The Allies The Soviet Bloc The Shadow Legion Common
Precision and technology The Allies Fast, long-range units: snipers, laser Helios tanks and tank destroyers. Thinner armor, but they hit from afar.
11 Units
1 Buildings
3 Defenses
Infantry3
Soldier with an assault rifle. Cheap and quick to train, excellent against other soldiers, but almost useless against tanks. Tanks can crush him.
Health 125
Armor Infantry
Speed 0.8 t/s
Build time 1 s
Sight 6 t
Machine gunTargets: ground
Damage 15 Range 4.5 t 86 shots/min
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Requires: Barracks
Soldier with a rocket launcher; also fires at aircraft. Deals heavy damage to armor and buildings, but reloads slowly and is vulnerable to machine-gunners.
Health 100
Armor Infantry
Speed 0.7 t/s
Build time 3 s
Sight 6 t
RocketsTargets: ground and air
Damage 45 Range 5 t 30 shots/minSplash 0.3 t
Inf. 30% Light 100% Heavy 120% Bldg. 60%
Requires: Barracks
Picks off infantry from afar $500
Kills almost any soldier in one shot, from a range where he cannot be touched. Useless against vehicles: keep him behind your tanks.
Health 110
Armor Infantry
Speed 0.8 t/s
Build time 5 s
Sight 10 t
Machine gunTargets: ground
Damage 130 Range 9 t 33 shots/min
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Requires: Barracks, Radar
Vehicles4
Fast anti-infantry and anti-air vehicle $600
Very fast infantry fighting vehicle with a heavy machine gun that also fires at aircraft. Shreds infantry, light vehicles and air units; weak against heavy tanks.
Health 200
Armor Light
Speed 2.3 t/s
Build time 5 s
Sight 8 t
Machine gunTargets: ground and air
Damage 18 Range 5 t 150 shots/min
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Crushes infantry Fires on the move
Requires: War Factory
Fast light tank with a rotating turret: it fires on the move. Good for harassment and against light vehicles; outgunned by Soviet armor.
Health 260
Armor Heavy
Speed 1.9 t/s
Build time 7 s
Sight 8 t
CannonTargets: ground
Damage 36 Range 5 t 35 shots/minSplash 0.4 t
Inf. 35% Light 90% Heavy 100% Bldg. 75%
Crushes infantry Fires on the move
Requires: War Factory
No turret: the whole hull aims, so it has to stop and turn toward its target. In return, armor-piercing shells and long range make short work of tanks.
Health 380
Armor Heavy
Speed 1.3 t/s
Build time 11 s
Sight 8 t
Armor-piercing shellTargets: ground
Damage 90 Range 6.5 t 20 shots/minSplash 0.3 t
Inf. 20% Light 100% Heavy 140% Bldg. 50%
Crushes infantry
Requires: War Factory, Radar
Long-range laser, base breaker $1,300
Focuses light into a laser beam that hits instantly, from afar. Melts buildings and vehicles; its armor is thin, so it needs an escort.
Health 220
Armor Light
Speed 1.4 t/s
Build time 12 s
Sight 8 t
Helios laserTargets: ground
Damage 110 Range 7.5 t 16 shots/minSplash 0.5 t
Inf. 60% Light 100% Heavy 90% Bldg. 120%
Crushes infantry Fires on the move
Requires: War Factory, Radar
Aircraft2
Anti-infantry air support $1,000
Helicopter with a heavy machine gun that hovers over the battlefield. Destroys infantry and light vehicles; vulnerable to anti-air.
Health 230
Armor Light
Speed 2.1 t/s
Build time 9 s
Sight 8 t
Machine gunTargets: ground
Damage 20 Range 4.5 t 150 shots/min
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Requires: Airfield
Very fast jet: flies to the target, fires 2 heavy missiles and returns to the airfield to rearm. Perfect for picking off isolated tanks and harvesters.
Health 150
Armor Light
Speed 3.8 t/s
Build time 11 s
Sight 8 t
RocketsTargets: ground
Damage 90 Range 3.5 t 120 shots/minSplash 0.4 t
Inf. 30% Light 100% Heavy 120% Bldg. 60%
Ammo: 2 (rearms)
Requires: Airfield
Naval2
Fast ship with a naval gun: fights other ships and shells targets on the shore. A good fleet escort.
