A overview of every faction and the units contained within them.

# Second French Empire

**The French army is well rounded and can be seen as the “base” faction. All its units are well rounded and fairly costed. This allows the faction to play in almost any way it wants. Whether that is aggressive with cavalry, strong line infantry, or anything else. Although the French do not have any glaring weakness they also do not have anything they are the best at. This means they will have to overcome enemy strengths through being well rounded to win the day.**

**Infantry Weapons**

**Calvary Weapons**

**Cost $100 Equipped with Tabatiere Rifle Traits : Breakable – Retreats at 0 cohesion**

**Cost $165**

Equpped with Cha*sepot Rifle

Traits: None

Equpped with Cha*sepot Rifle

Traits: None

**Cost $180**

Equipped with Cha*sepot Rifles

Traits: Melee Drill – Receives -1 damage in Melee

Equipped with Cha*sepot Rifles

Traits: Melee Drill – Receives -1 damage in Melee

**Cost: $155**

Equipped with Cha*sepot Rifles

Traits: Range Drill – Has +1 ranged damage

Skirmishing – Immune to Attrition

Breakable – Retreat at 0 cohesion

Equipped with Cha*sepot Rifles

Traits: Range Drill – Has +1 ranged damage

Skirmishing – Immune to Attrition

Breakable – Retreat at 0 cohesion

**Cost: $170**

Equipped with Cha*sepot Rifles

Traits: Skirmishing – Immune to Attrition

Equipped with Cha*sepot Rifles

Traits: Skirmishing – Immune to Attrition

**Cost: $200**

Equipped with Cha*sepot Rifles

Traits: Range Drill – Has +1 ranged damage

Skirmishing – Immune to Attrition

Equipped with Cha*sepot Rifles

Traits: Range Drill – Has +1 ranged damage

Skirmishing – Immune to Attrition

**Cost: $215**

Equipped with Cha*sepot Rifles

Traits: Melee Drill – Receives -1 damage in Melee

Rugged – Ignores Terrain Penalties

Equipped with Cha*sepot Rifles

Traits: Melee Drill – Receives -1 damage in Melee

Rugged – Ignores Terrain Penalties

**Cost: $245**

Equipped with Cha*sepot Rifles

Traits: Range Drill – Has +1 ranged damage

Efficiency – Has +1 Maneuver Order

Equipped with Cha*sepot Rifles

Traits: Range Drill – Has +1 ranged damage

Efficiency – Has +1 Maneuver Order

**Cost: $150**

Equipped with Sabers

Traits: None

Equipped with Sabers

Traits: None

**Cost: $175**

Equipped with Sabers

Traits: Shock Attack – Has +2 charge attack

Equipped with Sabers

Traits: Shock Attack – Has +2 charge attack

**Cost: $150**

Equipped with Sabers

Traits: Skirmishing – Immune to Attrition

Equipped with Sabers

Traits: Skirmishing – Immune to Attrition

**Cost: $200**

Equipped with M1866 Fusil Carbine

Traits: None

Equipped with M1866 Fusil Carbine

Traits: None

**Cost: $160**

Equipped with Sabers

Traits: Melee Drill – Receives -1 damage in Melee

Equipped with Sabers

Traits: Melee Drill – Receives -1 damage in Melee

**Cost: $265**

Equipped with M1866 Fusil Carbine

Traits: Shock Attack – Has +2 charge attack

Melee Drill – Receives -1 damage in Melee

Equipped with M1866 Fusil Carbine

Traits: Shock Attack – Has +2 charge attack

Melee Drill – Receives -1 damage in Melee

**Cost: $165**

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personnel – Has +2 Adjacent Range Damage

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personnel – Has +2 Adjacent Range Damage

**Cost: $205**

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personnel – Has +2 Adjacent Range Damage

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personnel – Has +2 Adjacent Range Damage

**Cost: $210**

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personnel – Has +2 Adjacent Range Damage

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personnel – Has +2 Adjacent Range Damage

**Cost: $225**

Traits: Cumbersome – Can only receive 1 order per turn

Indirect Fire – Can fire over obstructions

Traits: Cumbersome – Can only receive 1 order per turn

Indirect Fire – Can fire over obstructions

**Cost: $190**

Traits: Anti Personnel – Has +2 Adjacent Range Damage

Range Drill – Has +1 ranged damage

Traits: Anti Personnel – Has +2 Adjacent Range Damage

Range Drill – Has +1 ranged damage

# North German Confederation (Prussia)

**The Prussian army prides itself on highly flexible infantry and the best artillery among all nations. Used well you can run circles around enemy infantry with your own and blast any force apart with your Krupp guns. However, it’s artillery is the most expensive and losing it can completely collapse your line. On top of that cavalry is mostly average and doesn’t stand out in any real way leaving them potential vulnerable to flanks.**

