' units, composed of Infantry with projectile weapons, fire after artillery. They are usually highly effective, and usually should form a large part of any army. They fire upon the strongest enemy group by attack power (it has been observed that ranged cannot engage artillery until all other ranks are clear).
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The main ''variants'' encompass:
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*Anti-ranged (skirmishers) such as the [[Agincourt Bowmen (Unit)]] which are effective even if the enemy has ranged units, and the anti-vehicle heavy units (mostly useful with heavy backup against vehicles and siege units).
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*Standard anti-infantry, which has high attack but low defense, which relies on a defensive frontline.
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:*Anti-cavalry/vehicle - heavy variants of the anti-infantry designed to prevent their attack against the frontline, prominent in later ages.
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===Support===
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Support units are divided within the battle system, with artillery firing first of all units.
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''Artillery''', initiates the battle by firing first. This makes them highly effective, allowing them to eliminate enemy units before they can fire back. They are the only units able to clear multiple ranks of troops; if an artillery unit can eliminate multiple ranks, the artillery will split, fire upon each until that rank is dead, and fire on subsequent ranks until all artillery have fired.
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'''Air''' units are special, and can perform air-raids when attacking without support. They replace
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==Unit stats==
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<span style="font-style: normal; ">'''Unit speed''' defines which units will be hit first (the fastest units will take the damage before the slower ones) and how fast your army reaches a tile (the slowest unit decides the time), and can be improved by</span><span style="font-style: normal; "> </span>[[Research|research]]<span style="font-style: normal; ">,</span><span style="font-style: normal; "> </span>[[Wonder|wonders]]<span style="font-style: normal; ">, a</span><span style="font-style: normal; "> </span>[[Parade ground (Building)|parade ground]] upgrade<span style="font-style: normal; "> </span><span style="font-style: normal; ">or by building </span><span style="font-style: normal; ">a</span><span style="font-style: normal; "> </span>[[Watchtower (Building)|watchtower]]<span style="font-style: normal; "> (</span><span style="font-style: normal; ">which can be upgraded to a</span><span style="font-style: normal; "> </span>[[Aerodrome (Building)|aerodrome]]<span style="font-style: normal; "> </span><span style="font-style: normal; ">in the</span><span style="font-style: normal; "> </span>[[Modern Age]]<span style="font-style: normal; ">).</span>
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'''Attack and defense power''' tell players how strong the unit is against different kinds of units. Higher attack means more damage, and higher defense means more sustainability. These can be increased by research, a [[Blacksmith (Building)|blacksmith]] and wonders. More attack and defense usually means more upkeep.
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'''Training time''' is the time it takes to train a single unit. Training time can by reduced by wonders, research and the building needed to train the unit. ([[Barracks (Building)|barracks]] for [[Archers (Unit)|archers]] for example.)
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'''Unit upkeep''' is how much [[food]], [[gold]], and/or (starting with the [[Industrial Age]]) [[oil]] is needed to maintain artillery, vehicle, and air units. Without food or gold, units will be lost, and without oil units will no longer march or even fire. Upkeep can be reduced through research and wonders. It is very import to always have sufficient [[gold]], [[food]] and [[oil]] for your units.
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== Military Resource Requirements Tables ==
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==Units by age==
   
== Military Resource Requirements Table ==
 
 
===Ancient===
 
===Ancient===
{{MilitaryTableHead}}
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{{Main|Units/Ancient}}
{{MilitaryLine|name=[[Spearmen (Unit)|Spearmen]]|tfood=10|twood=10|tstone=5|tiron=0|time=00:14|ufood=1|ugold=1|value=5.3|speed=25|attack=1-1-0|defense=3-2-1|buildings=[[Barracks]] 1}}
 
{{MilitaryLine|name=[[Gielinor warriors (Unit)|Gielinor Warriors]]<sup>1</sup>|tfood=20|twood=15|tstone=5|tiron=0|time=00:14|ufood=2|ugold=2|value=6.8|speed=20|attack=3-1-0|defense=2-2-1|buildings=Barracks 3}}
 
|}
 
<sup>1</sup> Only accessible if this game is played via the [[Beta keys|Beta key]] given through email.
 
