A guide to combat units

Heroes

Heroes of Might and Magic
Joined
May 19, 2005
Messages
869
I want to compile a guide to combat units, and hope it could help people struggling in reading civlopedia! :)

At first I list every unit according to its category. Inside every category, the first part is upgrading tree, and those in parentheses are unique units. Then for each unit, I list its requirement of tech and resource in parenthesis, then its strength, movement, hammer cost, and special abilities.

Some abbreviations:
cd = city defense; hd = hill defense; fs = first strike; db = defensive bonus.

Melee units:
Warrior --> Axeman --> Maceman <-- Swordsman
(Quechua) | (Samurai) (Jaguar,Praetorian)
--> Spearman --> Pikeman
(Phalanx)
Further upgrade to Rifleman and Grenadier.
1. Warrior: 2, 1, 15, +25% cd.
1A. Quechua (Incan UU for Warrior): 2, 1, 15, +25% cd, +100% vs. archery. Upgrade also to Maceman.
2. Axeman (brone working, copper or iron): 5, 1, 35, +50% vs. melee.
3. Spearman (hunting, copper or iron): 4, 1, 35, +100% vs. mounted.
3A. Phalanx (Greek UU for Spearman, hunting, copper or iron): 5, 1, 35, +25% hd, +100% vs. mounted.
4. Swordsman (iron working, iron): 6, 1, 40, +10% city attack.
4A. Jaguar (Aztec UU for Swordsman, iron working): 5, 1, 40, +10% city attack, +25% jungle defense.
4B. Praetorian (Roman UU for Swordsman, iron working, iron): 8, 1, 40.
5. Pikeman (engineering, iron): 6, 1, 60, +100% vs. mounted.
6. Maceman (civil service, machinery, copper or iron): 8, 1, 70, +50% vs. melee.
6A. Samurai (Japanese UU for Maceman, civil service, machinery, iron): 8, 1, 70, 2 fs, +50% vs. melee.

Archery units:
Archer --> Crossbowman
(Skirmisher) | (Cho-Ko-Nu)
--> Longbowman
Further upgrade to Rifleman and Grenadier.
1. Archer (archery): 3, 1, 25, 1 fs, +50% city defense, +25% hd.
1A. Skirmisher (Malian UU for Archer, archery): 4, 1, 25, 1-2 fs, +50% cd, +25% hd.
2. Crossbowman (machinery, archery, iron): 6, 1, 60, 1 fs, +50% vs. melee.
2A. Cho-Ko-Nu (Chinese UU for Crossbowman, machinery, archery, iron): 6, 1, 60, 2 fs, collateral, +50% vs. melee.
3. Longbowman (feudalism, archery): 6, 1, 50, 1 fs, +25% cd, +25% hd.

Mounted units:
Chariot --> Horse Archer --> Knight --> Cavalry <-- War Elephant
(Immortal) (Keshik) (Camel Archer) (Cossack)
(War Chariot) (Conquistador)
Further upgrade to Gunship.
1. Chariot (wheel, horse): 4, 2, 25, no db, 20% withdraw.
1A. Immortal (Persian UU for Chariot, wheel, horse): 4, 2, 25, 30% withdraw,
+50% vs. archery.
1B. War Chariot (Egypt UU for Chariot, wheel, horse): 5, 2, 25, immune to fs, no db, 20% withdraw.
2. Horse Archer (riding, archery, horse): 6, 2, 50, immune to fs, no db, +50% attack vs. catapult.
2A. Keshik (Mongolian UU for Horse Archer, riding, archery, horse): 6, 2, 50, 1fs, no db, ignore terrain movement cost, +50% attack vs. catapult.
3. Knight (guilds, riding, horse, iron): 10, 2, 90, immune to fs, no db.
3A. Camel Archer (Arabian UU for Knight, guilds, riding, archery): 10, 2, 90, immune to fs, no db, 25% withdraw.
3B. Conquistador (Spanish UU for Knight, guilds, riding, horse, iron): 10, 2, 90, immune to fs, +50% vs. melee.
4. War Elephant (construction, ivory): 8, 1, 60, no db, +50% vs. mounted.
5. Cavalry (military tradition, gunpowder, riding, horse): 15, 2, 120, no db, 30% withdraw, +50% attack vs. cannon.
5A. Cossack (Russian UU for Cavalry, military tradition, gunpowder, riding, horse): 18, 2, 120, no db, 30% withdraw, +50% attack vs. cannon, +50% vs. mounted.

Seige weapons:
Catapult --> Cannon --> Artillery
Machine Gun can be upgraded from Grenadier, and upgrade to SAM Infantry.
1. Catapult (construction): 5, 1, 40, no db, 25% withdraw, collateral, bomb -15% cd.
2. Cannon (steel, iron): 12, 1, 100, no db, 25% withdraw, collateral, bomb -20% cd.
3. Artillery (artilley): 18, 1, 150, no defensive bonus, 25% withdraw, collateral, +50% vs. siege, bomb -25% cd.
4. Machine Gun (railroad): 18, 1, 125, only defend, 1 fs, +50% vs. gunpowder.

