FANDOM


m (Condensed ages into subheading for TOC)
m (Reverted edits by 81.206.45.220 (talk | block) to last version by 145.48.116.41)
 
(13 intermediate revisions by 5 users not shown)
Line 1: Line 1:
'''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 [[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 complete mastering combat.
+
'''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.
 
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]], a [[Parade ground (Building)|parade ground]] or by building a [[Lookout post (Building)|lookout post]] (which can be upgraded to a [[Watchtower (Building)|watchtower]] in the [[Imperial Age]] and a [[Aerodrome (Building)|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 (Building)|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 (Building)|barracks]] for [[Archers (Unit)|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.
 
 
==Types of Units==
 
==Types of Units==
   
There are 6 classes of units, in three broad role-categories. All unit training is performed at the [[Parade ground (Building)|parade ground]], however most units require specialist support to be trained.
+
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.
   
Unit damage is split into the categories of Infantry, Vehicular and Air, and these provide ratings for each unit against units of that class.
+
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 (Unit)|Spearmen]]) - this is called obsoletion. Generally, the newer age has improved and more effective troops for the same price, however as the ages increase, some units are removed and replaced, and upkeep costs can be increased dramatically.
+
'''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.
   
 
===Infantry===
 
===Infantry===
'''Infantry Melee units''', who do melee infantry damage and need to reach the opponent before they can deal damage. The most basic units, the [[Spearmen (Unit)|Spearmen]] and the [[Swordsmen (Unit)|Swordsmen]] are of this class. They require [[Barracks (Building)|Barracksto]] be trained. After the [[Feudal Age]], there are no new foot soldiers, the wall-function being replaced by vehicles two ages later (temporarily filled in by Mounted, such as the Honour Corpsmen and Cavalrymen).</p>
+
'''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.
   
'''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, being replaced by Vehicles.</p>
+
'''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.
   
'''Ranged units''' fire after the artillery, with ranged-infantry damage. It is generally assumed they will attempt to weaken whatever category is l. These are essential in every army, especially in early ages because of their big advantage over melee units (which cannot return fire), and are more efficient and . They require [[Barracks (Building)|barracks]] to be trained. Their first appearance is in the [[Classical Age]], and they are the main units of the Renaissance and Imperial Ages, where they are the main staple unit.</p>
+
'''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|&nbsp;Age]], being replaced in Industrial[[Imperial Age|&nbsp;Age]] by land and air vehicles.
   
<h3 style="border-style: initial; border-color: initial; font-style: normal; margin-top: 1em; margin-bottom: 1em;">Vehicles</h3>
+
===Vehicles===
   
<p style="border-style: initial; border-color: initial; font-style: normal; margin-top: 1em; margin-bottom: 1em;">'''Vehicle units''', who do ranged vehicle damage and replace mounted units in 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 last.</span></p>
+
'''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.
   
</p>
+
'''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.
   
<p style="border-style: initial; border-color: initial; font-style: normal; margin-top: 1em; margin-bottom: 1em;">'''Artillery units'''<span style="font-style: normal; ">, 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 per unit, but are very expensive to train, requiring an</span><span style="font-style: normal; "> </span>[[Armoury (Building)|armoury]]<span style="font-style: normal; "> </span><span style="font-style: normal; ">to be built. Their first appearance is in the</span><span style="font-style: normal; "> </span>[[Classical Age]] and they appear in every subsequent age.</p>
+
===Air===
   
<h3 style="border-style: initial; border-color: initial; font-style: normal; margin-top: 1em; margin-bottom: 1em;"><span style="font-style: normal; ">Air</span></h3>
+
'''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.
   
<p style="border-style: initial; border-color: initial; font-style: normal; margin-top: 1em; margin-bottom: 1em;">'''Air units'''<span style="font-style: normal; "> are fast and usually have extremely high damage ratings compared to their cost. They are very effective but also have very low defense. Air units are most useful in "Air Raids", sometimes known as interdiction</span></p>
+
==Unit Roles==
   
<h2 style="border-style: initial; border-color: initial; font-style: normal; margin-top: 1em; margin-bottom: 1em;"><span style="font-style: normal; ">Unit </span><span style="font-style: normal; ">Roles</span></h2>
+
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.
   
 
===Frontline===
 
===Frontline===
   
Frontline units have two major purposes - absorbing the brunt of the enemy melee and fighting counterattacks, both in order to defend the ranged units from heavy fire. Specialist forms also exist for both purposes, and assualt and light variants exist for counter-raiding.
+
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 units can fire at ranged units and casualties can still occur when frontline troops are intact, but a well-placed cavalry force can decimate ranged if they outnumber the opponent's forces due to the disparity between cavalry and ranged unit defense (for every melee cavalry let through, more ranged will die than cavalry, at parities of/equivalent resource cost).
+
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.
   
 
===Ranged===
 
===Ranged===
   
'''Ranged''' units, composed of Infantry-Ranged and Artillery, <span style="font-style: normal; ">initiate the battle, firing</span> first. They are usually highly expensive and inexpensive
+
'''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.
   
 
===Support===
 
===Support===
   
 
Support units are divided within the battle system, with artillery firing first of all units.
 
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 stats==
  +
  +
<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>
  +
  +
'''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.
  +
  +
'''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.)
  +
  +
'''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 ==
 
== Military Resource Requirements Tables ==
Line 47: Line 61:
   
 
===Ancient===
 
===Ancient===
==={{Main|Units/Ancient}}===
+
{{Main|Units/Ancient}}
   
 
===Classical===
 
===Classical===
==={{Main|Units/Classical}}===
+
{{Main|Units/Classical}}
   
 
===Feudal===
 
===Feudal===
==={{Main|Units/Feudal}}===
+
{{Main|Units/Feudal}}
   
 
===Renaissance===
 
===Renaissance===
==={{Main|Units/Renaissance}}===
+
{{Main|Units/Renaissance}}
   
 
===Imperial===
 
===Imperial===
==={{Main|Units/Imperial}}===
+
{{Main|Units/Imperial}}
   
 
===Industrial===
 
===Industrial===
==={{Main|Units/Industrial}}===
+
{{Main|Units/Industrial}}
   
 
===Modern===
 
===Modern===
==={{Main|Units/Modern}}===
+
{{Main|Units/Modern}}
   
 
===Future===
 
===Future===

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


Retrieved from "https://8realms.fandom.com/wiki/Unit?oldid=22970"
Community content is available under CC-BY-SA unless otherwise noted.