Here is an overview of every faction and the units contained within them.
Second French Empire
The French army is well rounded and can be seen as the “base” faction. All its units are well rounded and fairly costed. This allows the faction to play in almost any way it wants. Whether that is aggressive with cavalry, strong line infantry, or anything else. Although the French do not have any glaring weakness they also do not have anything they are the best at. This means they will have to overcome enemy strengths through being well rounded to win the day.Infantry Weapons
Calvary Weapons
Cost $100
Equipped with Tabatiere Rifle
Traits : Breakable – Retreats at 0 cohesion
Cost $165
Equpped with Chassepot Rifle
Traits: None
Cost $180
Equipped with Chassepot Rifles
Traits: Melee Drill – Receives -1 damage in Melee
Cost: $155
Equipped with Chassepot Rifles
Traits: Range Drill – Has +1 ranged damage
Skirmishing – Immune to Attrition
Breakable – Retreat at 0 cohesion
Equipped with Chassepot Rifles
Traits: Skirmishing – Immune to Attrition
Cost: $200
Equipped with Chassepot Rifles
Traits: Range Drill – Has +1 ranged damage
Skirmishing – Immune to Attrition
Cost: $215
Equipped with Chassepot Rifles
Traits: Melee Drill – Receives -1 damage in Melee
Rugged – Ignores Terrain Penalties
Cost: $245
Equipped with Chassepot Rifles
Traits: Range Drill – Has +1 ranged damage
Efficiency – Has +1 Maneuver Order
Cost: $150
Equipped with Sabers
Traits: None
Cost: $175
Equipped with Sabers
Traits: Shock Attack – Has +2 charge attack
Cost: $150
Equipped with Sabers
Traits: Skirmishing – Immune to Attrition
Cost: $200
Equipped with M1866 Fusil Carbine
Traits: None
Cost: $160
Equipped with Sabers
Traits: Melee Drill – Receives -1 damage in Melee
Cost: $265
Equipped with M1866 Fusil Carbine
Traits: Shock Attack – Has +2 charge attack
Melee Drill – Receives -1 damage in Melee
Cost: $165
Traits: Cumbersome – Can only receive 1 order per turn
Anti Personnel – Has +2 Adjacent Range Damage
Cost: $205
Traits: Cumbersome – Can only receive 1 order per turn
Anti Personnel – Has +2 Adjacent Range Damage
Cost: $210
Traits: Cumbersome – Can only receive 1 order per turn
Anti Personnel – Has +2 Adjacent Range Damage
Cost: $225
Traits: Cumbersome – Can only receive 1 order per turn
Indirect Fire – Can fire over obstructions
Cost: $190
Traits: Anti Personnel – Has +2 Adjacent Range Damage
Range Drill – Has +1 ranged damage
North German Confederation (Prussia)
The Prussian army prides itself on highly flexible infantry and the best artillery among all nations. Used well you can run circles around enemy infantry with your own and blast any force apart with your Krupp guns. However, it’s artillery is the most expensive and losing it can completely collapse your line. On top of that cavalry is mostly average and doesn’t stand out in any real way leaving them potential vulnerable to flanks.
Prussian Infantry Weapons
NOTE: The Bavarian Werder Rifle is only available to Bavarian Line Infantry.
