Each unit has its own health, ranges, damage, speeds, and pushback. Each type has two alternates that count as the same type for forming a line, with their own name, numbers, and ability. Elite alternates show a yellow square on the unit and buy button; light alternates show a white square. Swipe a buy button left or right to cycle base → yellow (elite) → white (light). Elite alternates are Grenadiers, Rifles, Lancers, Howitzers, and the Color Guard. Light alternates are Militiamen, Guerillas, Hussar, Horse Guns, and Engineers. Alternates cost land as well as gold. How a line is chosen is on Lines. Pushback is on Shooting and Melee.
Troop: Troops gain a line bonus on shooting only: +20% for each other troop in the line that is not in melee and can see a target under its current order. That total is then scaled by how Perfect the shooter is with its immediate adjacent-row neighbors in the line: full bonus in Perfect Line, nearly none at the edge of In Line, linear between (average of those neighbor overlaps). Four eligible troops in a Perfect Line are +60% for each of them. The line bonus does not apply when shooting Skirmishers or Rifles. Advancing Troops that newly walk into Perfect Line with a Halted or Reforming Troop on an adjacent row take that Halt or Reform on themselves alone (order passing). See Shooting, Melee, Orders, Lines, The Map, and Damage.
Grenadiers: are tougher and take half pushback from shooting and melee. See Melee and Shooting.
Militiamen: cheap Troops (75 gold, 100 HP) with a Troop line bonus but poor damage, endurance, and discipline.
Skirmisher: Full reload whenever firing is allowed, including while Falling Back. Stronger shooting pushback. Shoots by type priority instead of closest eligible: cavalry if it is the closest target, then Skirmishers/Rifles, Officers, artillery, other cavalry, then Troops. Troop line bonus does not apply against them. See Shooting, Orders, and Damage.
Rifles: deal double damage to Officers. They share Skirmisher targeting and open-order rules.
Guerillas: Skirmisher stats and specials. Hidden from the enemy unless a viewer is within 50 paces, in melee, or they shot within the last second. Woods hide Guerillas unless occupied (other units in woods use ordinary fog). Occupying woods or peaks lets them see through those features without being revealed. Not slowed by terrain. Halted in the open they only shoot enemies within 50 paces; occupying a terrain feature lets them Halt-shoot at full range.
Dragoon: A larger flank bonus while charging and flanking. Lancers keep a normal flank bonus and use a 1.8× charge bonus with stronger melee pushback on the charge. See Melee and Orders.
Hussar: cheaper horsemen that are not slowed by terrain but still cannot enter peaks. In melee they gain a pack bonus for every other friendly Hussar in melee reach.
Gun: A hit can strike up to two more units behind the first, as described under Shooting. Firing recoils the gun itself.
Howitzers: Instead fire at one target in every row of their lane. The keep counts as being only in the middle row, so a volley hits it at most once. They also recoil when they fire. See Shooting.
Horse Guns: faster Field Guns with less range and damage. They still use artillery movement (blocked by rivers and peaks unless an Engineer pontoons the river).
Officer: Troops, Dragoons, Guns, and Officers avoid shooting Officers while another unit type is in range. An Officer restores fatigue and health to friends within 60 paces on every row of its lane. The restore is doubled for friends behind the Officer. A second Officer does not add more; only the stronger restore applies. One Officer and one Color Guard do stack. See Shooting, Fatigue and Breaking, and Damage.
Color Guard: Restores fatigue and health the same way an Officer does (same rate, same reach, doubled when ahead). Color Guards do not stack with each other. Friends inside a Color Guard's restore aura ignore damage loss from missing health. See Fatigue and Breaking and Damage.
Engineer: does not restore the line. Within 60 paces it unblocks LOS through terrain even without standing on it, turns overlapping rivers into pontoon bridges (artillery may cross; guns peel toward their keep if the pontoon drops), and while standing on a hill shares that hill's shooting-range bonus with friends in aura.
Keep: Each player starts with a keep. It does not move, take orders, or get built. It sits at the end of every row of both lanes. Its combat is fixed: town research does not change its gun damage, fire rate, or hit points, and Defense ranks do not reduce damage it takes. It shoots, and it can shoot a unit that is in melee. Its gun applies Field Gun shooting pushback to units it hits; the Keep itself never recoils and never takes pushback. Ranged units may shoot the keep even while friendlies are meleeing it. If your keep is destroyed, you lose. See The Map, Shooting, Melee, and Towns.
The closer you are to your keep, the more fatigue and health your units restore. Health restore stops if any enemy is at or behind either of your forts; fatigue restore still runs. See The Map and Fatigue and Breaking.
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