Gunpowder units:
Musketman --> Rifleman --> Infantry <-- Grenadier
(Musketeer) (Redcoat) |
|--> Mechanized Infantry
|--> SAM Infantry
Marine (Navy SEAL) stands alone.
1. Musketman (gunpowder): 9, 1, 80.
1A. Musketeer (French UU for Musketman, gunpowder): 9, 2, 80.
2. Rifleman (rifling): 14, 1, 110, +25% vs. mounted.
2A. Redcoat (English UU for Rifleman, rifling): 16, 1, 110, +25% vs. mounted, +25% vs. gunpowder.
3. Grenadier (chemistry): 12, 1, 100, +50% attack vs. rifleman.
4. Infantry (assembly line, rifling): 20, 1, 140, +25% vs. gunpowder.
5. Mechanized Infantry (robotics, rifling): 32, 2, 200, 20% intercept aircraft,
start with march.
6. SAM Infantry (rocketry): 18, 1, 150, range 1, 40% intercept aircraft, +50% vs. helicopter.
7. Marine (industrialism, rifling): 24, 1, 160, +50% attack vs. machine gun, +50% attack vs. artillery, start with amphibious.
7A. Navy SEAL (American UU for Marine, industrialism, rifling): 24, 1, 160, 1-2 fs,
+50% attack vs. machine gun, +50% attack vs. artillery, start with amphibious and march.

Armored units:
Tank --> Modern Armor
(Panzer)
1. Tank (industrialism, rifling, oil): 28, 2, 180, no db, start with blitz.
1A. Panzer (German UU for Tank, industrialism, rifling, oil): 28, 2, 180, no db, +50% vs. armored, start with blitz.
2. Modern Armor (composites, computers, oil, aluminum): 40, 2, 240, 1 fs, no db, start with blitz.

Recon units:
Scout --> Explorer
1. Scout (hunting): 1, 2, 15, better result from tribal village, only defend, +100% vs. animal.
2. Explorer (compass): 4, 2, 40, better result from tribal village, only defend,
ignore terrain movement cost, start with guerilla I and woodsman I. (How come it looks indistinguishable from Conquistador?!)

Naval units:
Galley --> Galleon --> Transport
Caravel --> Frigate --> Destroyer <-- Ironclad
|
--> Submarine
Carrier and Battleship stand alone.
1. Galley (sailing): 2, 2, 50, cargo space 2, no enter ocean.
2. Galleon (astronomy): 4, 4, 80, cargo space 3.
3. Transport (combustion, oil or uranium): 16, 5, 125, cargo space 4.
4. Caravel (optics): 3, 3, 60, cargo space 1 (no fighting or settling units),
explore rival territory.
5. Frigate (chemistry, astronomy, iron): 8, 4, 90, bomb -10% cd.
6. Ironclad (steel, steam power, iron, coal): 12, 2, 100, no enter ocean, bomb -10% cd.
7. Destroyer (combustion, oil or uranium): 30, 8, 200, see submarine, 30% intercept aircraft, bomb -15% cd.
8. Submarine (radio, combustion, oil or uranium): 24, 6, 150, cargo space 1 (no fighting or settling units), invisible to other units except submarine and destroyer, explore rival territory, 50% withdraw.
9. Battleship (industrialism, oil or urinium): 40, 6, 225, collateral, bomb -20% cd.
10. Carrier (flight, oil or uranium): 16, 5, 175, cargo space3 (fighters).

Air units:
Bomber --> Stealth Bomber
Fighter --> Jet Fighter
Gunship is the only helicopter unit, and can be upgraded from Cavalry.
1. Bomber (radio, flight, oil): 16, 1, 140, range 8, collateral, -50% vs. water,
destroy tile improvement, bomb -15% cd.
2. Stealth Bomber (composites, robotics, flight, oil, aluminium): 20, 1, 200,
range 12, 50% evade interception, collateral, -50% vs. water, destroy improvement, bomb -15% cd.
3. Fighter (flight, oil): 12, 1, 100, range 6, 50% intercept aircraft,
destroy improvement, bomb -5% cd.
4. Jet Fighter (composites, flight, oil, aluminum): 24, 1, 150, range 10, 70%
intercept aircraft, destroy improvement, bomb -10% cd.
5. Gunship (rocketry, flight, oil): 20, 4, 160, no capture city, no db, fly, no capture city, 25% withdraw, +100% vs. armored.

The ultimate weapon:
ICBM (Manhattan project, rocketry, fission, uranium): 0, 1, 500, nuke.

Animals:
1. Bear: 3, 1, no db.
2. Lion: 2, 1, no db.
3. Wolf: 1, 2, no db.