Prussian Calvary Weapons
Cost: $120
Equipped with Needle Gun
Traits: Breakable – Retreats at 0 cohesion
Efficiency – Has +1 maneuver order
Cost: $155
Equipped with Needle Gun
Traits: Efficiency – Has +1 maneuver order
Cost: $145
Equipped with Needle Gun
Traits: Rugged – Ignores terrain penalties
Cost: $160
Equipped with Needle Gun
Only unit that can equip Bavarian Werder Rifle
Traits: Shock – Has +2 charge attack
Cost: $140
Equipped with Needle Gun
Traits: Efficiency – Has +1 maneuver order
Skirmishing – Immune to attrition
Cost: $195
Equipped with Needle Gun
Traits: Efficiency – Has +1 maneuver order
Melee Drill – Receives -1 damage in melee
Cost: $215
Equipped with Needle Gun
Traits: Efficiency – Has +1 maneuver order
Range Drill – Has +1 range damage
Cost: $150
Equipped with Saber
Traits: None
Cost: $190
Equipped with Sabers
Traits: Shock – Has +2 charge attack
Cost: $265
Equipped with M1862 Dreyse Carbine
Traits: Skirmishing – Immune to attrition
Cost: $220
Equipped with M1862 Dreyse Carbine
Traits: Efficiency – Has +1 maneuver order
Cost: $160
Equipped with Sabers
Traits: Melee Drill – Receives -1 damage in melee
Cost: $185
Equipped with Sabers
Traits: Shock – Has +2 charge attack
Melee Drill – Receives -1 damage in melee
Cost: $220
Traits: Cumbersome – Can only receive 1 order per turn
Breech Loader – Has +1 attack order
Range Drill – Has +1 range damage
Cost: $205
Traits: Cumbersome – Can only receive 1 order per turn
Anti Personal – Has +2 adjacent range attack
Cost: $265
Traits: Cumbersome – Can only receive 1 order per turn
Breech Loader – Has +1 attack order
Range Drill – Has +1 range damage
Cost: $315
Traits: Cumbersome – Can only receive 1 order per turn
Breech Loader – Has +1 attack order
Range Drill – Has +1 range damage
Cost: $355
Traits: Cumbersome – Can only receive 1 order per turn
Indirect Fire – Can fire over obstructions
Breech Loader – Has +1 attack order
Range Drill – Has +1 range damage
United Kingdom (Britain)
The British army fully commits to quality over quantity. Most of it’s infantry and carbine armed cavalry posses the Range Drill trait giving them +1 range damage which makes them devastating at range. In one on one fights almost nothing can beat a British infantry unit because of this. However, this comes at the downside of infantry being overall the most expensive in the game limiting the number that the British can field. They will need to rely on their superior range firepower to keep enemies away and minimize losses or else they will lose the battle of attirition.
British Infantry Weapons
Calvary Infantry Weapons
Cost: $170
Equipped with Snider Enfield
Traits: Range Drill – Has +1 range attack
Cost: $115
Equipped with Enfield
Traits: Range Drill – Has +1 range attack
Skirmishing – Immune to attrition
Breakable – Retreats at 0 cohesion
Cost: $175
Equipped with Snider Enfield
Traits: Range Drill – Has +1 range attack
Skirmishing – Immune to attrition
Cost: $165
Equipped with Snider Enfield
Traits: Range Drill – Has +1 range attack
Skirmishing – Immune to attrition
Rugged – Ignores terrain restrictions
Cost: $210
Equipped with Snider Enfield
Traits: Range Drill – Has +1 range attack
Melee Drill – Receives -1 damage in melee
Cost: $240
Equipped with Snider Enfield
Traits: Shock – Has +2 charge attack
Range Drill – Has +1 range attack
Efficiency – Has +1 maneuver order
Cost: $150
Equipped with Sabers
Traits: None
Cost: $175
Equipped with Sabers
Traits: Shock – Has +2 charge attack
Cost: $265
Equipped with M1867 Westley-Richards
Traits: Range Drill – Has +1 range attack
Skirmishing – Immune to attrition
Cost: $235
Equipped with M1867 Westley-Richards
Traits: Range Drill – Has +1 range attack
Cost: $275
Equipped with M1867 Westley-Richards
Traits: Melee Drill – Receives -1 damage in melee
Range Drill – Has +1 range attack
Cost: $185
Equipped with Sabers
Traits: Shock – Has +2 charge attack
Melee Drill – Receives -1 damage in melee
Cost: $165
Traits: Anti Personal – Has +2 adjacent range damage
Cumbersome – Can only receive one order per turn
Cost: $205
Traits: Anti Personal – Has +2 adjacent range damage
Cumbersome – Can only receive one order per turn
Cost: $250
Traits: Anti Personal – Has +2 adjacent range damage
Cumbersome – Can only receive one order per turn
Cost: $225
Traits: Indirect Fire – Can fire over obstructions
Cumbersome – Can only receive one order per turn
Cost: $165
Traits: Anti Personal – Has +2 adjacent range damage
Breech Loader – Has +1 attack order
Cost: $280
Traits: Cumbersome – Can only receive one order per turn
Breech Loader – Has +1 attack order
Russian Empire
The Russian Empire relies on superior numbers to overwhelm the enemy to carry the day. Their units are not particularly bad but instead suffer from the disorganized trait. This causes them to only regain half of their cohesion at the start of rounds which causes their units to generally lose ranged fights that drag on. However, these cheaper units also means the Russians often outnumber their enemy. Their calvary is a highlight as it’s quite cost effective if it can flank and charge from the side or rear. Otherwise it will want to close up on the enemy where it can play on a more even field by blocking the enemy from gaining their cohesion back while being more tolerant to some losses.