**Prussian Infantry Weapons NOTE: The Bavarian Werder Rifle is only available to Bavarian Line Infantry.**

**Prussian Calvary Weapons**

**Cost: $120**

Equipped with Needle Gun

Traits: Breakable – Retreats at 0 cohesion

Efficiency – Has +1 maneuver order

Equipped with Needle Gun

Traits: Breakable – Retreats at 0 cohesion

Efficiency – Has +1 maneuver order

**Cost: $155**

Equipped with Needle Gun

Traits: Efficiency – Has +1 maneuver order

Equipped with Needle Gun

Traits: Efficiency – Has +1 maneuver order

**Cost: $145**

Equipped with Needle Gun

Traits: Rugged – Ignores terrain penalties

Equipped with Needle Gun

Traits: Rugged – Ignores terrain penalties

**Cost: $160**

Equipped with Needle Gun

Only unit that can equip Bavarian Werder Rifle

Traits: Shock – Has +2 charge attack

Equipped with Needle Gun

Only unit that can equip Bavarian Werder Rifle

Traits: Shock – Has +2 charge attack

**Cost: $140**

Equipped with Needle Gun

Traits: Efficiency – Has +1 maneuver order

Skirmishing – Immune to attrition

Equipped with Needle Gun

Traits: Efficiency – Has +1 maneuver order

Skirmishing – Immune to attrition

**Cost: $195**

Equipped with Needle Gun

Traits: Efficiency – Has +1 maneuver order

Melee Drill – Receives -1 damage in melee

Equipped with Needle Gun

Traits: Efficiency – Has +1 maneuver order

Melee Drill – Receives -1 damage in melee

**Cost: $215**

Equipped with Needle Gun

Traits: Efficiency – Has +1 maneuver order

Range Drill – Has +1 range damage

Equipped with Needle Gun

Traits: Efficiency – Has +1 maneuver order

Range Drill – Has +1 range damage

**Cost: $150**

Equipped with Saber

Traits: None

Equipped with Saber

Traits: None

**Cost: $190**

Equipped with Sabers

Traits: Shock – Has +2 charge attack

Equipped with Sabers

Traits: Shock – Has +2 charge attack

**Cost: $265**

Equipped with M1862 Dreyse Carbine

Traits: Skirmishing – Immune to attrition

Equipped with M1862 Dreyse Carbine

Traits: Skirmishing – Immune to attrition

**Cost: $220**

Equipped with M1862 Dreyse Carbine

Traits: Efficiency – Has +1 maneuver order

Equipped with M1862 Dreyse Carbine

Traits: Efficiency – Has +1 maneuver order

**Cost: $160**

Equipped with Sabers

Traits: Melee Drill – Receives -1 damage in melee

Equipped with Sabers

Traits: Melee Drill – Receives -1 damage in melee

**Cost: $185**

Equipped with Sabers

Traits: Shock – Has +2 charge attack

Melee Drill – Receives -1 damage in melee

Equipped with Sabers

Traits: Shock – Has +2 charge attack

Melee Drill – Receives -1 damage in melee

**Cost: $220**

Traits: Cumbersome – Can only receive 1 order per turn

Breech Loader – Has +1 attack order

Range Drill – Has +1 range damage

Traits: Cumbersome – Can only receive 1 order per turn

Breech Loader – Has +1 attack order

Range Drill – Has +1 range damage

**Cost: $205**

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personal – Has +2 adjacent range attack

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personal – Has +2 adjacent range attack

