
Infantry
A squad of five rifles, versatile. Holds ground, enters villages and shoots down drones in one shot.

A squad of five rifles, versatile. Holds ground, enters villages and shoots down drones in one shot.

Hits armor hard and shoots down helicopters in flight, but only fires when stationary.

One shot kills a foot soldier, mortar and gun included, three from a squad. Fires far, when stationary; shoots down drones, but can do nothing against motor vehicles. Camouflages when still in cover.

Fast, armored and with good range: the workhorse of every regiment.

The toughest: cannon and rockets, two shots per turn, one weapon per shot. Its rocket shoots down helicopters. But slow and thirsty.

Pistol: two shots per turn. Within 5 tiles, his troops fire twice and gain 1 cover. Clumsy: their second shot may hurt the shooter. And one of his own shots in four goes wide, into his foot or into his own men.

Very long range, indirect fire, shells with a 2-tile blast. Only moves by truck: plan its transport.

Indirect fire over obstacles, at medium range. On foot: never bogs down.

Stealthy, sees 8 tiles. On what he sees, mortars and guns fire 3 tiles farther and ignore cover. Submachine gun for self-defense.

The fastest on the ground, sees very far, but fragile. Its eyes are worth more than its weapon.

Launches and flies up to 3 drones at once: surveillance (sees 12 tiles), bomber (2 bombs of 2 damage), kamikaze (5 damage).

Destroys enemy drones that come within 6 tiles. Essential against a drone operator.

Launcher truck: when stopped, it sends one drone per turn to any tile, even in the fog. Its 3 drones are replaced by a supply truck or an ammo depot. Slow to build and fragile.

Only fires at what flies, twice a turn: drones and helicopters in flight, which it outranges.

Sees 12 tiles and relays the other drones' radio from 8 to 12 tiles from the operator.

Carries two bombs of 2 damage each. Landed next to the operator, it recharges its battery.

Dives at its target: 5 damage. Can shoot down a helicopter in flight.

Flies alone to its target, 18 tiles per turn, and explodes there: 8 damage. Only the watchtower, the observer and the anti-aircraft battery see it coming; a jammer brings it down on the way.

Builds, destroys, lays and clears mines, clears terrain and repairs. The only one who takes victory points.

Heals an adjacent foot soldier every turn, mortar included.

Carries two small units or one medium one. With the tow truck, the only way to move a gun.

Loads ammo and fuel and serves neighboring units, which fire once more per turn. Leaves the factory with no ammo and a half-empty tank: the factory is cutting costs.

Hooks an adjacent vehicle, broken down or not, and tows it until dropping it beside itself. Helicopters excluded. Neither mud nor snow slows it down; it never bogs down.

Flies over anything and fires twice at anything. Lands on grassland, scorched earth or a pad, otherwise it crashes when dry.

Carries two small units over any obstacle. Lands on grassland, scorched earth or a pad, otherwise it crashes when dry.
Your troops wear blue, the enemy red, unless you pick red in the settings. In missions and the campaign, you are always blue.