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== Light Infantry ==
== Light Infantry ==


Light infantry is the cheapest land unit in WarExpand. On its own it is slow and
Cheap, mass-produced foot soldiers — the backbone of any land army. Weak alone but effective in numbers and quick to replace.
fragile, but it is the fastest unit to raise and the lowest to maintain, which
makes it the backbone of any early expansion.


== Movement ==
'''Domain:''' Land · '''Role:''' Line combat · '''Ammunition:''' Rifle Rounds


Light infantry is a land unit, so it can only move across land nodes. A route
== Stats ==
that crosses water is clipped at the last land node before the crossing.
 
Light Infantry comes in numbered tiers (Tier 1, Tier 2, …) that are unlocked through [[Research|research]]. Each tier has its own attack, defense, speed, range, volume, build time, cost and upkeep. The box at the top right shows Tier 1; the table below compares every tier and is read directly from the game database.
 
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== 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|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 ==
== Tips ==


Garrison a district you have just captured with light infantry: it holds ground
* 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.
much better than it takes it, and its upkeep is the lowest of any land unit.
* It has no hard counter, so it is never singled out by jet fighters the way tanks are.
Let artillery deal the damage.
 
== See also ==
 
* [[Units]] — all units, counter matrix and stances
* Transports: [[Naval Cargo]], [[Plane Cargo]]
 
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[[Category:Units]]
[[Category:Land units]]

Revision as of 22:14, 21 August 2026

Light Infantry (tier 1)
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

Light Infantry comes in numbered tiers (Tier 1, Tier 2, …) that are unlocked through research. Each tier has its own attack, defense, speed, range, volume, build time, cost and upkeep. The box at the top right shows Tier 1; the table below compares every tier and is read directly from the game database.


Light Infantry: stats by tier
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