   
 
===Classical===
 
===Classical===
{{MilitaryTableHead}}
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{{Main|Units/Classical}}
{{MilitaryLine|name=[[Archers (Unit)|Archers]]|tfood=20|twood=10|tstone=0|tiron=5|time=00:14|ufood=3|ugold=3|value=13.8|speed=20|attack=3-2-0|defense=1-1-1|buildings=Barracks 3}}
 
{{MilitaryLine|name=[[Swordsmen (Unit)|Swordsmen]]|tfood=20|twood=0|tstone=0|tiron=20|time=00:14|ufood=3|ugold=2|value=9.3|speed=30|attack=4-2-0|defense=3-2-1|buildings=Barracks 3,<br />[[Blacksmith]] 1}}
 
{{MilitaryLine|name=[[Scouts (Unit)|Scouts]]|tfood=40|twood=10|tstone=0|tiron=10|time=00:11|ufood=4|ugold=2|value=22.63|speed=40|attack=5-3-0|defense=1-2-1|buildings=[[Stable]] 1,<br />Barracks 3}}
 
{{MilitaryLine|name=[[Phalanxes (Unit)|Phalanxes]]|tfood=15|twood=10|tstone=0|tiron=20|time=00:14|ufood=4|ugold=4|value=11.95|speed=15|attack=5-3-0|defense=6-5-1|buildings=Barracks 5,<br />Blacksmith 2}}
 
{{MilitaryLine|name=[[Gladii (Unit)|Gladii]]|tfood=30|twood=0|tstone=0|tiron=10|time=00:14|ufood=4|ugold=4|value=14.55|speed=35|attack=6-4-0|defense=3-2-1|buildings=Barracks 4,<br />Blacksmith 2}}
 
{{MilitaryLine|name=[[Ballistaes (Unit)|Ballistaes]]|tfood=20|twood=95|tstone=0|tiron=50|time=00:51|ufood=10|ugold=10|value=26.7|speed=5|attack=10-8-0|defense=1-1-1|buildings=Barracks 4,<br />Blacksmith 1,<br />[[Armoury]] 1}}
 
{{MilitaryLine|name=[[Knights (Unit)|Knight]]|tfood=40|twood=10|tstone=0|tiron=40|time=00:11|ufood=8|ugold=7|value=46.65|speed=35|attack=8-6-0|defense=3-4-1|buildings=Stable 1,<br />Barracks 3,<br />Blacksmith 2}}
 
{{MilitaryLine|name=[[Re-curve bowmen (Unit)|Re-curve Bowmen]]|tfood=10|twood=20|tstone=0|tiron=10|time=00:14|ufood=4|ugold=2|value=17.6|speed=25|attack=3-2-0|defense=2-1-1|buildings=Barracks 4}}
 
{{MilitaryLine|name=[[Flaming archers (Unit)|Flaming Archer]]|tfood=20|twood=30|tstone=0|tiron=5|time=00:14|ufood=5|ugold=3|value=22.6|speed=25|attack=4-3-0|defense=2-1-1|buildings=Barracks 5,<br />Blacksmith 2}}
 
{{MilitaryLine|name=[[Scorpios (Unit)|Scorpios]]|tfood=20|twood=70|tstone=0|tiron=30|time=00:54|ufood=8|ugold=8|value=21.1|speed=10|attack=8-6-0|defense=1-1-1|buildings=Barracks 5,<br />Blacksmith 2}}
 
{{MilitaryLine|name=[[Chevaliers (Unit)|Chevaliers]]|tfood=50|twood=10|tstone=0|tiron=20|time=00:12|ufood=8|ugold=7|value=36.3|speed=50|attack=6-4-0|defense=3-2-1|buildings=Stable 2,<br />Barracks 4,<br />Blacksmith 2}}
 
{{MilitaryLine|name=[[Polybolos (Unit)|Polybolos]]|tfood=20|twood=150|tstone=0|tiron=70|time=00:51|ufood=12|ugold=15|value=23.8|speed=3|attack=12-10-0|defense=2-2-1|buildings=Barracks 6,<br />Blacksmith 3,<br />Armoury 1}}
 
{{MilitaryLine|name=[[Ritters (Unit)|Ritters]]|tfood=50|twood=20|tstone=0|tiron=50|time=0|ufood=10|ugold=8|value=37|speed=30|attack=6-5-0|defense=5-6-1|buildings=Stable 3,<br />Barracks 6,<br />Blacksmith 3,<br />Armoury 1}}
 
|}
 
   
 
===Feudal===
 
===Feudal===
{{MilitaryTableHead}}
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{{Main|Units/Feudal}}
{{MilitaryLine|name=[[Horsemen (Unit)|Horsemen]]|tfood=95|twood=20|tstone=0|tiron=60|time=00:21|ufood=
 
