Unit Stats
Every unit on the board has its own stats. This chapter explains what each of them means. The actual numbers appear in the info panel when you select a unit.
Stats
Every unit has all of these. They appear in the stats tab of the info panel, in the order below.
- Class
- What role the unit fills: infantry, archer, mage, clergy, scout, flier, champion, transport and war machine. Formation skill requirements are written in terms of these too.
- Strength
- How many soldiers the unit has left. Full strength is 8, and at 0 the unit is gone from the board. Both attack and defense scale with strength, so a worn-down unit is weaker at everything. Some units are a single creature or vehicle rather than a squad — a dragon or a wagon — and their Strength is counted the same way: it weakens them as it falls and removes them at 0.
- Lv
- Power earned by fighting. Units start at 1, and every level adds 1% to both attack and defense. The cap is 99.
- Atk vs Ground
- The attack power used against ground units. It is the value per soldier — actual attack power starts from this multiplied by strength.
- Atk vs Air
- The attack power used against fliers. A unit with 0 here cannot target fliers at all, and cannot counter when a flier attacks it. Archers, fliers and mages carry this — infantry and the clergy cannot reach the air in melee.
- Defense
- How tough the unit is when attacked. It is a single value — not split into physical and magical, and not split by whether the attacker is on the ground or in the air.
- Move
- The movement allowance for one turn. Entry costs for each terrain are added up along the path and the unit can go as far as this value allows.
- Move Type
- The table of entry costs per terrain. Two units with the same Move can still differ in what they can cross and how far they can get.
- Range
- The lowest and highest distance the unit can attack at. Range 1 means melee only. An archer at 1-2 can still shoot an adjacent enemy. Artillery at 3-5 has a minimum range of 3, so an enemy in its face cannot be hit — or countered.



Traits
Traits are not something every unit has — only the units that carry them. Select such a unit and it shows up in the info panel as a Trait row.
Some units also carry a unit skill. Like traits, only the units that have one carry it, and the info panel lists its name and effect below the traits.
- Pierce
- The share of the target's defense that is ignored. The target's defense is reduced by that share before damage is worked out. The harder the target, the more it pays off, so send piercing units against heavy armor. It belongs to whoever is attacking, so a counterattack applies the counterattacker's own pierce.
- Can Capture
- Whether the unit can capture a base. Only the clergy have it.
- Move After Attack
- Whether the unit can move again after attacking, using whatever Move it has left. The allowance is shared across the whole turn, before and after. It allows hit-and-run.
- Capacity
- How many friendly units it can carry. Anything from 1 up can be used as transport.
