Units

**Units** are the building blocks of every nation's military. They cost **resources** to recruit and will consume **resources** every turn while in an active division. They also will use up money even when they are in your reserves. Normally, you can cancel the recruitment and get a full refund. However, you cannot cancel **units** you recruit in a sale, so plan carefully. Also, disbanding **units** will only return half its normal recruitment price and will yield nothing if said **units** were recruited in a sale. Currently, there are 5 distinct types of reserves in the game: infantry, armor, air, special forces, and static.

## **Unit Types**

### **Infantry:**

**Infantries** are perhaps the weakest **units** in the game. They have extremely low health, and can easily be overpowered by the other **unit types**. Nevertheless, they have relatively cheap upkeep costs and are easy for any nation to obtain.

### **Armor:**

**Armored** **units** generally have high health and defense. Because most **armored units** consume **ammo**/**fuel** every turn, they can be difficult for a nation to support. However​, they can be a challenge to take out if you do not have the right **units** to counter them.

### **Air:**

**Aerial units** are arguably the best unit type in the game. They have extremely high base stats and can counter every unit type except **Static** and **Special Forces**. Like **armored units,** all **aerial units** will consume money, **ammo**, and **fuel** every turn, even more so than their grounded counterparts. Therefore, it is important to find a stable source of those resources while using them.

### **Special Forces:**

**Special Forces** are are almost identical to infantry, sharing the same equipment. However, the main difference between the two is that they are countered by different units. The only counter to **Special Forces** are **Snipers** and **GEAR Snipers** while **infantry** can be countered by a wide variety of units. Because of this, **Special Forces** are good units to use to fight the unknown.

### **Static:**

**Static units** are unique in the sense that they can only be placed in your **defense division**. Because of this, they can be very difficult if not impossible to level up to a viable level. They are also very few **Static units**, with only 2 in the entire game. Nonetheless, they have one of the highest base healths in the game, only exceeded by the **GEARHOUND Warhead** and **Francesco, the Ace of Spades**.

## **Counters**

**Counter units** are units that are given a large stat increase when attacking or being attacked by certain **unit types** while reducing the damage taken from that same **unit type** to half. Instead of just a percentage modifier, **counters** use a specific function to determine their stat boost. As of the latest update, there are 13different **counter units** you can recruit.

### **Formula:**

All **counter units** follow the same mathematic function when their stat amplifiers are in effect. The functions are as followed:

#### **Firepower:**

```
 **f(a)** = (1.25 × **F**) + 6

```

**F** = firepower value before being amplified

**f(F)** = new attack value

#### **Armor:**

```
 **f(d)** = (1.25 × **D**) + 3

```

**A** = defense value before being amplified

**f(A)** = new defense value

#### **Maneuver:**

```
 **f(m)** = (1.25 × **M**) + 3

```

**M** = maneuver value before being amplified

**f(M)** = new maneuver value

**Damage (Taken):**

```
 **f(D)** = (0.5 × **D**)

```

**D** = damage taken before being reduced

**f(D)** = damage being taken