Russian Infantry Weapons
Russian Calvary Weapons
Cost: $80
Equipped with 6 Lines Rifle 1856
Traits: Disorganized – Regenerates only half cohesion at start of turn
Breakable – Retreats at 0 cohesion
Cost: $115
Equipped with 6 Lines Rifle 1856
Traits: Disorganized – Regenerates only half cohesion at start of turn
Cost: $110
Equipped with M1867 Krnka Rifle
Traits: Disorganized – Regenerates only half cohesion at start of turn
Skirmishing – Immune to attrition
Cost: $180
Equipped with M1867 Krnka Rifle
Traits: Skirmishing – Immune to attrition
Rugged – Ignore terrain penalties
Range Drill – Has +1 range damage
Equipped with M1867 Krnka Rifle
Traits: Melee Drill – Receives -1 damage in melee
Disorganized – Regenerates only half cohesion at start of turn
Cost: $185
Equipped with M1867 Krnka Rifle
Traits: Range Drill – Has +1 range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $140
Equipped with Sabers
Traits: Disorganized – Regenerates only half cohesion at start of turn
Cost: $165
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Skirmishing – Immune to attrition
Disorganized – Regenerates only half cohesion at start of turn
Cost: $180
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $190
Equipped with M1867 Dragoon Krnka
Traits: Disorganized – Regenerates only half cohesion at start of turn
Cost: $150
Equipped with Sabers
Traits: Melee Drill – Receives -1 damage in melee
Disorganized – Regenerates only half cohesion at start of turn
Cost: $175
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Melee Drill – Receives -1 damage in melee
Disorganized – Regenerates only half cohesion at start of turn
Cost: $155
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $195
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $200
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost $235
Traits: Cumbersome – Can only receive one order per turn
Indirect Fire – Can fire over obstructions
Anti Personal – Has +2 adjacent range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $155
Traits: Anti Personal – Has +2 adjacent range damage
Breech Loading – Has +1 attack order
Disorganized – Regenerates only half cohesion at start of turn
Cost: $270
Traits: Cumbersome – Can only receive one order per turn
Breech Loading – Has +1 attack order
Disorganized – Regenerates only half cohesion at start of turn
Ottoman Empire
The Ottoman Empire truly embraces the the quantity over quality mind set. In a matter similar to the Russian Empire it’s units are overall cheap however it’s units are even cheaper and suffer from negative traits such as disorganized and breakable. Due to those factors the Ottomans have to aim to overwhelm through sheer number of units. It is incredibly difficult to have a “fair” fight with the ottomans as they can’t trade blows long term. High aggression and accepting losses are what makes the Ottomans a fierce opponent.