Health 600
Armor Heavy
Speed 1.6 t/s
Build time 11 s
Sight 9 t
CannonTargets: ground
Damage 55 Range 6.5 t 30 shots/minSplash 0.4 t
Inf. 35% Light 90% Heavy 100% Bldg. 75%
Fires on the move
Requires: Naval Yard
Cruiser with long-range surface-to-air missiles. Shoots down any aircraft that approaches the fleet or the coast; cannot hit ground targets.
Health 700
Armor Heavy
Speed 1.4 t/s
Build time 13 s
Sight 9 t
RocketsTargets: air
Damage 60 Range 10 t 67 shots/minSplash 0.4 t
Inf. 30% Light 100% Heavy 120% Bldg. 60%
Fires on the move
Requires: Naval Yard, Radar
Buildings1
Superweapon: lightning storm $5,000
Device that gathers storm clouds over a chosen area: for 12 seconds, lightning strikes everything there. Charges in 5 minutes, as long as it has power.
Health 1,200
Armor Building
Size 2×2
Power -100
Build time 45 s
Charge 5 min · radius 4 tiles
Superweapon: Lightning Storm
Requires: Radar
Defenses3
Concrete bunker with a machine gun. Stops infantry waves, but tanks get past it easily. Needs no power.
Health 450
Armor Building
Size 1×1
Build time 5 s
Machine gunTargets: ground
Damage 20 Range 5 t 100 shots/min
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Requires: Barracks
Long-range surface-to-air missile battery. Shoots down aircraft approaching the base; cannot hit ground targets. Needs power.
Health 500
Armor Building
Size 1×1
Power -30
Build time 8 s
RocketsTargets: air
Damage 60 Range 8 t 40 shots/minSplash 0.4 t
Inf. 30% Light 100% Heavy 120% Bldg. 60%
Needs power to fire
Requires: Radar
Crystal tower that fires a powerful laser beam from afar. Effective against vehicles and infantry. Uses a lot of power.
Health 600
Armor Building
Size 1×1
Power -75
Build time 14 s
Helios laserTargets: ground
Damage 90 Range 7 t 17 shots/minSplash 0.4 t
Inf. 60% Light 100% Heavy 90% Bldg. 120%
Needs power to fire
Requires: Radar
Nothing matches the filter.
Brute force The Soviet Bloc Heavy armor and Tesla weapons. The Goliath Tank is the most powerful vehicle in the game, and the Grom Launcher wrecks bases from long range.
10 Units
1 Buildings
3 Defenses
Infantry2
Recruit with a rifle. Weak one-on-one, but cheap and quick to train: wins through numbers.
Health 100
Armor Infantry
Speed 0.8 t/s
Build time 1 s
Sight 6 t
Machine gunTargets: ground
Damage 12 Range 4 t 86 shots/min
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Requires: Barracks
Armored anti-vehicle infantry $500
Armored soldier with a Tesla generator: unleashes electric arcs that fry vehicles and infantry at close range. Tough, but slow and short-ranged.
Health 180
Armor Infantry
Speed 0.6 t/s
Build time 5 s
Sight 6 t
Tesla arcTargets: ground
Damage 55 Range 3.5 t 33 shots/min
Inf. 100% Light 110% Heavy 110% Bldg. 35%
Requires: Barracks, Radar
Vehicles4
Fast half-track with a flak cannon: shoots down aircraft and shreds infantry. Almost useless against tanks.
Health 220
Armor Light
Speed 1.9 t/s
Build time 6 s
Sight 8 t
Anti-air (flak)Targets: ground and air
Damage 22 Range 6 t 120 shots/minSplash 0.3 t
Inf. 60% Light 120% Heavy 60% Bldg. 10%
Crushes infantry Fires on the move
Requires: War Factory
Thick-armored battle tank $950
Slower than Allied tanks, but better armored and with a heavier gun. The backbone of the Soviet army.
Health 400
Armor Heavy
Speed 1.4 t/s
Build time 9 s
Sight 8 t
CannonTargets: ground
Damage 48 Range 5 t 32 shots/minSplash 0.4 t
Inf. 35% Light 90% Heavy 100% Bldg. 75%
Crushes infantry Fires on the move
Requires: War Factory
Very long-range rocket artillery $1,100
Lobs heavy rockets on a high arc from great distance. Destroys buildings and infantry groups; almost defenseless up close.
