Light Infantry: Difference between revisions
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{{UnitInfobox|code=light_infantry|tier=1}} | {{UnitInfobox|code=light_infantry|tier=1}} | ||
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== Light Infantry == | == Light Infantry == <!--T:1--> | ||
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Cheap, mass-produced foot soldiers, the backbone of any land army. Weak alone but effective in numbers and quick to replace. | Cheap, mass-produced foot soldiers, the backbone of any land army. Weak alone but effective in numbers and quick to replace. | ||
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'''Domain:''' Land · '''Role:''' Line combat · '''Ammunition:''' Rifle Rounds | '''Domain:''' Land · '''Role:''' Line combat · '''Ammunition:''' Rifle Rounds | ||
== Stats == | == Stats == <!--T:4--> | ||
Light Infantry | <!--T:5--> | ||
Higher tiers of the Light Infantry are unlocked through [[Research|research]]; each tier has its own attack, defense, speed, range, volume, build time, cost and upkeep. | |||
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== Counters == | == Counters == <!--T:6--> | ||
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Light Infantry has no hard counters and is not a hard counter to anything, it trades on raw stats. | Light Infantry has no hard counters and is not a hard counter to anything, it trades on raw stats. | ||
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''Hard-countered units take extra losses and cannot retaliate against the unit countering them. See [[Units#Counters]] for the full matrix.'' | ''Hard-countered units take extra losses and cannot retaliate against the unit countering them. See [[Units#Counters]] for the full matrix.'' | ||
== Production == | == Production == <!--T:9--> | ||
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Trained at the [[Barracks]]. Build time, cost and upkeep depend on the tier (see [[#Stats|Stats]]). | Trained at the [[Barracks]]. Build time, cost and upkeep depend on the tier (see [[#Stats|Stats]]). | ||
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In combat Light Infantry expends '''Rifle Rounds'''. Ammunition is crafted in batches at ammunition buildings ([[Ammunition Factory]], [[Ordnance Plant]]); keep the army supplied to stay effective in prolonged fighting. | In combat Light Infantry expends '''Rifle Rounds'''. Ammunition is crafted in batches at ammunition buildings ([[Ammunition Factory]], [[Ordnance Plant]]); keep the army supplied to stay effective in prolonged fighting. | ||
== Movement and transport == | == Movement and transport == <!--T:12--> | ||
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As a land unit it moves only across land nodes. A route that crosses water is clipped at the last land node before the crossing. | As a land unit it moves only across land nodes. A route that crosses water is clipped at the last land node before the crossing. | ||
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To cross water, load it aboard a [[Naval Cargo]] or [[Plane Cargo]]. | To cross water, load it aboard a [[Naval Cargo]] or [[Plane Cargo]]. | ||
== Tips == | == Tips == <!--T:15--> | ||
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* Garrison a district you have just captured with light infantry: it holds ground much better than it takes it, and its upkeep is the lowest of any land unit. Let artillery deal the damage. | * Garrison a district you have just captured with light infantry: it holds ground much better than it takes it, and its upkeep is the lowest of any land unit. Let artillery deal the damage. | ||
* It has no hard counter, so it is never singled out by jet fighters the way tanks are. | * It has no hard counter, so it is never singled out by jet fighters the way tanks are. | ||
== See also == | == See also == <!--T:17--> | ||
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* [[Units]]: all units, counter matrix and stances | * [[Units]]: all units, counter matrix and stances | ||
* Transports: [[Naval Cargo]], [[Plane Cargo]] | * Transports: [[Naval Cargo]], [[Plane Cargo]] | ||
Latest revision as of 07:47, 29 August 2026
| Domain | land |
|---|---|
| Tiers | 5 (see all tiers) |
| Attack | 12 |
| Defense | 10 |
| Speed | 64 |
| Volume | 2 |
| Build time | 180 |
| Cost | 10 money, 10 food |
| Upkeep | 1 money, 1 food |
Light Infantry
Cheap, mass-produced foot soldiers, the backbone of any land army. Weak alone but effective in numbers and quick to replace.
Domain: Land · Role: Line combat · Ammunition: Rifle Rounds
Stats
Higher tiers of the Light Infantry are unlocked through research; each tier has its own attack, defense, speed, range, volume, build time, cost and upkeep.
| Stat | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 |
|---|---|---|---|---|---|
| Attack | 12 | 16 | 21 | 28 | 36 |
| Defense | 10 | 13 | 17 | 21 | 28 |
| Speed | 64 | 64 | 64 | 64 | 64 |
| Volume | 2 | 2 | 2 | 2 | 2 |
| Build time | 180 | 212 | 251 | 296 | 349 |
| Cost | 10 money, 10 food | 20 money, 20 food | 30 money, 30 food | 40 money, 40 food | 50 money, 50 food |
| Upkeep | 1 money, 1 food | 2 money, 2 food | 3 money, 3 food | 4 money, 4 food | 5 money, 5 food |
Counters
Light Infantry has no hard counters and is not a hard counter to anything, it trades on raw stats.
Hard-countered units take extra losses and cannot retaliate against the unit countering them. See Units#Counters for the full matrix.
Production
Trained at the Barracks. Build time, cost and upkeep depend on the tier (see Stats).
In combat Light Infantry expends Rifle Rounds. Ammunition is crafted in batches at ammunition buildings (Ammunition Factory, Ordnance Plant); keep the army supplied to stay effective in prolonged fighting.
Movement and transport
As a land unit it moves only across land nodes. A route that crosses water is clipped at the last land node before the crossing.
To cross water, load it aboard a Naval Cargo or Plane Cargo.
Tips
- Garrison a district you have just captured with light infantry: it holds ground much better than it takes it, and its upkeep is the lowest of any land unit. Let artillery deal the damage.
- It has no hard counter, so it is never singled out by jet fighters the way tanks are.
See also
- Units: all units, counter matrix and stances
- Transports: Naval Cargo, Plane Cargo