Units list

This page lists all the Unit types of the game.

## Civilian Units

All civilian units are available from start of the game, since their equipment does not require any knowledges.

**Cost and Requirements:**

***\*** While Armies may contain Piglets and Oldpigs, they can't be recruited voluntarily. Players typically acquire them when starting the game as a Primitive Tribe, from exploration events, or when evacuating a territory.*

**Battle Statistics:**

## Melee Units

Melee units form the core of most Armies in Ymir. Players should decide carefully whether they want to emphasize **cheaper cost**, **added damage**, or **added armor** when choosing which units to recruit.

**Cost and Requirements:**

**Battle Statistics** (all of the following units (including Ranged and Mounted) have 3 Carry and 3 Pillage stat, so they will not be listed separately):

## Ranged Units

Ranged units are a mainstay of city defense throughout the game, but always perform best when they have either a Wall or melee formation between them and the enemy. While fewer options are available than melee units, each tier increases both the recruiting cost and **attack range** at which they can engage enemy formations.

**Cost and Requirements:**

Ranged units benefit from an alternate set of Attack stats when performing a ranged attack on enemy units, which behave like their melee equivalents with some minor differences:

* **Ranged Attack Rate -** *(Not shown in-game)* Determines the time between ranged attacks. Continues for as long as units have ammo remaining.

* **Ranged Damage -** Amount of damage inflicted to the enemy when hit by a ranged attack.

* **Ranged Skill -** Provides a bonus to hit enemies based on this unit's Ranged Skill. Does not provide any bonus chance to evade attacks.

* **Range -** The maximum distance (in terrain tiles) at which a ranged attack can hit enemies. Does not provide any bonus hit chance. If attacked by an enemy unit outside of their available Range, formations will attempt to charge them in melee combat instead.

Range attack modificators:

* Ratio of target distance to max Range: modifies skill. bonus below 40%, malus above it.
* Height difference: +/-1 damage per 5 height, +/-1 skill per 5 height.
* Target under cover: adds cover level as armor to target.
* Target is moving: skill malus proportionnal to target moving speed
* Target in melee: skill -50%
* Is embarked: skill -1 damage -1
* Target is embarked: target's armor -50%
* +1 attack per 5 units in the troop
* -6% skill per unit below 5 units in the troop

**Battle Statistics:**

## Mounted Units

Mounted units become available at later stages of the game and are best employed as separate Armies to take advantage of their high movement speed (the slowest units in an Army set overall worldmap speed). They are especially useful for skirmishes with smaller armies and raiding territories for resources, where slower units might be left open to follow-up attacks by enemy forces.

Mounted units benefit from a "mobile attacker" trait making them considered as moving even when in melee. This means they benefit from the moving cover against enemy range attacks event when they are fighting in melee, further increasing their strength against range units.

Melee Horse/Camel unlocked by Horseback riding

Ranged Horse/Camel unlocked by Composite bow

Elephant unlocked by Elephant riding

## Tamed Units

Although they're exceptionally rare, players can sometimes obtain Animal units through "taming" exploration events when moving Civilian units. These animals cannot be re-recruited if they are lost or disbanded, but have nearly perfect stats to serve as early game scouts.
Although new units of animals can't be recruited already existing units can be reinforced using animals from your stockpiles, as some of the animals you can get are breedable at ranches this means that you can more easily replenish losses to those units.