**Cost: $265**

Traits: Cumbersome – Can only receive 1 order per turn

Breech Loader – Has +1 attack order

Range Drill – Has +1 range damage

Traits: Cumbersome – Can only receive 1 order per turn

Breech Loader – Has +1 attack order

Range Drill – Has +1 range damage

**Cost: $315**

Traits: Cumbersome – Can only receive 1 order per turn

Breech Loader – Has +1 attack order

Range Drill – Has +1 range damage

Traits: Cumbersome – Can only receive 1 order per turn

Breech Loader – Has +1 attack order

Range Drill – Has +1 range damage

**Cost: $355**

Traits: Cumbersome – Can only receive 1 order per turn

Indirect Fire – Can fire over obstructions

Breech Loader – Has +1 attack order

Range Drill – Has +1 range damage

Traits: Cumbersome – Can only receive 1 order per turn

Indirect Fire – Can fire over obstructions

Breech Loader – Has +1 attack order

Range Drill – Has +1 range damage

# United Kingdom (Britain)

**The British army fully commits to quality over quantity. Most of it’s infantry and carbine armed cavalry posses the Range Drill trait giving them +1 range damage which makes them devastating at range. In one on one fights almost nothing can beat a British infantry unit because of this. However, this comes at the downside of infantry being overall the most expensive in the game limiting the number that the British can field. They will need to rely on their superior range firepower to keep enemies away and minimize losses or else they will lose the battle of attirition.**

