Post by Leonid Govorov on Nov 9, 2017 8:58:11 GMT
Welcome to Leonid Govorov 's unit analysis! I will be examining every unit in WC4, and then tell you if it is worth your buy, and when to use it.
Every stat is based on German, but I could do a Soviet/American/whatever one if this is not enough.
Name: Light infantry
Attack: 19/23/28/33
Defence: 1
Marching: 6
Range: 1
Health: 80/128/168/200
Cost: 80/144/208/272
Item: Marching
Combat modifiers: None
When to use it: Keeping cities to avoid paratroops, spamming cheap units
TLDR: Only good thing about it is its price
Rating: *
Name: Assult infantry
Attack: 21/26/31/36
Defence: 2
Marching: 7
Range: 1
Health: 90/144/189/225
Cost: 100/180/260/340
Item: Marching, Sapper
Combat modifiers: None
When to use it: Taking out land mines, keeping cities to avoid paratroops, spamming cheap units
TLDR: Good for taking out landmines, nothing more
Rating: **
Name: Motorized infantry
Attack: 23/28/34/40
Defence: 4
Marching: 9
Health: 90/144/189/225
Cost: 120/216/312/408
Item: Marching, Grenade
Combat modifiers: None
When to use it: Capturing cities
TLDR: A fast demon, but low combat ability
Rating: **
Name: Mechanized infantry
Attack: 25/31/37/43
Defence: 6
Marching: 10
Range: 1
Health: 100/160/210/250
Cost: 140/252/364/476
Item: Mortar, Sappar
Combat modifiers: Tanks, +30% damage
When to use it: Capturing cities, taking out tanks
TLDR: The best infantry out there, but a bit pricey
Rating: ***
Name: Armoured car
Attack: 27/33/40
Defence: 6
Movement: 10
Range: 1
Health: 120/192/252
Cost: 160/288/416
Item: Machine gun
Combat modifiers: Infantry, +35%
When to use it: Holding cities, capturing cities, occasionally killing infantry
TLDR: Cheap infantry killer, but everyone can kill infantry
Rating: **
Name: Light tank
Attack: 32/40/48
Defence: 8
Movement: 10
Range: 1
Health: 120/192/252
Item: Assult
Combat modifiers: None
When to use it: Secondary front(ex Africa), substituting for medium tank when not available
TLDR: Medium tank lite
Rating: ***
Name: Medium tank
Attack: 36/45/54
Defence: 8
Movement: 9
Range: 1
Health: 180/288/378
Item: Machine gun, assault
Combat modifiers: Infantry, +35%
When to use it: Spamming it to take cities, major all-out war, pretty much anytime it's available
TLDR: The ultimate multi-use unit
Rating: ****
Name: Heavy tank
Attack: 41/51/61
Defence: 12
Movement: 8
Range: 2
Item: Machine gun, assault
Combat modifiers: Infantry, +35%
When to use it: Whenever you can afford it. Very good for taking out infantry and bombarding cities.
TLDR: The ox. Just storms in and kills everybody
Rating: *****
Name: Field Artillery
Attack: 36/45/54
Defence: 4
Movement: 6
Range: 1
Item: Firepower
Combat modifiers: None
When to use it: Keeping cities defended from ambitious attack
TLDR: Not the field artillery we used to know. Don't use it.
Rating: **
Name: Howitzer
Attack: 39/28/58
Defence: 5
Movement: 5
Range: 2
Item: Firepower
Combat modifiers: None
When to use it: Defending cities, supporting tanks
TLDR: Best price-output friendly unit
Rating: ****
Name: Rocket artillery
Attack: 42/52/63
Defence: 5
Movement: 7
Range: 2
Item: Rocket artillery
Combat modifiers: None
When to use it: Whenever you want to use an area damaging, no retaliation awesome output ranged unit
TLDR: Close rival with heavy tank. 'Nuff said.
Rating: *****
Name: Submarine
Attack: 28/47/57
Defence: 6
Movement: 8
Range: 1
Item: Torpedo, Submerge
Combat modifiers: +60% Cruiser, +60% Carrier
When to use it: Stopping landing forces, taking out carriers in groups
TLDR: A handful of those can take out Guderian with ease! Best naval unit/
Rating: *****
Name: Destroyer
Attack: 42/52
Defence: 12
Marching: 9
Range: 1
Health: 260/416
Cost: 220/396
Item: Naval artillery, Minesweeper, Depth charge
Combat modifiers: +60% to cities, -50% to units on land
When to use it: Capturing ports, taking out subs, bombarding cities
TLDR: The item's name sounds cool, eh? That's it for this guy. Taking out subs, use subs, Which are fast as well. So why use this guy?
.org/][/url]
Name: Cruiser
Attack: 50/62
Defence: 18
Marching: 7
Range: 2
Health: 380/608
Cost: 360/648
Item: Naval artillery, Air-Defense
Combat modifiers: +60% to cities, -50% to units on land
When to use it: Bombardment, taking out subs
TLDR: Very expensive, enough to buy a heavy tank. Subs are fast and more powerful, so this guy... Well... I can't find hardly any use.
Rating: **
.org/][/url]
Name: Carrier
Attack: 42
Defence: 18
Marching: 6
Range: 1
Health: 300
Cost: 500
Item: Bombing, Air-Defense, Carrier
Combat modifiers: +30% to ships
When to use it: Bombarding cities, taking out "Naval Circle-Jerk"
TLDR: Let's see... Bombers cost $125, so the payback period is after firing 5 times. I call that a bargain, but don't build if you're poor.