Health 160
Armor Light
Speed 1.2 t/s
Build time 10 s
Sight 7 t
ArtilleryTargets: ground
Damage 120 Range 11 t 11 shots/minSplash 0.9 t
Inf. 100% Light 70% Heavy 45% Bldg. 130%
Crushes infantry
Requires: War Factory, Radar
Super tank, self-repairing $1,800
The most powerful vehicle in the game: twin heavy cannons, massive armor and systems that slowly repair it over time. Very slow and expensive.
Health 850
Armor Heavy
Speed 0.9 t/s
Build time 16 s
Sight 8 t
CannonTargets: ground
Damage 60 Range 5.5 t 40 shots/minSplash 0.5 t
Inf. 35% Light 90% Heavy 100% Bldg. 75%
Crushes infantry Self-repair: 3 HP/s Fires on the move
Requires: War Factory, Radar
Aircraft2
Anti-armor missile helicopter $1,100
Armored helicopter with missiles: hunts tanks from above, where their guns cannot reach. Find it an anti-air shield.
Health 320
Armor Light
Speed 1.9 t/s
Build time 10 s
Sight 8 t
RocketsTargets: ground
Damage 40 Range 5 t 40 shots/minSplash 0.3 t
Inf. 30% Light 100% Heavy 120% Bldg. 60%
Requires: Airfield
Heavily armored heavy bomber $2,000
A huge, slow airship with thick armor that drops devastating bombs straight below it. It razes entire bases if anti-air does not stop it in time.
Health 1,500
Armor Heavy
Speed 0.6 t/s
Build time 18 s
Sight 8 t
ArtilleryTargets: ground
Damage 160 Range 0.9 t 30 shots/minSplash 1.3 t
Inf. 100% Light 70% Heavy 45% Bldg. 130%
Requires: Airfield, Radar
Naval2
Sails submerged: enemies only see it up close or after it fires. Its torpedoes sink ships, but cannot hit anything on land.
Health 500
Armor Heavy
Speed 1.5 t/s
Build time 9 s
Sight 9 t
TorpedoesTargets: ships only
Damage 90 Range 5 t 24 shots/minSplash 0.3 t
Inf. 0% Light 120% Heavy 140% Bldg. 40%
Stealth Fires on the move
Requires: Naval Yard
Huge, slow ship that launches heavy missiles at very long range at coastal bases. Vulnerable to submarines and aircraft.
Health 1,100
Armor Heavy
Speed 0.9 t/s
Build time 18 s
Sight 9 t
ArtilleryTargets: ground
Damage 150 Range 12 t 12 shots/minSplash 1 t
Inf. 100% Light 70% Heavy 45% Bldg. 130%
Fires on the move
Requires: Naval Yard, Radar
Buildings1
Superweapon: nuclear missile $5,000
Launches a nuclear missile that destroys almost everything in a large area, including your own units if they are there. Charges in 5 minutes, as long as it has power.
Health 1,200
Armor Building
Size 2×2
Power -100
Build time 45 s
Charge 5 min · radius 4.5 tiles
Superweapon: Nuclear Missile
Requires: Radar
Defenses3
Heavy machine gun behind sandbags. Cheap, stops infantry; tanks crush it easily.
Health 400
Armor Building
Size 1×1
Build time 4 s
Machine gunTargets: ground
Damage 18 Range 5 t 120 shots/min
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Requires: Barracks
Rapid-fire flak cannon that fills the sky with explosions. Shoots down aircraft; cannot hit ground targets. Needs no power.
Health 500
Armor Building
Size 1×1
Build time 7 s
Anti-air (flak)Targets: air
Damage 32 Range 7 t 100 shots/minSplash 0.4 t
Inf. 60% Light 120% Heavy 60% Bldg. 10%
Requires: Radar
Devastating electric defense $1,500
Unleashes huge electric arcs that destroy almost anything that comes close. Needs a lot of power: without it, it is just a statue.
Health 650
Armor Building
Size 1×1
Power -75
Build time 14 s
Tesla arcTargets: ground
Damage 110 Range 5.5 t 20 shots/min
Inf. 100% Light 110% Heavy 110% Bldg. 35%
Needs power to fire
Requires: Radar
Nothing matches the filter.
Mind over metal The Shadow Legion Tricks instead of force: adepts that take control of enemies, hover tanks that cross water and invisible Phantom tanks.
7 Units
1 Buildings
2 Defenses
Infantry2
Hired gun, faster than regular soldiers, with a light machine gun. Good at taking ground and hunting infantry.