**British Infantry Weapons**

**Calvary Infantry Weapons**

**Cost: $170 Equipped with Snider Enfield Traits: Range Drill – Has +1 range attack**

**Cost: $115**

Equipped with Enfield

Traits: Range Drill – Has +1 range attack

Skirmishing – Immune to attrition

Breakable – Retreats at 0 cohesion

Equipped with Enfield

Traits: Range Drill – Has +1 range attack

Skirmishing – Immune to attrition

Breakable – Retreats at 0 cohesion

**Cost: $175**

Equipped with Snider Enfield

Traits: Range Drill – Has +1 range attack

Skirmishing – Immune to attrition

Equipped with Snider Enfield

Traits: Range Drill – Has +1 range attack

Skirmishing – Immune to attrition

**Cost: $165**

Equipped with Snider Enfield

Traits: Range Drill – Has +1 range attack

Skirmishing – Immune to attrition

Rugged – Ignores terrain restrictions

Equipped with Snider Enfield

Traits: Range Drill – Has +1 range attack

Skirmishing – Immune to attrition

Rugged – Ignores terrain restrictions

**Cost: $210**

Equipped with Snider Enfield

Traits: Range Drill – Has +1 range attack

Melee Drill – Receives -1 damage in melee

Equipped with Snider Enfield

Traits: Range Drill – Has +1 range attack

Melee Drill – Receives -1 damage in melee

**Cost: $240**

Equipped with Snider Enfield

Traits: Shock – Has +2 charge attack

Range Drill – Has +1 range attack

Efficiency – Has +1 maneuver order

Equipped with Snider Enfield

Traits: Shock – Has +2 charge attack

Range Drill – Has +1 range attack

Efficiency – Has +1 maneuver order

**Cost: $150**

Equipped with Sabers

Traits: None

Equipped with Sabers

Traits: None

**Cost: $175**

Equipped with Sabers

Traits: Shock – Has +2 charge attack

Equipped with Sabers

Traits: Shock – Has +2 charge attack

**Cost: $265**

Equipped with M1867 Westley-Richards

Traits: Range Drill – Has +1 range attack

Skirmishing – Immune to attrition

Equipped with M1867 Westley-Richards

Traits: Range Drill – Has +1 range attack

Skirmishing – Immune to attrition

**Cost: $235**

Equipped with M1867 Westley-Richards

Traits: Range Drill – Has +1 range attack

Equipped with M1867 Westley-Richards

Traits: Range Drill – Has +1 range attack

**Cost: $275**

Equipped with M1867 Westley-Richards

Traits: Melee Drill – Receives -1 damage in melee

Range Drill – Has +1 range attack

Equipped with M1867 Westley-Richards

Traits: Melee Drill – Receives -1 damage in melee

Range Drill – Has +1 range attack

**Cost: $185**

Equipped with Sabers

Traits: Shock – Has +2 charge attack

Melee Drill – Receives -1 damage in melee

Equipped with Sabers

Traits: Shock – Has +2 charge attack

Melee Drill – Receives -1 damage in melee

**Cost: $165**

Traits: Anti Personal – Has +2 adjacent range damage

Cumbersome – Can only receive one order per turn

Traits: Anti Personal – Has +2 adjacent range damage

Cumbersome – Can only receive one order per turn

**Cost: $205**

Traits: Anti Personal – Has +2 adjacent range damage

Cumbersome – Can only receive one order per turn

Traits: Anti Personal – Has +2 adjacent range damage

Cumbersome – Can only receive one order per turn

**Cost: $250**

Traits: Anti Personal – Has +2 adjacent range damage

Cumbersome – Can only receive one order per turn

Traits: Anti Personal – Has +2 adjacent range damage

Cumbersome – Can only receive one order per turn

**Cost: $225**

Traits: Indirect Fire – Can fire over obstructions

Cumbersome – Can only receive one order per turn

Traits: Indirect Fire – Can fire over obstructions

Cumbersome – Can only receive one order per turn

**Cost: $165**

Traits: Anti Personal – Has +2 adjacent range damage

Breech Loader – Has +1 attack order

Traits: Anti Personal – Has +2 adjacent range damage

Breech Loader – Has +1 attack order

**Cost: $280**

Traits: Cumbersome – Can only receive one order per turn

Breech Loader – Has +1 attack order

Traits: Cumbersome – Can only receive one order per turn

Breech Loader – Has +1 attack order

# Russian Empire

**The Russian Empire relies on superior numbers to overwhelm the enemy to carry the day. Their units are not particularly bad but instead suffer from the disorganized trait. This causes them to only regain half of their cohesion at the start of rounds which causes their units to generally lose ranged fights that drag on. However, these cheaper units also means the Russians often outnumber their enemy. Their calvary is a highlight as it’s quite cost effective if it can flank and charge from the side or rear. Otherwise it will want to close up on the enemy where it can play on a more even field by blocking the enemy from gaining their cohesion back while being more tolerant to some losses.**

**Russian Infantry Weapons**

**Russian Calvary Weapons**

**Cost: $80 Equipped with 6 Lines Rifle 1856 Traits: Disorganized – Regenerates only half cohesion at start of turn Breakable – Retreats at 0 cohesion**

**Cost: $115**

Equipped with 6 Lines Rifle 1856

Traits: Disorganized – Regenerates only half cohesion at start of turn

Equipped with 6 Lines Rifle 1856

Traits: Disorganized – Regenerates only half cohesion at start of turn

**Cost: $110**

Equipped with M1867 Krnka Rifle

Traits: Disorganized – Regenerates only half cohesion at start of turn

Skirmishing – Immune to attrition

Equipped with M1867 Krnka Rifle

Traits: Disorganized – Regenerates only half cohesion at start of turn

Skirmishing – Immune to attrition

**Cost: $180**

Equipped with M1867 Krnka Rifle

Traits: Skirmishing – Immune to attrition

Rugged – Ignore terrain penalties

Range Drill – Has +1 range damage

Equipped with M1867 Krnka Rifle

Traits: Skirmishing – Immune to attrition

Rugged – Ignore terrain penalties

Range Drill – Has +1 range damage

**Equipped with M1867 Krnka Rifle**

Traits: Melee Drill – Receives -1 damage in melee

Disorganized – Regenerates only half cohesion at start of turn

Traits: Melee Drill – Receives -1 damage in melee

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $185**

Equipped with M1867 Krnka Rifle

Traits: Range Drill – Has +1 range damage

Disorganized – Regenerates only half cohesion at start of turn

Equipped with M1867 Krnka Rifle

Traits: Range Drill – Has +1 range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $140**

Equipped with Sabers

Traits: Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Disorganized – Regenerates only half cohesion at start of turn

**Cost: $165**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $180**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $190**

Equipped with M1867 Dragoon Krnka

Traits: Disorganized – Regenerates only half cohesion at start of turn

Equipped with M1867 Dragoon Krnka

Traits: Disorganized – Regenerates only half cohesion at start of turn

**Cost: $150**

Equipped with Sabers

Traits: Melee Drill – Receives -1 damage in melee

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Melee Drill – Receives -1 damage in melee

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $175**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Melee Drill – Receives -1 damage in melee

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Melee Drill – Receives -1 damage in melee

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $155**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $195**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $200**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost $235**

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $155**

Traits: Anti Personal – Has +2 adjacent range damage

Breech Loading – Has +1 attack order

Disorganized – Regenerates only half cohesion at start of turn

Traits: Anti Personal – Has +2 adjacent range damage

Breech Loading – Has +1 attack order

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $270**

Traits: Cumbersome – Can only receive one order per turn

Breech Loading – Has +1 attack order

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only receive one order per turn

Breech Loading – Has +1 attack order

Disorganized – Regenerates only half cohesion at start of turn

# Ottoman Empire

**The Ottoman Empire truly embraces the the quantity over quality mind set. In a matter similar to the Russian Empire it’s units are overall cheap however it’s units are even cheaper and suffer from negative traits such as disorganized and breakable. Due to those factors the Ottomans have to aim to overwhelm through sheer number of units. It is incredibly difficult to have a “fair” fight with the ottomans as they can’t trade blows long term. High aggression and accepting losses are what makes the Ottomans a fierce opponent.**