Then a list of the units costing the same number of hammers and their basic strengths:

15: Warrior 2, Quechua 2, Scout 1
25: Archer 3, Skirmisher 4, Chariot 4, Immortal 4, War Chariot 5
35: Axeman 5, Spearman 4, Phalanx 5
40: Swordsman 6, Jaguar 5, Praetorian 8, Catapult 5, Explorer 4
50: Longbowman 6, Horse Archer 6, Keshik 6, Galley 2
60: Pikeman 6, Crossbowman 6, Cho-Ko-Nu 6, War Elephant 8, Caravel 3
70: Maceman 8, Samurai 8
80: Musketman 9, Musketeer 9, Gelleon 4
90: Knight 10, Camel Archer 10, Conquistador 10, Frigate 8
100: Cannon 12, Grenadier 12, Ironclad 12, Fighter 12
110: Rifleman 14, Redcoat 16
120: Cavalry 15, Cossack 18
125: Machine Gun 18, Transport 16
140: Infantry 20, Bomber 16
150: Artillery 18, SAM Infantry 18, Submarine 24, Jet Fighter 24
160: Marine 24, Navy SEAL 24, Gunship 20
175: Carrier 16
180: Tank 28, Panzer 28
200: Mechanized Infantry 32, Destroyer 30, Stealth Bomber 20
225: Battleship 40
240: Modern Armor 40
500: ICBM

Now to point out which units have a certain ability.

Collateral: siege weapons except Machine Gun, Cho-Ko-Nu, Battleship, Bomber, Stealth Bomber.

20% withdraw: Chariot, War Chariot.
25% withdraw: siege weapons except Machine Gun, Camel Archer, Gunship.
30% withdraw: Immortal, Cavalry, Cossack.
50% withdraw: Submarine.

1 first strike: Archer, Longbowman, Crossbowman, Keshik, Machine Gun, Modern Armor.
1-2 first strikes: Skirmisher, Navy SEAL.
2 first strikes: Cho-Ko-Nu, Samurai.
Immune to first strike: War Chariot, Horse Archer, Camel Archer, Knight, Conquistador.

+50% city defense: Archer, Skirmisher.
+25% city defense: Warrior, Quechua, Longbowman.
+25% hill defense: Archer, Skirmisher, Phalanx, Longbowman.
+25% jungle defense: Jaguar.

+50% vs. archery: Immortal.
+100% vs. archery: Quechua.
+50% vs. melee: Axeman, Maceman, Samurai, Crossbowman, Cho-Ko-Nu, Conquistador.
+25% vs. mounted: Rifleman, Redcoat.
+50% vs. mounted: War Elephant, Cossack.
+100% vs. mounted: Spearman, Phalanx, Pikeman.
+25% vs. gunpowder: Infantry, Redcoat.
+50% vs. gunpowder: Machine Gun.
+50% vs. armored: Panzer.
+100% vs. armored: Gunship.
+50% vs. siege: Artillery.
+10% city attack: Jaguar, Swordsman.
-50% vs. water: Bomber, Stealth Bomber.

+50% attack vs. catapult: Horse Archer, Keshik.
+50% attack vs. cannon: Cavalry, Cossack.
+50% attack vs. artillery: Marine, Navy SEAL.
+50% attack vs. machine gun: Marine, Navy SEAL.
+50% vs. gunship: SAM Infantry.
+50% attack vs. rifleman: Grenadier.

Bomb city defense: siege weapons except Machine Gun, aircrafts except Gunship, Frigate, Ironclad, Destroyer, Battleship.

Cargo space 1 (no fighting or settling units), explore rival territory: Caravel,
Submarine.
Cargo space for any unit: Galley (2), Galleon (3), Transport (4).
No enter ocean: Galley, Ironclad.
See Submarine: Submarine, Destroyer.

Start with march: Navy SEAL, Mechanized Infantry.
Start with blitz: armored units.

Intercept aircraft: Destroyer (30%), Fighter (50%), Jet Fighter (70%), SAM Infantry (40%), Mechanized Infantry (20%).

Only defend: recon units, Machine Gun.

Ignore terrain movement cost: Explorer, Keshik.

Destroy tile improvement: aircrafts except Gunship.

No defensive bonus: siege weapons except Machine Gun, animals, armored units, aircrafts, mounted units except Immortal and Conquistador.

At last, I list the relation between units and resources.

No resource: Warrior, Quechua, Jaguar, Archer, Skirmisher, Longbowman, Camel Archer, siege weapons except Cannon, gunpowder units, recon units, Galley, Galleon, Caravel.
Copper or iron: Axeman, Maceman, Spearman, Phalanx.
Horse and iron: Knight, Conquistador.
Iron and coal: Ironclad.
Iron only: Swordsman, Praetorian, Samurai, Pikeman, Crossbowman, Cho-Ko-Nu, Cannon, Frigate.
Horse only: Chariot, Immortal, War Chariot, Horse Archer, Keshik, Cavalry, Cossack.
Ivory: War Elephant.
Oil and aluminum: Modern Armor, Jet Fighter, Stealth Bomber.
Oil or uranium: Transport, Destroyer, Battleship, Carrier, Submarine.
Oil only: Tank, Panzer, Bomber, Fighter, Gunship.
Uranium only: ICBM.

Have fun!
 
Ah ... How to get the upgrade tree look all right? :confused:
 
What about a counter chart... if possible??
 
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