12|ugold=12|value=89.7|speed=45|attack=18-16-0|defense=16-14-1|buildings=Training Yard 1,<br />Stable 3,<br />Barracks 6,<br />Blacksmith 3}}
 
{{MilitaryLine|name=[[Crusaders (Unit)|Crusaders]]|tfood=95|twood=20|tstone=0|tiron=60|time=00:23|ufood=16|ugold=18|value=91.2|speed=45|attack=16-20-0|defense=12-18-1|buildings=Barracks ?,<br />Stable 4,<br />Blacksmith 4,<br />Training Yard 3}}
 
{{MilitaryLine|name=[[Templars (Unit)|Templars]]|tfood=95|twood=40|tstone=0|tiron=60|time=00:23|ufood=14|ugold=14|value=98|speed=40|attack=20-17-0|defense=15-13-1|buildings=Barracks 9,<br />Stable 5,<br />Blacksmith 5,<br />Training Yard 4}}
 
{{MilitaryLine|name=[[Catapults (Unit)|Catapults]]|tfood=95|twood=120|tstone=0|tiron=80|time=04:15|ufood=20|ugold=25|value=64.4|speed=10|attack=22-20-0|defense=3-3-1|buildings=Training Yard 2,<br />Barracks 6,<br />Armoury 2}}
 
{{MilitaryLine|name=[[Mangonels (Unit)|Mangonels]]|tfood=95|twood=120|tstone=0|tiron=80|time=04:43|ufood=15|ugold=20|value=56|speed=15|attack=18-18-0|defense=2-2-1|buildings=Barracks ?,<br />Armoury 2,<br />Training Yard 3}}
 
{{MilitaryLine|name=[[Onagers (Unit)|Onagers]]|tfood=95|twood=120|tstone=0|tiron=80|time=04:43|ufood=28|ugold=35|value=78|speed=5|attack=25-25-0|defense=3-3-1|buildings=Barracks ?,<br />Armoury 3,<br />Training Yard 4}}
 
{{MilitaryLine|name=[[Longbowmen (Unit)|Longbowmen]]|tfood=30|twood=50|tstone=0|tiron=15|time=00:25|ufood=6|ugold=7|value=65.4|speed=30|attack=14-10-0|defense=9-7-1|buildings=Training Yard 1,<br />Barracks 6}}
 
{{MilitaryLine|name=[[Agincourt bowmen (Unit)|Agincourt Bowmen]]|tfood=40|twood=60|tstone=0|tiron=10|time=00:24|ufood=6|ugold=8|value=56.8|speed=35|attack=12-9-0|defense=13-12-1|buildings=Training Yard 2,<br />Barracks 7}}
 
{{MilitaryLine|name=[[Master archers (Unit)|Master Archer]]s|tfood=60|twood=60|tstone=0|tiron=30|time=00:27|ufood=8|ugold=20|value=77.5|speed=30|attack=15-15-0|defense=10-10-1|buildings=Training Yard 4,<br />Barracks 9}}
 
{{MilitaryLine|name=[[Pikemen (Unit)|Pikemen]]|tfood=30|twood=30|tstone=0|tiron=30|time=00:25|ufood=5|ugold=8|value=38.6|speed=30|attack=15-14-0|defense=12-11-1|buildings=Training Yard 1,<br />Barracks 6,<br />Blacksmith 3}}
 
{{MilitaryLine|name=[[Halberdiers (Unit)|Halberdiers]]|tfood=40|twood=20|tstone=0|tiron=50|time=00:26|ufood=6|ugold=7|value=33.4|speed=25|attack=13-12-0|defense=16-14-1|buildings=Training Yard 2,<br />Barracks 7,<br />Blacksmith 3}}
 
{{MilitaryLine|name=[[Pollaxers (Unit)|Pollaxers]]|tfood=30|twood=30|tstone=0|tiron=10|time=00:26|ufood=5|ugold=10|value=44.1|speed=40|attack=18-13-0|defense=9-8-1|buildings=Training Yard 3,<br />Barracks 8,<br />Blacksmith 4}}
 
|}
 
   
 
===Renaissance===
 
===Renaissance===
{{MilitaryTableHead}}
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{{Main|Units/Renaissance}}
{{MilitaryLine|name=[[Honour Corpsmen (Unit)|Honour Corpsmen]]|tfood=220|twood=80|tstone=0|tiron=100|time=01:04|ufood=32|ugold=32|value=189|speed=60|attack=40-30-0|defense=30-30-2|buildings=Recruitment Office 3,<br />Training Yard 8,<br />Stable 7}}
 