**Ottoman Empire Infantry Weapons**

**Ottoman Empire Calvary Weapons**

**Cost: $80 Equipped with Enfield Traits: Disorganized – Regenerates only half cohesion at start of turn Breakable – Retreats at 0 cohesion**

**Cost: $125**

Equipped with Enfield

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Enfield

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $105**

Equipped with Enfield

Trait: Breakable – Retreats at 0 cohesion

Equipped with Enfield

Trait: Breakable – Retreats at 0 cohesion

**Cost: $135**

Equipped with Enfield

Trait: Rugged – Ignores terrain penalties

Equipped with Enfield

Trait: Rugged – Ignores terrain penalties

**Cost: $140**

Equipped with Snider-Enfield .577

Traits: Melee Drill – Receives -1 damage in melee

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Snider-Enfield .577

Traits: Melee Drill – Receives -1 damage in melee

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $110**

Equipped with Snider-Enfield .577

Traits: Disorganized – Regenerates only half cohesion at start of turn

Skirmishing – Immune to attrition

Equipped with Snider-Enfield .577

Traits: Disorganized – Regenerates only half cohesion at start of turn

Skirmishing – Immune to attrition

**Cost: $185**

Equipped with Snider-Enfield .577

Traits: Rifle Drill – Has +1 range damage

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Snider-Enfield .577

Traits: Rifle Drill – Has +1 range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $210**

Equipped with M1866 Winchester

Traits: Breakable – Retreats at 0 cohesion

Skirmishing – Immune to attrition

Equipped with M1866 Winchester

Traits: Breakable – Retreats at 0 cohesion

Skirmishing – Immune to attrition

**Cost: $145**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $165**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $165**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $110**

Equipped with Sabers

Traits: Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Disorganized – Regenerates only half cohesion at start of turn

**Cost: $230**

Equipped with M1866 Winchester

Traits: Melee Drill – Receives -1 damage in melee

Equipped with M1866 Winchester

Traits: Melee Drill – Receives -1 damage in melee

**Cost: $135**

Traits: Cumbersome – Can only recieve one order per turn

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only recieve one order per turn

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $195**

Traits: Cumbersome – Can only recieve one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only recieve one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $200**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $215**

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $155**

Traits: Anti Personal – Has +2 adjacent range damage

Breech Loading – Has +1 attack order

Disorganized – Regenerates only half cohesion at start of turn

Traits: Anti Personal – Has +2 adjacent range damage

Breech Loading – Has +1 attack order

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $210**

Traits: Cumbersome – Can only receive one order per turn

Breech Loading – Has +1 attack order

Rifle Drill – Has +1 range damage

Disorganized – Regenerates only half cohesion at start of turn

Traits: Cumbersome – Can only receive one order per turn

Breech Loading – Has +1 attack order

Rifle Drill – Has +1 range damage

Disorganized – Regenerates only half cohesion at start of turn

# Austrian Empire

**The Austrian army is an interesting force. With most of it’s infantry sporting the skirmish ability allowing to it ignore attrition, the Austrian army can disengage from almost any fight regardless of how it’s going. This flexibility gives them the ability to recover from bad fights or just play a hit and run style game plan that can wear down the enemy over time. Another interesting perk is that all of it’s artillery is able to indirect fire making them quite strong and flexible. All of this mobility does mean that the Austrians can find themselves lacking the heavier side of the army and this can stunt their potential if that can’t face the more elite forces of enemies.**

**Infantry Weapons**

**Calvary Weapons**

**Cost: $135 Equipped with M1854 Traits: None**

**Cost: $150**

Equipped with M1854

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half or cohesion at start of turn