Ottoman Empire Infantry Weapons
Ottoman Empire Calvary Weapons
Cost: $80
Equipped with Enfield
Traits: Disorganized – Regenerates only half cohesion at start of turn
Breakable – Retreats at 0 cohesion
Cost: $125
Equipped with Enfield
Traits: Shock – Has +2 charge damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $105
Equipped with Enfield
Trait: Breakable – Retreats at 0 cohesion
Cost: $135
Equipped with Enfield
Trait: Rugged – Ignores terrain penalties
Cost: $140
Equipped with Snider-Enfield .577
Traits: Melee Drill – Receives -1 damage in melee
Disorganized – Regenerates only half cohesion at start of turn
Cost: $110
Equipped with Snider-Enfield .577
Traits: Disorganized – Regenerates only half cohesion at start of turn
Skirmishing – Immune to attrition
Cost: $185
Equipped with Snider-Enfield .577
Traits: Rifle Drill – Has +1 range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $210
Equipped with M1866 Winchester
Traits: Breakable – Retreats at 0 cohesion
Skirmishing – Immune to attrition
Cost: $145
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $165
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $165
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Skirmishing – Immune to attrition
Disorganized – Regenerates only half cohesion at start of turn
Cost: $110
Equipped with Sabers
Traits: Disorganized – Regenerates only half cohesion at start of turn
Cost: $230
Equipped with M1866 Winchester
Traits: Melee Drill – Receives -1 damage in melee
Cost: $135
Traits: Cumbersome – Can only recieve one order per turn
Disorganized – Regenerates only half cohesion at start of turn
Cost: $195
Traits: Cumbersome – Can only recieve one order per turn
Anti Personal – Has +2 adjacent range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $200
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $215
Traits: Cumbersome – Can only receive one order per turn
Indirect Fire – Can fire over obstructions
Disorganized – Regenerates only half cohesion at start of turn
Cost: $155
Traits: Anti Personal – Has +2 adjacent range damage
Breech Loading – Has +1 attack order
Disorganized – Regenerates only half cohesion at start of turn
Cost: $210
Traits: Cumbersome – Can only receive one order per turn
Breech Loading – Has +1 attack order
Rifle Drill – Has +1 range damage
Disorganized – Regenerates only half cohesion at start of turn
Austrian Empire
The Austrian army is an interesting force. With most of it’s infantry sporting the skirmish ability allowing to it ignore attrition, the Austrian army can disengage from almost any fight regardless of how it’s going. This flexibility gives them the ability to recover from bad fights or just play a hit and run style game plan that can wear down the enemy over time. Another interesting perk is that all of it’s artillery is able to indirect fire making them quite strong and flexible. All of this mobility does mean that the Austrians can find themselves lacking the heavier side of the army and this can stunt their potential if that can’t face the more elite forces of enemies.
Infantry Weapons
Calvary Weapons
Cost: $135
Equipped with M1854
Traits: None
Cost: $150
Equipped with M1854
Traits: Shock – Has +2 charge damage
Disorganized – Regenerates only half or cohesion at start of turn
Cost: $145
Equipped with M1854 Lorenz
Traits: Efficiency – Has +1 movement order
Cost: $135
Equipped with M1854 Lorenz
Traits: Shock – Has +2 charge damage
Cost: $185
Equipped with M1867 Werndl-Holub
Traits: Skirmish – Immune from attrition
Cost: $160
Equipped with M1867 Werndl-Holub
Traits: Skirmish – Immune from attrition
Rugged – Ignores terrain penalties
Cost: $200
Equipped with M1867 Werndl-Holub
Traits: Skirmish – Immune from attrition
Efficiency – Has +1 movement order
Rugged – Ignores terrain penalties
Cost: $245
Equipped with M1867 Werndl-Holub
Traits: Range Drill – Has +1 range damage
Efficiency – Has +1 movement order
Cost: $150
Equipped with Sabers
Traits: None
Cost: $160
Equipped with Sabers
Traits: Skirmish – Immune from attrition
Disorganized – Regenerates only half or cohesion at start of turn
Cost: $190
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Cost: $185
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Skirmish – Immune from attrition
Disorganized – Regenerates only half or cohesion at start of turn
Cost: $200
Equipped with M1867 Werndl-Holub Carbine
Traits: None
Cost: $145
Equipped with Sabers
Traits: None
Cost: $205
Traits: Cumbersome – Can only receive one order per turn
Indirect Fire – Can fire over obstructions
Anti Personal – Has +2 adjacent range damage
Costs: $260
Traits: Cumbersome – Can only receive one order per turn
Indirect Fire – Can fire over obstructions
Rifle Drill – Has +1 ranged damage
Costs: $250
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Indirect Fire – Can fire over obstructions
Costs: $190
Traits: Anti Personal – Has +2 adjacent range damage
Rifle Drill – Has +1 ranged damage
Sardinia-Piedmont (Italy)
Italy as a faction is a faction that can be somewhat map dependent on how effective they are. They are filled with specialized infantry many of which have the rugged trait allowing them to ignore terrain penalties. These units can be highly effective by doing things other infantry simply cannot but they are often weaker in head on fights. There are also many skirmish and efficient units allowing Italy to be quite mobile in its infantry movements. By ignoring terrain the Italians can be quite aggressive in ways that other nations can’t do and they must leverage this to succeed. If they get tangled in a purely open area they will feel their infantry lacking.
