Part 3: Unit Overview: Infantry
Part 3: Unit Overview: InfantryI made up a spreadsheet with all the attack inputs and results on the last map, trying to figure out every unit's attack power against every other unit. Then I found a wiki that had already figured it all out, so I'll use that information to tease out some mechanics updates for you. (Warning that the wiki link will spoil you for this and other games in the series if you browse around.)
Infantry
Basic Info:
pre:
Cost 1000 G Movement 3 Move Type Foot Fuel 99 Ammo 9 Ammo Cost 1 G Range 1 Special Can capture properties
pre:
Opposing Unit Damage Dealt Damage Taken Infantry 4.5 4.5 Mech 3.5 5.5 Medium Tank 0.5 8.5 Tank 1.5 5.5 APC 2.5 8.5 Rocket 0.5 4.5 Artillery 1.5 4.5 Supply 2.5 N/A
The main purpose of the infantry unit is to go out and capture properties, particularly at the start of the map when funds are tight. Later on they can serve as cheap and disposable screening units, blocking off your more vulnerable and/or expensive units from the enemy. They can also cross rivers and mountains at double movement cost, an ability that would be more tactically interesting if they weren't so challenged by combat. Infantry will get pounded by anything they come across, and can only really hurt other cheap units. They are particularly vulnerable to APCs, but are relatively harder to damage by indirect fire.