Health 110
Armor Infantry
Speed 0.9 t/s
Build time 1 s
Sight 6 t
Machine gunTargets: ground
Damage 13 Range 4.2 t 109 shots/min
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Requires: Barracks
Takes control of an enemy $700
Does not kill: seizes the mind of an enemy unit, which switches to your side. Controls a single unit; if the adept dies, the unit is freed.
Health 90
Armor Infantry
Speed 0.8 t/s
Build time 6 s
Sight 6 t
Mind controlTargets: ground
Takes control of: 1 Range 5 t 20 shots/min
Mind control (1)
Requires: Barracks, Radar
Vehicles3
Floats on an air cushion: travels over lakes, rivers and sea. Fast and surprising, but lightly armored.
Health 230
Armor Light
Speed 2 t/s
Build time 8 s
Sight 8 t
RocketsTargets: ground
Damage 38 Range 5 t 33 shots/minSplash 0.3 t
Inf. 30% Light 100% Heavy 120% Bldg. 60%
Crosses water Fires on the move
Requires: War Factory
Rotary cannon that spins up: the longer it fires, the faster it fires. Destroys infantry and light vehicles.
Health 300
Armor Heavy
Speed 1.6 t/s
Build time 8 s
Sight 8 t
Machine gunTargets: ground and air
Damage 14 Range 5 t 100 shots/min (up to ×3.3)
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Crushes infantry Fires on the move Spins up: fires faster and faster
Requires: War Factory
Invisible until it strikes $1,200
Optical camouflage: enemies only see it if they get very close or right after it fires. Perfect for ambushes and raids on harvesters.
Health 280
Armor Heavy
Speed 1.8 t/s
Build time 11 s
Sight 8 t
Armor-piercing shellTargets: ground
Damage 60 Range 5 t 27 shots/minSplash 0.3 t
Inf. 20% Light 100% Heavy 140% Bldg. 50%
Stealth Crushes infantry Fires on the move
Requires: War Factory, Radar
Aircraft1
Saucer-shaped craft that hovers above its target and melts it with a continuous beam. Excellent against vehicles and buildings; medium armor.
Health 480
Armor Light
Speed 1.4 t/s
Build time 14 s
Sight 8 t
Helios laserTargets: ground
Damage 22 Range 3.2 t 150 shots/min
Inf. 60% Light 100% Heavy 90% Bldg. 120%
Requires: Airfield, Radar
Naval1
Small, very fast ship with a Gatling cannon that also fires at aircraft. Harasses coastlines and guards the waters against aircraft.
Health 450
Armor Light
Speed 2.1 t/s
Build time 8 s
Sight 9 t
Machine gunTargets: ground and air
Damage 16 Range 5.5 t 120 shots/min (up to ×3.3)
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Fires on the move Spins up: fires faster and faster
Requires: Naval Yard
Buildings1
Superweapon: mass mind control $5,000
The psionic wave permanently seizes every enemy unit in an area and damages buildings. Charges in 5 minutes, as long as it has power.
Health 1,200
Armor Building
Size 2×2
Power -100
Build time 45 s
Charge 5 min · radius 4 tiles
Superweapon: Psychic Wave
Requires: Radar
Defenses2
Anti-infantry defense, spins up $600
Rotary machine gun: the longer it fires, the faster it fires. Mows down infantry waves and light vehicles.
Health 450
Armor Building
Size 1×1
Build time 5 s
Machine gunTargets: ground and air
Damage 14 Range 5 t 100 shots/min (up to ×3.3)
Inf. 100% Light 50% Heavy 10% Bldg. 10%
Spins up: fires faster and faster
Requires: Barracks
Takes control of attackers $1,500
Tower that seizes the minds of nearby enemy units (up to 3). Controlled units fight for you. Needs power.
Health 550
Armor Building
Size 1×1
Power -75
Build time 14 s
Mind controlTargets: ground
Takes control of: 3 Range 6 t 15 shots/min
Needs power to fire Mind control (up to 3)
Requires: Radar
Nothing matches the filter.
For every faction Common The core buildings, the engineer, the harvester and the transports are built the same way by every faction. This tab also lists the neutral map buildings: houses and bunkers that infantry can garrison, and tech buildings you capture with an engineer.
Infantry1
Unarmed. Send him (right-click) into an enemy building and it becomes yours, along with everything it produces. Protect him: he dies quickly.
