Talk:Ground Combat
Simple Units
Simple Skilled Infantry (1000)
- Attack: 1
- Defense: 2
- Mobility: 1
- Hits: 1
- Save: 6
- Close Assault, Infantry, Legion
Simple Elite Infantry (1000)
- Attack: 2
- Defense: 4
- Mobility: 2
- Hits: 1
- Save: 5
- Close Assault, Infantry, Legion, Morale
Simple Special Forces (50)
- Attack: 1
- Defense: 3
- Mobility: 3
- Hits: 1
- Save: 3
- Cover, Close Assault, Infantry, Morale, Special Operations
Very Heavy Infantry (50)
- Attack: 2
- Defense: 2
- Mobility: 1
- Hits: 1
- Save: 5
- Close Assault, Infantry
Giant Infantry (10)
- Attack: 4
- Defense: 3
- Mobility: 1
- Hits: 2
- Save: 5
- Close Assault, Infantry
Towed Artillery (50)
- Indirect Fire: 2
- Attack: 2
- Defense: 3
- Mobility: 0
- Hits: 1
- Save: N/A
- Big Guns (9)
Siege Gun (50)
- Indirect Fire: 4
- Attack: 0
- Defense: 0
- Mobility: 0
- Hits: 1
- Save: N/A
- Big Guns (8)
Light Cavalry (500)
- Attack: 2
- Defense: 1
- Mobility: 4
- Hits: 1
- Save: 9
- Cavalry, Close Assault
Medium Cavalry (500)
- Attack: 3
- Defense: 2
- Mobility: 4
- Hits: 1
- Save: 8
- Cavalry, Close Assault
Heavy Cavalry (100)
- Attack: 3
- Defense: 2
- Mobility: 3
- Hits: 1
- Save: 7
- Cavalry, Close Assault, Shock Attack
Very Heavy Cavalry (100)
- Attack: 4
- Defense: 2
- Mobility: 2
- Hits: 2
- Save: 7
- Cavalry, Close Assault, Shock Attack
Monstrous Cavalry (10)
- Attack: 5
- Defense: 3
- Mobility: 2
- Hits: 2
- Save: 6
- Close Assault, Shock Attack
Comments/Observations
- +2 weapons right now seems like an obligatory pick. One unit with +2 weapons has the same firepower as a group of four of the same unit without it. That's not even going into the fact that +1/2 weapons also improve defense
- There don't appear to be any caps that improve defense, aside from +attack?
- Clarity issue: does +1 regeneration halve stat loss and +2 regeneration halve it again, or is +2 regeneration functionally useless?