Infantry Weapons
Calvary Weapons
Cost: $80
Equipped with M1860 Piedmontese
Traits: Disorganized – Regenerates only half cohesion at start of turn
Breakable – Retreats at 0 cohesion
Cost: $130
Equipped with F ucile M1844
Traits: Efficiency – Has +1 movement order
Rugged – Ignores terrain penalties
Cost: $125
Equipped with F ucile M1844
Traits: Disorganized – Regenerates only half cohesion at start of turn
Cost: $150
Equipped with F ucile M1844
Traits: Melee Drill – Recieves -1 damage in melee
Efficiency – Has +1 movement order
Cost: $90
Equipped with F ucile M1844
Traits: Skirmishing – Immune to attrition
Disorganized – Regenerates only half cohesion at start of turn
Breakable – Retreats at 0 cohesion
Cost: $150
Equipped with F ucile M1844
Traits: Rugged – Ignores terrain penalties
Skirmishing – Immune to attrition
Cost: $170
Equipped with F ucile M1844
Traits: Shock – Has +2 charge damage
Skirmishing – Immune to attrition
Rugged – Ignores terrain penalties
Cost: $185
Equipped with F ucile M1844
Traits: Range Drill – Has +1 range damage
Disorganized – Regenerates only half cohesion at start of turn
Cost: $110
Equipped with Sabers
Traits: Disorganized – Regenerates only half cohesion at start of turn
Rugged – Ignores terrain penalties
Breakable – Retreats at 0 cohesion
Cost: $150
Equipped with Sabers
Traits: None
Cost: $175
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Cost: $160
Equipped with Sabers
Rugged – Ignores terrain penaltiesCost: $175
Equipped with Assorted Carbines
Traits: Shock – Has +2 charge damage
Cost: $165
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Cost: $205
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Cost: $210
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Cost: $185
Traits: Cumbersome – Can only receive one order per turn
Indirect Fire – Can fire over obstructions
USA
The USA is a force that can bring a cheap large army but at the cost of its units having very low cohesion. Most units do not have a negative trait meaning that they function quite normally at first. On top of that they also have many options for fast aggressive cavalry. However, once combat starts units will quickly lose cohesion that can lead to heavy casualties if not managed well. The US wants to use its larger force to control the pace of the battle where it can manage the low cohesion of its units and minimize casualties.