{{MilitaryLine|name=[[Explorers (Unit)|Explorers]]|tfood=180|twood=30|tstone=0|tiron=60|time=00:46|ufood=20|ugold=25|value=141|speed=65|attack=30-22-0|defense=22-20-2|buildings=Recruitment Office 1,<br />Training Yard 4,<br />Stable 5}}
 
{{MilitaryLine|name=[[Gendarmes (Unit)|Gendarmes]]|tfood=200|twood=0|tstone=0|tiron=70|time=00:40|ufood=24|ugold=30|value=128|speed=80|attack=27-20-0|defense=20-18-2|buildings=Recruitment Office 2,<br />Training Yard 6,<br />Stable 6}}
 
{{MilitaryLine|name=[[Demi-lancers (Unit)|Demi-Lancers]]|tfood=220|twood=70|tstone=0|tiron=90|time=01:21|ufood=32|ugold=37|value=168|speed=45|attack=35-28-0|defense=25-23-2|buildings=Recruitment Office 3,<br />Training Yard 8,<br />Stable 7}}
 
{{MilitaryLine|name=[[Crossbowmen (Unit)|Crossbowmen]]|tfood=60|twood=60|tstone=0|tiron=50|time=00:57|ufood=12|ugold=15|value=125.9|speed=35|attack=26-21-2|defense=17-15-2|buildings=Recruitment Office 1,<br />Training Yard 4,<br />Blacksmith 5}}
 
{{MilitaryLine|name=[[Arbalests (Unit)|Arbalests]]|tfood=50|twood=50|tstone=0|tiron=50|time=00:58|ufood=13|ugold=25|value=124|speed=40|attack=25-22-3|defense=15-15-2|buildings=Recruitment Office 2,<br />Training Yard 5,<br />Blacksmith 6}}
 
{{MilitaryLine|name=[[Repeating crossbowmen (Unit)|Repeating Crossbowmen]]|tfood=70|twood=70|tstone=0|tiron=70|time=00:57|ufood=12|ugold=25|value=143|speed=30|attack=29-25-3|defense=16-14-2|buildings=Recruitment Office 3,<br />Training Yard 7,<br />Blacksmith 7}}
 
{{MilitaryLine|name=[[Matchlock Gunner (Unit)|Matchlock Gunner]]|tfood=100|twood=100|tstone=0|tiron=100|time=00:57|ufood=20|ugold=30|value=172|speed=30|attack=35-30-5|defense=20-18-3|buildings=Recruitment Office ?,<br />Training Yard 8,<br />Blacksmith 7}}
 
{{MilitaryLine|name=[[Trebuchets (Unit)|Trebuchets]]|tfood=250|twood=200|tstone=200|tiron=70|time=09:05|ufood=35|ugold=40|value=106|speed=12|attack=37-32-3|defense=5-5-3|buildings=Recruitment Office 2,<br />Training Yard 4,<br />Armoury 3}}
 
{{MilitaryLine|name=[[Couillards (Unit)|Couillards]]|tfood=200|twood=160|tstone=0|tiron=70|time=9:25|ufood=28 ±1|ugold=30 ±1|value=91|speed=18|attack=32-26-5|defense=3-3-3|buildings=Foundry 1,<br />Armoury 3,<br />Training Yard 6,<br />Recruitment Office ?}}
 
{{MilitaryLine|name=[[Firebrands (Unit)|Firebrands]]|tfood=300|twood=200|tstone=0|tiron=70|time=9:25|ufood=49 ±2|ugold=51 ±2|value=126|speed=7|attack=42-38-5|defense=6-6-3|buildings=Recruitment Office 3,<br />Training Yard 8,<br />Armoury 4,<br />Foundry 2}}
 
{{MilitaryLine|name=[[Steyr Bombard (Unit)|Steyr Bombard]]|tfood=250|twood=200|tstone=0|tiron=150|time=09:25|ufood=30|ugold=40|value=139|speed=10|attack=45-40-8|defense=10-10-5|buildings=Recruitment Office ?,<br />Training Yard 8,<br />Armoury 4}}
 
{{MilitaryLine|name=[[The flying machines (Unit)|Flying Machine]]<sup>2</sup>|tfood=120|twood=60|tstone=0|tiron=200|time=09:50|ufood=48|ugold=50|value=134.8|speed=70|attack=30-25-10|defense=5-5-3|buildings=Recruitment Office 1,<br />Foundry 1,<br />Armory 3,<br />Training Yard 6}}
 
{{MilitaryLine|name=[[Bombadiers (Unit)|Bombadiers]]<sup>3</sup>|tfood=120|twood=200|tstone=0|tiron=60|time=04:50|ufood=15|ugold=70|value=176.0|speed=50|attack=35-32-6|defense=25-22-4|buildings=Recruitment Office 1,<br />Training Yard 6,<br />Armoury 3,<br />Foundry 1}}
 
|}
 
<sup>2</sup> Unlocked via the [[Leonardo's Workshop]] Wonder.<br />
 
<sup>3</sup> Unlocked via the [[Gunpowder]] Wonder.
 
