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Heavy Infantry

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Heavy Infantry (tier 1)
Domain land
Tiers 5 (see all tiers)
Attack 18
Defense 16
Speed 64
Volume 3
Build time 260
Cost 20 money, 20 food, 20 metal
Upkeep 2 money, 2 food, 2 metal

Heavy Infantry

Armoured infantry built to hold ground. Tougher and more defensive than light infantry, but slower and costlier.

Domain: Land · Role: Line combat · Ammunition: Heavy Rifle Rounds

Stats

Higher tiers of the Heavy Infantry are unlocked through research; each tier has its own attack, defense, speed, range, volume, build time, cost and upkeep.


Heavy Infantry: stats by tier
Stat Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Attack 18 24 31 41 55
Defense 16 21 27 34 44
Speed 64 64 64 64 64
Volume 3 3 3 3 3
Build time 260 307 362 427 504
Cost 20 money, 20 food, 20 metal 40 money, 40 food, 40 metal 60 money, 60 food, 60 metal 80 money, 80 food, 80 metal 100 money, 100 food, 100 metal
Upkeep 2 money, 2 food, 2 metal 4 money, 4 food, 4 metal 6 money, 6 food, 6 metal 8 money, 8 food, 8 metal 10 money, 10 food, 10 metal

Counters

Heavy 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 Heavy Infantry expends Heavy 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

  • Built to hold ground, the natural garrison for a contested district.
  • Slower than light infantry: move it ahead of time rather than reacting to an attack.

See also