Equipped with M1854

Traits: Shock – Has +2 charge damage

Disorganized – Regenerates only half or cohesion at start of turn

**Cost: $145**

Equipped with M1854 Lorenz

Traits: Efficiency – Has +1 movement order

Equipped with M1854 Lorenz

Traits: Efficiency – Has +1 movement order

**Cost: $135**

Equipped with M1854 Lorenz

Traits: Shock – Has +2 charge damage

Equipped with M1854 Lorenz

Traits: Shock – Has +2 charge damage

**Cost: $185**

Equipped with M1867 Werndl-Holub

Traits: Skirmish – Immune from attrition

Equipped with M1867 Werndl-Holub

Traits: Skirmish – Immune from attrition

**Cost: $160**

Equipped with M1867 Werndl-Holub

Traits: Skirmish – Immune from attrition

Rugged – Ignores terrain penalties

Equipped with M1867 Werndl-Holub

Traits: Skirmish – Immune from attrition

Rugged – Ignores terrain penalties

**Cost: $200**

Equipped with M1867 Werndl-Holub

Traits: Skirmish – Immune from attrition

Efficiency – Has +1 movement order

Rugged – Ignores terrain penalties

Equipped with M1867 Werndl-Holub

Traits: Skirmish – Immune from attrition

Efficiency – Has +1 movement order

Rugged – Ignores terrain penalties

**Cost: $245**

Equipped with M1867 Werndl-Holub

Traits: Range Drill – Has +1 range damage

Efficiency – Has +1 movement order

Equipped with M1867 Werndl-Holub

Traits: Range Drill – Has +1 range damage

Efficiency – Has +1 movement order

**Cost: $150**

Equipped with Sabers

Traits: None

Equipped with Sabers

Traits: None

**Cost: $160**

Equipped with Sabers

Traits: Skirmish – Immune from attrition

Disorganized – Regenerates only half or cohesion at start of turn

Equipped with Sabers

Traits: Skirmish – Immune from attrition

Disorganized – Regenerates only half or cohesion at start of turn

**Cost: $190**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Equipped with Sabers

Traits: Shock – Has +2 charge damage

**Cost: $185**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmish – Immune from attrition

Disorganized – Regenerates only half or cohesion at start of turn

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmish – Immune from attrition

Disorganized – Regenerates only half or cohesion at start of turn

**Cost: $200**

Equipped with M1867 Werndl-Holub Carbine

Traits: None

Equipped with M1867 Werndl-Holub Carbine

Traits: None

**Cost: $145**

Equipped with Sabers

Traits: None

Equipped with Sabers

Traits: None

**Cost: $205**

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Anti Personal – Has +2 adjacent range damage

**Costs: $260**

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Rifle Drill – Has +1 ranged damage

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Rifle Drill – Has +1 ranged damage

**Costs: $250**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Indirect Fire – Can fire over obstructions

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Indirect Fire – Can fire over obstructions

**Costs: $190**

Traits: Anti Personal – Has +2 adjacent range damage

Rifle Drill – Has +1 ranged damage

Traits: Anti Personal – Has +2 adjacent range damage

Rifle Drill – Has +1 ranged damage

# Sardinia-Piedmont (Italy)

**Italy as a faction is a faction that can be somewhat map dependent on how effective they are. They are filled with specialized infantry many of which have the rugged trait allowing them to ignore terrain penalties. These units can be highly effective by doing things other infantry simply cannot but they are often weaker in head on fights. There are also many skirmish and efficient units allowing Italy to be quite mobile in its infantry movements. By ignoring terrain the Italians can be quite aggressive in ways that other nations can’t do and they must leverage this to succeed. If they get tangled in a purely open area they will feel their infantry lacking.**

**Infantry Weapons**

**Calvary Weapons**

**Cost: $80 Equipped with M1860 Piedmontese Traits: Disorganized – Regenerates only half cohesion at start of turn Breakable – Retreats at 0 cohesion**

**Cost: $130**

Equipped with F ucile M1844

Traits: Efficiency – Has +1 movement order

Rugged – Ignores terrain penalties

Equipped with F ucile M1844

Traits: Efficiency – Has +1 movement order

Rugged – Ignores terrain penalties

**Cost: $125**

Equipped with F ucile M1844

Traits: Disorganized – Regenerates only half cohesion at start of turn

Equipped with F ucile M1844

Traits: Disorganized – Regenerates only half cohesion at start of turn

**Cost: $150**

Equipped with F ucile M1844

Traits: Melee Drill – Recieves -1 damage in melee

Efficiency – Has +1 movement order

Equipped with F ucile M1844

Traits: Melee Drill – Recieves -1 damage in melee

Efficiency – Has +1 movement order

**Cost: $90**

Equipped with F ucile M1844

Traits: Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

Breakable – Retreats at 0 cohesion

Equipped with F ucile M1844

Traits: Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

Breakable – Retreats at 0 cohesion

**Cost: $150**

Equipped with F ucile M1844

Traits: Rugged – Ignores terrain penalties

Skirmishing – Immune to attrition

Equipped with F ucile M1844

Traits: Rugged – Ignores terrain penalties

Skirmishing – Immune to attrition

**Cost: $170**

Equipped with F ucile M1844

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Rugged – Ignores terrain penalties