   
 
===Imperial===
 
===Imperial===
{{MilitaryTableHead|Imperial}}
+
{{Main|Units/Imperial}}
{{MilitaryLine|name=[[Musketeers (Unit)|Musketeers]]|tfood=90|tiron=60|tcoal=30|tstone=0|time=01:51|ufood=13|ugold=25|value=193|speed=50|attack=40-32-5|defense=25-22-4|buildings=Recruitment Office ?,<br />Academy 1,<br />Gunsmith 1}}
 
{{MilitaryLine|name=[[Grenadiers (Unit)|Grenadiers]]|ufood=12?|ugold=20|speed=60|value=?|attack=43-38-2|defense=20-18-3|buildings=Gunsmith 3,<br />Academy 3|tfood=95|tiron=80|tcoal=70|tstone=0|time=?}}
 
{{MilitaryLine|name=[[Redcoats (Unit)|Redcoats]]|tfood=80|tcoal=30|tiron=70|tstone=0|time=1:42|ufood=13|ugold=21|speed=55|attack=35-30-6|defense=25-22-5|value=172|buildings=?}}
 
{{MilitaryLine|name=[[Cavalrymen (Unit)|Cavalrymen]]|tfood=200|tcoal=60|tiron=90|tstone=0|time=01:19|ufood=30|ugold=10|value=221|speed=80|attack=45-38-6|defense=33-30-4|buildings=Recruitment Office ?,<br />Academy 1,<br />Gunsmith 1,<br />Stable 8}}
 
{{MilitaryLine|name=[[Dragoons (Unit)|Dragoons]]|tfood=220|tcoal=50|tiron=95|tstone=0|time=1:16|ufood=24|ugold=33|value=210|speed=75|attack=43-36-6|defense=35-33-5|buildings=Stable 9<br/>Gunsmith 2<br/>Academy 2}}
 
{{MilitaryLine|name=[[Hussars (Unit)|Hussars]]|tfood=240|tcoal=20|tiron=70|tstone=0|ufood=23|ugold=49|value=198|speed=95|attack=40-35-2|defense=30-25-6|buildings=Stable 10<br/>Gunsmith 3<br/>Academy 3<br/>|time=1:16}}
 
{{MilitaryLine|name=[[Cannons (Unit)|Cannons]]|tfood=300|tcoal=95|tiron=90|tstone=0|time=12:55|ufood=34|ugold=68|speed=15|attack=50-45-8|defense=8-8-7|value=154|buildings=Armory 4<br/>Factory 1<br/>Gunsmith 2}}
 
{{MilitaryLine|name=[[Long guns (Unit)|Long Guns]]|tfood=300|tiron=95|tstone=0|tcoal=130|time=12:57|ufood=40|ugold=93|value=179.5|speed=10|attack=58-52-10|defense=12-12-8|buildings=Gunsmith 3,<br/>Armoury 5,<br/>Recruitment Office 8}}
 
{{MilitaryLine|name=[[Falconets (Unit)|Falconets]]|tfood=250|tiron=70|tcoal=90|tstone=0|time=12:55|ufood=27|ugold=59|value=132|speed=24|attack=45-40-5|defense=6-6-7|buildings=[[Armoury (Building)|Armoury]] 4}}
 
|}
 
   
 
===Industrial===
 
===Industrial===
{{MilitaryTableHead|Industrial}}
+
{{Main|Units/Industrial}}
{{MilitaryLine|name=[[Riflemen (Unit)|Riflemen]]|tfood=95|twood=90|tstone=0|tiron=60|time=03:36|ufood=25|ugold=40|uoil=0|value=241.56|speed=60|attack=50-40-7|defense=36-30-5|buildings=[[Army fort|Army Fort]] 1,<br />[[Academy (Building)|Academy]] 4,<br />[[Gunsmith (Building)|Gunsmith]] 4}}
 
