🪖 Ground unit

Infantry

Cheap, cheerful and (with the Mech) the only ones who can capture. Every army starts with boots.

The Infantry, a toy unit from Tiny Tactics1,000 funds

Stats

Cost
1,000
Movement
3
Move type
Foot
Vision
2
Attack range
1
Fuel
99
Ammo
∞
Hit as
Infantry
  • 🚩 Captures properties

Weapons

  • 💥 Rifle

    Range 1 · unlimited ammo

    Hits Infantry (55%), Mech (55%), Recon (14%), APC (14%), Anti-Air (14%) and Artillery (14%) and 6 more.

Strong and weak against

Base damage between two full-health units on open ground, before luck and commander bonuses. “Strong” means it deals at least 55% and more than it takes back.

💪 Strong vs

No unit loses to it outright: it is a helper, not a fighter.

😬 Weak vs

Can’t damage: Fighter, Bomber, Lander, Gunboat, Cruiser and Battleship.

Infantry damage table

AgainstInfantry dealsInfantry takes
Infantry55%55%
Mech55%65%
Recon14%70%
APC14%–
Anti-Air14%105%
Tank5%75%
Heavy Tank1%105%
Artillery14%90%
Rockets14%95%
Missiles14%–
Transport Copter7%–
Attack Copter7%75%
Fighter––
Bomber–110%
Lander––
Gunboat–60%
Cruiser––
Battleship–95%

Terrain and movement

The Infantry uses the foot move type. Each tile costs movement points; it has 3 per turn, and every point spent also burns 1 fuel.

  • 1 point: Plains, Road, Bridge, Forest, Shoal, City, Factory, HQ, Airport and Port.
  • Slower: Mountain (2) and River (2).
  • Can’t enter: Sea and Reef.

Terrain gives defense stars: at full health each star cuts the damage it takes by 10%, and by less as it gets hurt (see the rules).

Building, repairs and transport

  • Built at: Factory.
  • Repaired and resupplied at: your own city, factory and HQ (2 HP per turn, paid at 10% of its cost per HP; fuel and ammo are free).
  • Can ride in: APC, Transport Copter and Lander.

Ready, set, roll out!

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