Infantry Weapons
Calvary Weapons
Cost: $90
Equipped with Springfield M1861
Traits: Breakable – Retreat at 0 cohesion
Cost: $120
Equipped with Springfield Model 1866
Traits: None
Cost: $135
Equipped with Springfield Model 1866
Traits: Melee Drill – Receives -1 damage in melee
Cost: $145
Equipped with Springfield Model 1866
Traits: Shock – Has +2 charge damage
Cost: $90
Equipped with Springfield Model 1866
Traits: Skirmishing – Immune to attrition
Breakable – Retreat at 0 cohesion
Cost: $185
Equipped with Sharps M1848
Traits: Range Drill – Has +1 range damage
Skirmishing – Immune to attrition
Cost: $155
Equipped with Springfield Model 1866
Traits: Efficiency – Has +1 maneuver order
Cost: $195
Equipped with Springfield Model 1866
Traits: Shock – Has +2 charge damage
Range Drill – Has +1 range damage
Cost: $120
Equipped with Sabers
Traits: Skirmishing – Immune to attrition
Breakable – Retreat at 0 cohesion
Disorganized – Regenerates only half cohesion at start of turn
Cost: $140
Equipped with Sabers
Traits: Skirmishing – Immune to attrition
Disorganized – Regenerates only half cohesion at start of turn
Cost: $175
Equipped with Sabers
Traits: Rugged – Ignores terrain penalties
Cost: $190
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Skirmishing – Immune to attrition
Breakable – Retreat at 0 cohesion
Cost: $165
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Cost: $220
Traits: Cumbersome – Can only receive one order per turn
Range Drill – Has +1 range damage
Cost: $210
Traits: Cumbersome – Can only receive one order per turn
Anti Personal – Has +2 adjacent range damage
Cost: $185
Traits: Cumbersome – Can only receive one order per turn
Indirect Fire – Can fire over obstructions
Cost: $165
Traits: Breech Loading – Has +1 attack order
Anti Personal – Has +2 adjacent range damage
CSA
The Confederates are a nation that relies on speed and aggression to win a fight. Its infantry mostly share the efficiency trait allowing for two movements a turn allowing for aggressive plays. The Confederate units suffer from slightly lower cohesion that most other nations but their units are also not as cheap to where they can win through sheer weight of numbers. Instead it must use smart movement and its fast cavalry to flank or punch through lines quickly. The confederate forces can be a quick moving and hard hitting force but if it finds itself in a drawn out battle where casualties can mount it can see its spearheads dulled and unable to break through.
Infantry Weapons
Calvary Weapons
Cost: $90
Equipped with Springfield M1855
Traits: Breakable – Retreats at 0 cohesion
Cost: $130
Equipped with Springfield M1855
Traits: Efficiency – Has +1 maneuver order
Cost: $80
Equipped with Springfield M1855
Traits: Skirmishing – Immune to attrition
Breakable – Retreats at 0 cohesion
Cost: $205
Equipped with Sharps M1848
Traits: Rifle Drill – Has +1 range damage
Skirmishing – Immune to attrition
Efficiency – Has +1 maneuver order
Cost: $155
Equipped with Snider Enfield
Traits: Efficiency – Has +1 maneuver order
Cost: $165
Equipped with Snider Enfield
Traits: Efficiency – Has +1 maneuver order
Rugged – Ignores terrain penalties
Cost: $180
Equipped with Snider Enfield
Traits: Shock – Has +2 charge damage
Efficiency – Has +1 maneuver order
Cost: $190
Equipped with Snider Enfield
Traits: Rifle Drill – Has +1 range damage
Efficiency – Has +1 maneuver order
Cost: $120
Equipped with Sabers
Traits: Skirmishing – Immune to attrition
Breakable – Retreats at 0 cohesion
Disorganized – Regenerates only half cohesion at start of turn
Cost: $150
Equipped with Sabers
Traits: Skirmishing – Immune to attrition
Disorganized – Regenerates only half cohesion at start of turn
Rugged – Ignores terrain penalties
Cost: $175
Equipped with Sabers
Traits: Rugged – Ignores terrain penalties
Cost: $230
Equipped with Sabers
Traits: Shock – Has +2 charge damage
Skirmishing – Immune to attrition
Efficiency – Has +1 maneuver order
Cost: $165
Traits: Cumbersome – Can only receive 1 order per turn
Anti Personal – Has +2 adjacent range damage
Cost: $205
Traits: Cumbersome – Can only receive 1 order per turn
Anti Personal – Has +2 adjacent range damage
Cost: $210
Traits: Cumbersome – Can only receive 1 order per turn
Anti Personal – Has +2 adjacent range damage
Cost: $185
Traits: Cumbersome – Can only receive 1 order per turn
Indirect Fire – Can fire over obstructions
Cost: $165
Traits: Breech Loading – Has +1 fire order
Anti Personal – Has +2 adjacent range damage
Thanks to Complex Strategy for his great guide, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.
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