{{MilitaryLine|name=[[Marksmen (Unit)|Marksmen]]|uoil=0|tfood=95|twood=90|tiron=0|time=03:35|ufood=28|ugold=56|speed=30|tstone=90|attack=60-30-11|defense=25-20-2|buildings=[[Army fort|Army Fort]] 3<br />[[Gunsmith (Building)|Gunsmith]] 5<br />[[Academy (Building)|Academy]] 5|value = 265}}
 
{{MilitaryLine|name=[[Commandos (Unit)|Commandos]]|buildings=[[Army fort|Army Fort]] 4,<br />[[Academy (Building)|Academy]] 7,<br />[[Gunsmith (Building)|Gunsmith]] 7|tfood=95|twood=90|tiron=60|tstone=0|time=03:35|ufood=19|ugold=35|uoil=0|value=256|speed=65|attack=52-45-8|defense=45-40-8}}
 
{{MilitaryLine|name=[[Artillery (Unit)|Artillery]]|tfood=400|twood=200|tstone=75|tiron=0|time=10:45|value=183.9|ufood=0|ugold=80|uoil=34|speed=17|attack=70-50-10|defense=15-15-5|buildings=[[Army fort|Army Fort]] 1,<br />[[Gunsmith (Building)|Gunsmith]] 5,<br />[[Factory]] 4,<br />[[Armoury]] 5}}
 
{{MilitaryLine|name=[[Field guns (Unit)|Field Gun]]|tfood=400|twood=200|tstone=50|ugold=67|uoil=31|speed=17|attack=80-50-5|defense=36-30-5|buildings=[[Army fort|Army Fort]] ?,<br />[[Gunsmith (Building)|Gunsmith]] 7,<br />[[Factory]] 6,<br />[[Armoury]] 7|ufood=0|tiron=?|time=?|value=?}}
 
{{MilitaryLine|name=[[Howitzers (Unit)|Howitzers]]|tfood=300|twood=150|tiron=56|tstone=52|time=?|ufood=0|ugold=67|uoil=34|value=?|speed=15|attack=70-70-15|defense=15-20-7|buildings=[[Army fort|Army Fort]] 4,<br />[[Gunsmith (Building)|Gunsmith]] 6,<br />[[Factory]] 5,<br />[[Armoury]] 6}}
 
|}
 
   
 
===Modern===
 
===Modern===
{{MilitaryTableHead|Modern}}
+
{{Main|Units/Modern}}
{{MilitaryLine|name=[[Infantrymen (Unit)|Infantrymen]]|tfood=150|tiron=95|toil=70|talum=?|time=?|ufood=21|ugold=52|uoil=0|value=417|speed=75|attack=75-52-15|defense=55-45-20|buildings=Army Fort ?,<br />Academy 8,<br />Gunsmith 8}}
 
{{MilitaryLine|name=[[Panzergrenadiers (Unit)|Panzergrenadiers]]|tfood=150|tiron=120|toil=90|talum=|time=?|ufood=19|ugold=49|uoil=0|value=413|speed=70|attack=65-70-10|defense=50-55-10|buildings=Army Fort ?,<br />Academy 9,<br />Gunsmith 9}}
 
{{MilitaryLine|name=[[Marines (Unit)|Marines]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=23|ugold=59|uoil=0|value=413|speed=80|attack=70-55-15|defense=60-45-20|buildings=Army Fort ?,<br />Academy ?,<br />Gunsmith ?}}
 
{{MilitaryLine|name=[[Fighters (Unit)|Fighters]]|tfood=200|tiron=200|toil=300|talum=300|time=9:45|ufood=0|ugold=132|uoil=79|value=515.75|speed=150|attack=30-55-90|defense=30-30-60|buildings=Aerodrome 1,<br />Vehicle Bay 1,<br />Factory 7}}
 
{{MilitaryLine|name=[[Bombers (Unit)|Bombers]]|tfood=200|tiron=?|toil=?|talum=?|time=?|ufood=0|ugold=138|uoil=84|value=?|speed=130|attack=95-110-40|defense=30-30-25|buildings=Aerodrome ?,<br />Vehicle Bay ?,<br />Factory ?}}
 
{{MilitaryLine|name=[[Attack Choppers (Unit)|Attack Choppers]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=?|ugold=145|uoil=92|value=?|speed=120|attack=90-120-40|defense=50-50-35|buildings=Aerodrome ?,<br />Vehicle Bay ?,<br />Factory ?}}
 
