Statistics

**Statistics** determine the effectiveness of units in combat and movement. No unit is absolutely perfect and learning how to leverage their statistics best for each encounter is essential to fighting.

## Offensive

* Soft Attack: The unit's attack strength against soft (i.e. un-armoured) targets, such as infantry, trucks and towed guns.
* Hard Attack: The unit's attack strength against hard (i.e. armoured) targets, such as tanks and armoured recon cars.
* Air Attack: The unit's attack strength against air targets.
* Naval Attack: The unit's attack strength against naval targets.

## Defensive

* Target Type: Determines what kind of attack must be employed against this unit. There is a corresponding target type for each of the four attack ratings available in the game: soft, hard, air and naval target types.
* Close Def.: The unit's defence rating when it is being shot at from short distance. In this situation the enemy can exploit any weak spots in unit's protection, and so the Close Defence is often much less than Ground Defence. In close terrain (like cities, forests and mountains) infantry always shoots against the opponent's Close Defence rating. This makes infantry especially dangerous in close terrain. Also, Close Defence is used if the unit is ambushed by the enemy.
* Ground Def.: The unit's defence rating against ground and naval units in regular combat.
* Air Def.: The unit's defence rating against air units.

## Maneuver

* Moves: The number of movement points a unit can spend every turn. Depending on the unit's movement type, every terrain type takes a certain number of points to cross, so movement combined with the movement type determines how far the unit can travel in one turn.
* Spotting: Spotting radius (in hexes). All enemy units within the spotting radius will be revealed.
* Range: Unit's shooting range (in hexes). A range of 0 means that the unit needs to start adjacent to the target and actually enter the hex occupied by an enemy in order to attack it, and risk a counterattack.
* Initiative: Initiative is a complex measure of unit's gun range, optics, manoeuvrability and training, which indicates how much damage the unit can do before the enemy has a chance to shoot back. The bigger your initiative advantage, the more strength you can kill/suppress before the enemy counterattacks you, and so the less effective this counterattack will be.

## Strategic

* Cost: The amount of prestige required to recruit a unit. This also effects the cost of replacements.
* Max Strength: The maximum strength a unit can normally have. This only applies to scenario-specific units, as all units have max strength of 10 by default (modified by experience). Elite units can be over-strengthened and exceed this number by one point per experience star. On this wiki, the icon represents rate of fire. This statistic determines how many shots a unit fires in combat. Normally, this is equivalent to the unit's existing strength (10 means 100% its current strength). Each point modifies the number of shots fired by 10%, i.e. 7 means it fires 7 shots at strength ten (70%), while an 11 means it fires 11 shots at ten (110%).
* Max Fuel: The maximum amount of fuel a unit can have when fully supplied, essentially a measure of range.
* Max Ammo: The Maximum amount of ammo a unit can have when fully supplied.