Rating: ****
Every stat is based on German, but I could do a Soviet/American/whatever one if this is not enough.
Name: Light infantry
Attack: 19/23/28/33
Defence: 1
Marching: 6
Range: 1
Health: 80/128/168/200
Cost: 80/144/208/272
Item: Marching
Combat modifiers: None
When to use it: Keeping cities to avoid paratroops, spamming cheap units
TLDR: Only good thing about it is its price
Rating: *
Name: Assult infantry
Attack: 21/26/31/36
Defence: 2
Marching: 7
Range: 1
Health: 90/144/189/225
Cost: 100/180/260/340
Item: Marching, Sapper
Combat modifiers: None
When to use it: Taking out land mines, keeping cities to avoid paratroops, spamming cheap units
TLDR: Good for taking out landmines, nothing more
Rating: **
Name: Motorized infantry
Attack: 23/28/34/40
Defence: 4
Marching: 9
Health: 90/144/189/225
Cost: 120/216/312/408
Item: Marching, Grenade
Combat modifiers: None
When to use it: Capturing cities
TLDR: A fast demon, but low combat ability
Rating: **
Name: Mechanized infantry
Attack: 25/31/37/43
Defence: 6
Marching: 10
Range: 1
Health: 100/160/210/250
Cost: 140/252/364/476
Item: Mortar, Sappar
Combat modifiers: Tanks, +30% damage
When to use it: Capturing cities, taking out tanks
TLDR: The best infantry out there, but a bit pricey
Rating: ***
Name: Armoured car
Attack: 27/33/40
Defence: 6
Movement: 10
Range: 1
Health: 120/192/252
Cost: 160/288/416
Item: Machine gun
Combat modifiers: Infantry, +35%
When to use it: Holding cities, capturing cities, occasionally killing infantry
TLDR: Cheap infantry killer, but everyone can kill infantry
Rating: **
Name: Light tank
Attack: 32/40/48
Defence: 8
Movement: 10
Range: 1
Health: 120/192/252
Item: Assult
Combat modifiers: None
When to use it: Secondary front(ex Africa), substituting for medium tank when not available
TLDR: Medium tank lite
Rating: ***
Name: Medium tank
Attack: 36/45/54
Defence: 8
Movement: 9
Range: 1
Health: 180/288/378
Item: Machine gun, assault
Combat modifiers: Infantry, +35%
When to use it: Spamming it to take cities, major all-out war, pretty much anytime it's available
TLDR: The ultimate multi-use unit
Rating: ****
Name: Heavy tank
Attack: 41/51/61
Defence: 12
Movement: 8
Range: 2
Item: Machine gun, assault
Combat modifiers: Infantry, +35%
When to use it: Whenever you can afford it. Very good for taking out infantry and bombarding cities.
TLDR: The ox. Just storms in and kills everybody
Rating: *****
Name: Field Artillery
Attack: 36/45/54
Defence: 4
Movement: 6
Range: 1
Item: Firepower
Combat modifiers: None
When to use it: Keeping cities defended from ambitious attack
TLDR: Not the field artillery we used to know. Don't use it.
Rating: **
Name: Howitzer
Attack: 39/28/58
Defence: 5
Movement: 5
Range: 2
Item: Firepower
Combat modifiers: None
When to use it: Defending cities, supporting tanks
TLDR: Best price-output friendly unit
Rating: ****
Name: Rocket artillery
Attack: 42/52/63
Defence: 5
Movement: 7
Range: 2
Item: Rocket artillery
Combat modifiers: None
When to use it: Whenever you want to use an area damaging, no retaliation awesome output ranged unit
TLDR: Close rival with heavy tank. 'Nuff said.
Rating: *****
Name: Submarine
Attack: 28/47/57
Defence: 6
Movement: 8
Range: 1
Item: Torpedo, Submerge
Combat modifiers: +60% Cruiser, +60% Carrier
When to use it: Stopping landing forces, taking out carriers in groups
TLDR: A handful of those can take out Guderian with ease! Best naval unit/
Rating: *****
Name: Destroyer
Attack: 42/52
Defence: 12
Marching: 9
Range: 1
Health: 260/416
Cost: 220/396
Item: Naval artillery, Minesweeper, Depth charge
Combat modifiers: +60% to cities, -50% to units on land
When to use it: Capturing ports, taking out subs, bombarding cities
TLDR: The item's name sounds cool, eh? That's it for this guy. Taking out subs, use subs, Which are fast as well. So why use this guy?
.org/][/url]
Name: Cruiser
Attack: 50/62
Defence: 18
Marching: 7
Range: 2
Health: 380/608
Cost: 360/648
Item: Naval artillery, Air-Defense
Combat modifiers: +60% to cities, -50% to units on land
When to use it: Bombardment, taking out subs
TLDR: Very expensive, enough to buy a heavy tank. Subs are fast and more powerful, so this guy... Well... I can't find hardly any use.
Rating: **
.org/][/url]
Name: Carrier
Attack: 42
Defence: 18
Marching: 6
Range: 1
Health: 300
Cost: 500
Item: Bombing, Air-Defense, Carrier
Combat modifiers: +30% to ships
When to use it: Bombarding cities, taking out "Naval Circle-Jerk"
TLDR: Let's see... Bombers cost $125, so the payback period is after firing 5 times. I call that a bargain, but don't build if you're poor.
Rating: ****