{{MilitaryLine|name=[[Tanks (Unit)|Tanks]]|tfood=600|tiron=500|toil=200|talum=25|time=?|ufood=0|ugold=79|uoil=39|value=?|speed=90|attack=80-75-25|defense=65-65-30|buildings=Armoury 8,<br />Factory 7,<br />Vehicle Bay 1}}
 
{{MilitaryLine|name=[[Tank hunters (Unit)|Tank Hunters]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=0|ugold=99|uoil=39|value=?|speed=85|attack=50-120-15|defense=65-75-30|buildings=?}}
 
{{MilitaryLine|name=[[Infantry fighting vehicles (Unit)|Infantry Fighting Vehicles]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=0|ugold=82|uoil=33|value=?|speed=95|attack=95-55-40|defense=65-50-40|buildings=?}}{{MilitaryLine|name=[[Rocket Artillary (Unit)|Rocket Artillary]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=0|ugold=118|uoil=66|value=?|speed=20|attack=85-80-40|defense=22-20-15|buildings=?}}{{MilitaryLine|name=[[Flak Cannons (Unit)|Flak Cannons]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=0|ugold=99|uoil=52|value=?|speed=18|attack=40-70-90|defense=25-25-40|buildings=?}}{{MilitaryLine|name=[[Nebelwerfer (Unit)|Nebelwerfer]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=0|ugold=105|uoil=58|value=?|speed=25|attack=95-55-15|defense=20-15-10|buildings=?}}
 
   
 
===Future===
 
===Future===
{{MilitaryTableHead|Future}}
+
{{Main|Units/Future}}
{{MilitaryLine|name=[[Interceptors (Unit)|Interceptors]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=?|ugold=?|uoil=?|value=?|speed=?|attack=?|defense=?|buildings=?}}
+
{{MilitaryLine|name=[[NGAD (Unit)|NGAD]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=?|ugold=?|uoil=?|value=?|speed=?|attack=?|defense=?|buildings=?}}
+
{{Units}}
{{MilitaryLine|name=[[VTOL (Unit)|VTOL]]|tfood=?|tiron=?|toil=?|talum=?|time=?|ufood=?|ugold=?|uoil=?|value=?|speed=?|attack=?|defense=?|buildings=?}}
 
|}
 
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 00:35, May 29, 2012

Military units are the core of combat and participate in battle. Each age, more powerful military units are made available through building upgrades, research, and the occasional wonder. They are trained at the parade ground during the Ancient, Classical and Feudal Age, at a recruitment office during the Renaissance and Imperial age, and at an army fort during the Industrial, Modern and Future ages. Military units have varying speed, attack and defense power, training time and upkeep. The 8Realms team also hinted at hidden stats, which are not shown to prevent players from completely mastering combat.

Types of UnitsEdit

There are 6 classes of units, in three broad role-categories. All early unit training is performed from the parade ground (shifting to specialist offices later on as space unlocks), however most units require specialist buildings and support to be trained.

Unit damage and classification is split into the categories of Infantry, Vehicular and Air, and these provide ratings for each unit against units of that class. Defensive damage is always taken in the attacker's class - early units have little air defense, meaning they will be obliterated - but although unit will always defend on their vehicle rating to artillery, but the reverse is not true; a ballista will do different damage to a ballista and a swordsman and attack varies based on the target type.

Caution: You may only build military units in your age and one age back. (eg. once you reach the Feudal age, you will no longer be able to make Spearmen) - this is called obsoletion. Generally, although the newer age has improved troops, they may not be more effective troops for the same price. Be warned that as the ages increase, some units roles and types are removed and replaced, and upkeep costs can be increased dramatically, especially with the introduction of oil.

InfantryEdit

Infantry Melee are the early frontline units. They are inexpensive and perform well, but attack last of all units and are comparatively slow. They require Barracks to be trained. The most basic units, only the Spearmen, Swordsmen and Pikemen families are of this class; the Feudal Age, there are no new foot soldiers. The front-rank role is replaced by cavalry, such as mounted and vehicles.

Ranged units are initially supporting firepower, weakening an enemy line before the melee attack. They later become main units. They fire after artillery with ranged-infantry damage. It is generally assumed they will attempt to weaken whatever category is strongest. These are essential in every army, especially in early ages because of their big advantage over melee units (which cannot return fire). Their first appearance is in the Classical Age, and they are the main units of the Renaissance and Imperial Ages, where they are the most common unit.

Mounted units are early cavalry, engaging after ranged, but ahead of melee, but are attacked by enemy cavalry and melee first. They are fast units and are strong, but have low armour, meaning they rely on numbers or ranged support to avoid enemy counterattack. The two main variants are heavy cavalry and fast/light cavalry. They appear from the Classical Age to the Imperial Age, being replaced in Industrial Age by land and air vehicles.