Equipped with F ucile M1844

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Rugged – Ignores terrain penalties

**Cost: $185**

Equipped with F ucile M1844

Traits: Range Drill – Has +1 range damage

Disorganized – Regenerates only half cohesion at start of turn

Equipped with F ucile M1844

Traits: Range Drill – Has +1 range damage

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $110**

Equipped with Sabers

Traits: Disorganized – Regenerates only half cohesion at start of turn

Rugged – Ignores terrain penalties

Breakable – Retreats at 0 cohesion

Equipped with Sabers

Traits: Disorganized – Regenerates only half cohesion at start of turn

Rugged – Ignores terrain penalties

Breakable – Retreats at 0 cohesion

**Cost: $150**

Equipped with Sabers

Traits: None

Equipped with Sabers

Traits: None

**Cost: $175**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Equipped with Sabers

Traits: Shock – Has +2 charge damage

**Cost: $160**

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Rugged – Ignores terrain penalties

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Rugged – Ignores terrain penalties

**Cost: $175**

Equipped with Assorted Carbines

Traits: Shock – Has +2 charge damage

Equipped with Assorted Carbines

Traits: Shock – Has +2 charge damage

**Cost: $165**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

**Cost: $205**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

**Cost: $210**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

**Cost: $185**

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

# USA

**The USA is a force that can bring a cheap large army but at the cost of its units having very low cohesion. Most units do not have a negative trait meaning that they function quite normally at first. On top of that they also have many options for fast aggressive cavalry. However, once combat starts units will quickly lose cohesion that can lead to heavy casualties if not managed well. The US wants to use its larger force to control the pace of the battle where it can manage the low cohesion of its units and minimize casualties.**

**Infantry Weapons**

**Calvary Weapons**

**Cost: $90 Equipped with Springfield M1861 Traits: Breakable – Retreat at 0 cohesion**

**Cost: $120**

Equipped with Springfield Model 1866

Traits: None

Equipped with Springfield Model 1866

Traits: None

**Cost: $135**

Equipped with Springfield Model 1866

Traits: Melee Drill – Receives -1 damage in melee

Equipped with Springfield Model 1866

Traits: Melee Drill – Receives -1 damage in melee

**Cost: $145**

Equipped with Springfield Model 1866

Traits: Shock – Has +2 charge damage

Equipped with Springfield Model 1866

Traits: Shock – Has +2 charge damage

**Cost: $90**

Equipped with Springfield Model 1866

Traits: Skirmishing – Immune to attrition

Breakable – Retreat at 0 cohesion

Equipped with Springfield Model 1866

Traits: Skirmishing – Immune to attrition

Breakable – Retreat at 0 cohesion

**Cost: $185**

Equipped with Sharps M1848

Traits: Range Drill – Has +1 range damage

Skirmishing – Immune to attrition

Equipped with Sharps M1848

Traits: Range Drill – Has +1 range damage

Skirmishing – Immune to attrition

**Cost: $155**

Equipped with Springfield Model 1866

Traits: Efficiency – Has +1 maneuver order

Equipped with Springfield Model 1866

Traits: Efficiency – Has +1 maneuver order

**Cost: $195**

Equipped with Springfield Model 1866

Traits: Shock – Has +2 charge damage

Range Drill – Has +1 range damage

Equipped with Springfield Model 1866

Traits: Shock – Has +2 charge damage

Range Drill – Has +1 range damage

**Cost: $120**

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Breakable – Retreat at 0 cohesion

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Breakable – Retreat at 0 cohesion

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $140**

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $175**

Equipped with Sabers

Traits: Rugged – Ignores terrain penalties

Equipped with Sabers

Traits: Rugged – Ignores terrain penalties

**Cost: $190**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Breakable – Retreat at 0 cohesion

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Breakable – Retreat at 0 cohesion

