The army a company can buy. Units are bought in the city, brought to battles, and lost for good when destroyed.
squad
Infantry squad
Cheap, and hard to spot in woods and towns. Takes and holds ground; no match for armour.
- Price
- $20,000; sells back for $10,000
- Upkeep
- $150 a game day
- Health · armour
- 100 · 0
- Speed
- road 16 · open 14 · rough 13 · woods 11 km/h
- Weapon
- 12 damage, pierces 4 armour, every 1.5 s
- Range
- 250 m
- Sight
- 400 m

vehicle
Recon car
Fast on roads and sees furthest: finds the enemy for everything else. Lightly armed.
- Price
- $45,000; sells back for $22,500
- Upkeep
- $300 a game day
- Health · armour
- 160 · 6
- Speed
- road 86 · open 50 · rough 32 · woods 14 km/h
- Weapon
- 10 damage, pierces 8 armour, every 0.8 s
- Range
- 300 m
- Sight
- 750 m

vehicle
Armoured carrier
Armoured and quick. Its cannon tears through infantry and light vehicles.
- Price
- $90,000; sells back for $45,000
- Upkeep
- $600 a game day
- Health · armour
- 350 · 20
- Speed
- road 68 · open 40 · rough 29 · woods 13 km/h
- Weapon
- 22 damage, pierces 16 armour, every 1.2 s
- Range
- 400 m
- Sight
- 450 m

vehicle
Battle tank
Heavy armour and a gun that kills anything it hits, slowly. The core of an attack.
- Price
- $250,000; sells back for $125,000
- Upkeep
- $1,500 a game day
- Health · armour
- 700 · 60
- Speed
- road 54 · open 36 · rough 29 · woods 11 km/h
- Weapon
- 150 damage, pierces 80 armour, every 5 s
- Range
- 650 m
- Sight
- 500 m

vehicle
Artillery battery
Shells whatever your side can see from far off, but not what is close, and only standing still. Its blasts wreck defences.
- Price
- $180,000; sells back for $90,000
- Upkeep
- $1,000 a game day
- Health · armour
- 200 · 5
- Speed
- road 47 · open 25 · rough 18 · woods 7 km/h
- Weapon
- 120 damage, pierces 25 armour, every 10 s, 25 m blast
- Range
- 400 to 3,500 m, firing over what is between at anything its side can see
- Sight
- 300 m

Side by side
| Unit | Price | Upkeep | Health | Armour | Road km/h | Range | Damage | Pierce | Reload | Sight |
|---|---|---|---|---|---|---|---|---|---|---|
| $20,000 | $150 | 100 | 0 | 16 | 250 m | 12 | 4 | 1.5 s | 400 m | |
| $45,000 | $300 | 160 | 6 | 86 | 300 m | 10 | 8 | 0.8 s | 750 m | |
| $90,000 | $600 | 350 | 20 | 68 | 400 m | 22 | 16 | 1.2 s | 450 m | |
| $250,000 | $1,500 | 700 | 60 | 54 | 650 m | 150 | 80 | 5 s | 500 m | |
| $180,000 | $1,000 | 200 | 5 | 47 | 400–3,500 m | 120 | 25 | 10 s | 300 m |
Who beats what
| Firing ↓ at → | Infantry squad | Recon car | Armoured carrier | Battle tank | Artillery battery |
|---|---|---|---|---|---|
| Infantry squad | 8/s · 9 shots | 5.3/s · 20 shots | 1.6/s · 146 shots | 0.8/s · 584 shots | 6.4/s · 21 shots |
| Recon car | 12.5/s · 10 shots | 12.5/s · 16 shots | 5/s · 88 shots | 1.7/s · 525 shots | 12.5/s · 20 shots |
| Armoured carrier | 18.3/s · 5 shots | 18.3/s · 8 shots | 14.7/s · 20 shots | 4.9/s · 120 shots | 18.3/s · 10 shots |
| Battle tank | 30/s · 1 shots | 30/s · 2 shots | 30/s · 3 shots | 30/s · 5 shots | 30/s · 2 shots |
| Artillery battery | 12/s · 1 shots | 12/s · 2 shots | 12/s · 3 shots | 5/s · 14 shots | 12/s · 2 shots |
Damage a second against each, after armour (a round that does not pierce does less, down to a tenth), and the hits it takes to destroy one. Moving, firing on the move and cover all lower the chance to hit.