VehiclesEdit

Vehicle units replace heavy cavalry from the Industrial Age (Mark I Tank (Unit)) and onwards. They are a frontline unit and engage after ranged attacks.

Artillery units, who deal major ranged vehicle damage and always fire first. However, they have minor defense and are very slow. They are usually the most effective units as they can eliminate units before they can fire, but are very expensive to train. Their first appearance is in the Classical Age and they appear in every subsequent age.

AirEdit

Air units replace fast cavalry, and usually have extremely high damage ratings. They are very effective but also have very low defense. Air units are also useful scouts and raiders when sent alone. Note that air-only raids do not have any attached bonus, but are still very effective.

Unit RolesEdit

Generally, Artillery fires first, then Ranged, finally followed by the close-in units like Cavalry (Vehicle/Mounted) and lastly, any Melee.

Each class of units can generally be divided into specialist roles and objectives, for example Raider, Cavalry and Guardian, or Anti-Infantry and Anti-Siege.

FrontlineEdit

Frontline units usually two major purposes, generally to protect ranged infantry; absorbing the brunt of the enemy firepower (a shield wall type), and fighting in or against counterattacks, as Cavalry. Mounted and vehicle cavalry are special in this role as they are the frontmost part of an army, and although they can decimate units in a first strike, they are hit hard in return.

It is notable that ranged unit casualties can still occur while a frontline is intact (from enemy ranged fire) but a well-placed frontline or cavalry force can protect the ranged from damage, diverting the target of the ranged attack, or counterattacking in melee to cripple the enemy ranged forces and prevent their counterattack. This melee engagement is especially effective because ranged units have low defense, and for every melee cavalry attacking the ranged rank, more ranged will die than cavalry, for similar resource costs.

Specialist forms or variants also exist for both purposes, as well as light/assault variants which exist for counter-raiding.

RangedEdit

Ranged units, composed of Infantry with projectile weapons, fire after artillery. They are usually highly effective, and usually should form a large part of any army. They fire upon the strongest enemy group by attack power (it has been observed that ranged cannot engage artillery until all other ranks are clear).

The main variants encompass:

  • Anti-ranged (skirmishers) such as the Agincourt Bowmen (Unit) which are effective even if the enemy has ranged units, and the anti-vehicle heavy units (mostly useful with heavy backup against vehicles and siege units).
  • Standard anti-infantry, which has high attack but low defense, which relies on a defensive frontline.
  • Anti-cavalry/vehicle - heavy variants of the anti-infantry designed to prevent their attack against the frontline, prominent in later ages.

SupportEdit

Support units are divided within the battle system, with artillery firing first of all units.

Artillery', initiates the battle by firing first. This makes them highly effective, allowing them to eliminate enemy units before they can fire back. They are the only units able to clear multiple ranks of troops; if an artillery unit can eliminate multiple ranks, the artillery will split, fire upon each until that rank is dead, and fire on subsequent ranks until all artillery have fired.

Air units are special, and can perform air-raids when attacking without support. They replace

Unit statsEdit

Unit speed defines which units will be hit first (the fastest units will take the damage before the slower ones) and how fast your army reaches a tile (the slowest unit decides the time), and can be improved by research, wonders, a parade ground upgrade or by building a watchtower (which can be upgraded to a aerodrome in the Modern Age).

Attack and defense power tell players how strong the unit is against different kinds of units. Higher attack means more damage, and higher defense means more sustainability. These can be increased by research, a blacksmith and wonders. More attack and defense usually means more upkeep.

Training time is the time it takes to train a single unit. Training time can by reduced by wonders, research and the building needed to train the unit. (barracks for archers for example.)

Unit upkeep is how much food, gold, and/or (starting with the Industrial Age) oil is needed to maintain artillery, vehicle, and air units. Without food or gold, units will be lost, and without oil units will no longer march or even fire. Upkeep can be reduced through research and wonders. It is very import to always have sufficient gold, food and oil for your units.

Military Resource Requirements Tables Edit

Units by ageEdit

AncientEdit

Main article: Units/Ancient

ClassicalEdit

Main article: Units/Classical

FeudalEdit

Main article: Units/Feudal

RenaissanceEdit

Main article: Units/Renaissance

ImperialEdit

Main article: Units/Imperial

IndustrialEdit

Main article: Units/Industrial

ModernEdit

Main article: Units/Modern

FutureEdit

Main article: Units/Future


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