Health 75
Armor Infantry
Speed 0.8 t/s
Build time 5 s
Sight 6 t
Captures buildings
Requires: Barracks
Vehicles2
Amphibious troop transport $900
Floats on an air cushion over land and water. Carries 6 slots: a soldier takes 1 slot, a vehicle 3. Right-click it with units selected to board; the D key unloads them.
Health 400
Armor Light
Speed 1.9 t/s
Build time 8 s
Sight 8 t
Transport: 6 seats Crosses water
Requires: War Factory
Gathers ore on its own and unloads it at the refinery, where it turns into credits. Armored, but unarmed. Right-click on ore to send it to another field.
Health 1,500
Armor Heavy
Speed 1.1 t/s
Build time 13 s
Sight 5 t
Crushes infantry Harvests ore
Requires: War Factory, Ore Refinery
Aircraft1
Carries infantry over any terrain $1,000
Twin-rotor helicopter that takes 5 soldiers anywhere, over mountains and water. It lands to load and unload (D key).
Health 350
Armor Light
Speed 2 t/s
Build time 9 s
Sight 8 t
Transport: 5 seats (infantry only)
Requires: Airfield
Buildings8
Produces your faction's infantry and engineers. You can set a rally point (select it, then right-click).
Health 500
Armor Building
Size 2×2
Power -10
Build time 5 s
Requires: Power Plant
Powers the base. If consumption exceeds output, construction runs at half speed, the radar shuts down and electric defenses stop firing.
Health 750
Armor Building
Size 2×2
Power +200
Build time 7 s
Requires: Construction Yard
Builds and rearms aircraft $1,000
Runway with landing pads: produces your faction's planes and helicopters. Attack jets return here to rearm.
Health 900
Armor Building
Size 3×3
Power -50
Build time 9 s
Requires: Radar
Minimap + advanced technology $1,000
Turns on the radar (minimap) as long as you have enough power, and unlocks advanced units and defenses.
Health 600
Armor Building
Size 2×2
Power -50
Build time 9 s
Requires: Ore Refinery
Builds ships (placed on water) $1,200
Floating dock with cranes, built on deep water near the shore. Produces your faction's ships and submarines.
Health 1,000
Armor Building
Size 3×3
Power -30
Build time 11 s
Built on water
Requires: Ore Refinery
Harvesters unload their ore here. Comes with a free harvester.
Health 900
Armor Building
Size 3×3
Power -50
Build time 18 s
Comes with a harvester
Requires: Power Plant
Produces your faction's vehicles and harvesters. You can set a rally point (select it, then right-click).
Health 1,000
Armor Building
Size 3×3
Power -50
Build time 18 s
Requires: Ore Refinery
The heart of your base: without it you can no longer build new structures. Defend it at all costs.
Health 1,000
Armor Building
Size 3×3
Build time 27 s
Given at the start
Defenses1
Turret with a heavy cannon, effective against tanks. Needs power: on low power it stops firing.
Health 550
Armor Building
Size 1×1
Power -30
Build time 9 s
CannonTargets: ground
Damage 50 Range 6 t 30 shots/minSplash 0.4 t
Inf. 35% Light 90% Heavy 100% Bldg. 75%
Needs power to fire
Requires: Radar
Neutral5
Neutral fortification, can be garrisoned —
Old concrete bunker. Up to 6 soldiers go in and fire from it; it holds out for a long time. Right-click it with infantry to enter; D = exit.
Health 1,800
Armor Building
Size 2×2
Holds 6 soldiers
Neutral building, can be garrisoned —
A house on the map. Your soldiers can move in (up to 4) and fire from it with longer range, protected by its walls. Right-click it with infantry to enter; D = exit.
Health 900
Armor Building
Size 2×2
Holds 4 soldiers
Tech building: heals infantry —
Capture it with an engineer: your soldiers within 6 tiles of it slowly heal.
Health 900
Armor Building
Size 2×2
Captured with an engineer
Tech building: repairs vehicles —
Capture it with an engineer: your vehicles within 6 tiles of it are repaired for free.
Health 1,100
Armor Building
Size 2×2
Captured with an engineer
Capture it with an engineer: it brings you $100 every 5 seconds, as long as you hold it. Enemies can recapture or destroy it.
Health 1,000
Armor Building
Size 2×2
Captured with an engineer
Nothing matches the filter.
The percentages show how much of the damage gets through to each armor type (infantry, light, heavy, building). Speed is in tiles per second at normal game speed. More on combat in the guide .