**Cost: $165**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

**Cost: $220**

Traits: Cumbersome – Can only receive one order per turn

Range Drill – Has +1 range damage

Traits: Cumbersome – Can only receive one order per turn

Range Drill – Has +1 range damage

**Cost: $210**

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive one order per turn

Anti Personal – Has +2 adjacent range damage

**Cost: $185**

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

Traits: Cumbersome – Can only receive one order per turn

Indirect Fire – Can fire over obstructions

**Cost: $165**

Traits: Breech Loading – Has +1 attack order

Anti Personal – Has +2 adjacent range damage

Traits: Breech Loading – Has +1 attack order

Anti Personal – Has +2 adjacent range damage

# CSA

**The Confederates are a nation that relies on speed and aggression to win a fight. Its infantry mostly share the efficiency trait allowing for two movements a turn allowing for aggressive plays. The Confederate units suffer from slightly lower cohesion that most other nations but their units are also not as cheap to where they can win through sheer weight of numbers. Instead it must use smart movement and its fast cavalry to flank or punch through lines quickly. The confederate forces can be a quick moving and hard hitting force but if it finds itself in a drawn out battle where casualties can mount it can see its spearheads dulled and unable to break through.**

**Infantry Weapons**

**Calvary Weapons**

**Cost: $90 Equipped with Springfield M1855 Traits: Breakable – Retreats at 0 cohesion**

**Cost: $130**

Equipped with Springfield M1855

Traits: Efficiency – Has +1 maneuver order

Equipped with Springfield M1855

Traits: Efficiency – Has +1 maneuver order

**Cost: $80**

Equipped with Springfield M1855

Traits: Skirmishing – Immune to attrition

Breakable – Retreats at 0 cohesion

Equipped with Springfield M1855

Traits: Skirmishing – Immune to attrition

Breakable – Retreats at 0 cohesion

**Cost: $205**

Equipped with Sharps M1848

Traits: Rifle Drill – Has +1 range damage

Skirmishing – Immune to attrition

Efficiency – Has +1 maneuver order

Equipped with Sharps M1848

Traits: Rifle Drill – Has +1 range damage

Skirmishing – Immune to attrition

Efficiency – Has +1 maneuver order

**Cost: $155**

Equipped with Snider Enfield

Traits: Efficiency – Has +1 maneuver order

Equipped with Snider Enfield

Traits: Efficiency – Has +1 maneuver order

**Cost: $165**

Equipped with Snider Enfield

Traits: Efficiency – Has +1 maneuver order

Rugged – Ignores terrain penalties

Equipped with Snider Enfield

Traits: Efficiency – Has +1 maneuver order

Rugged – Ignores terrain penalties

**Cost: $180**

Equipped with Snider Enfield

Traits: Shock – Has +2 charge damage

Efficiency – Has +1 maneuver order

Equipped with Snider Enfield

Traits: Shock – Has +2 charge damage

Efficiency – Has +1 maneuver order

**Cost: $190**

Equipped with Snider Enfield

Traits: Rifle Drill – Has +1 range damage

Efficiency – Has +1 maneuver order

Equipped with Snider Enfield

Traits: Rifle Drill – Has +1 range damage

Efficiency – Has +1 maneuver order

**Cost: $120**

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Breakable – Retreats at 0 cohesion

Disorganized – Regenerates only half cohesion at start of turn

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Breakable – Retreats at 0 cohesion

Disorganized – Regenerates only half cohesion at start of turn

**Cost: $150**

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

Rugged – Ignores terrain penalties

Equipped with Sabers

Traits: Skirmishing – Immune to attrition

Disorganized – Regenerates only half cohesion at start of turn

Rugged – Ignores terrain penalties

**Cost: $175**

Equipped with Sabers

Traits: Rugged – Ignores terrain penalties

Equipped with Sabers

Traits: Rugged – Ignores terrain penalties

**Cost: $230**

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Efficiency – Has +1 maneuver order

Equipped with Sabers

Traits: Shock – Has +2 charge damage

Skirmishing – Immune to attrition

Efficiency – Has +1 maneuver order

**Cost: $165**

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personal – Has +2 adjacent range damage

**Cost: $205**

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personal – Has +2 adjacent range damage

**Cost: $210**

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personal – Has +2 adjacent range damage

Traits: Cumbersome – Can only receive 1 order per turn

Anti Personal – Has +2 adjacent range damage

**Cost: $185**

Traits: Cumbersome – Can only receive 1 order per turn

Indirect Fire – Can fire over obstructions

Traits: Cumbersome – Can only receive 1 order per turn

Indirect Fire – Can fire over obstructions

**Cost: $165**

Traits: Breech Loading – Has +1 fire order

Anti Personal – Has +2 adjacent range damage

Traits: Breech Loading – Has +1 fire order

Anti Personal – Has +2 adjacent range damage

Here we come to an end for the All Faction Unit Roster – Fire & Maneuver guide. I hope this guide has helped you with your gameplay. If you have something to add to this guide or believe we forgot some information to add, please let us know via comment! We check each comment manually by approving them!

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