Units
From Conflict of Nations Wiki
Contents
Overview
Units in CON are the building blocks of your military campaign. You begin each campaign with a number of units, placed strategically across your homeland cities. In order to mobilize units, you have to research the required technologies and construct the prerequisite buildings in your cities.
Units can be stacked to amplify their strength. Just be aware that stacking too many units will incur a stacking penalty. Different unit types such as air, sea, and land, have different stacking limits. Experiment with different combinations that suit your style of combat.
Basic Unit Stats
When you select a unit stack, the Army Bar will display real time stats that are essential to your strategic planning.
The Unit Stats section includes:
Attribute Label | Description |
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Estimated Strength | Unit stack's total Attack and Defence Rating, modified by current terrain. |
Unit Speed | Movement speed, modified by terrain. |
Efficiency | If your stack size is within the stacking limit, efficiency will be at 100%. Once your stack size gets too big, it incurs a stacking penalty that gets progressively worse. |
The Activity section of the Army Bar displays:
Attribute Label | Description |
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Current Position | The province your unit is currently stationed in. |
Destination | Unit's final destination while moving (in case it has several waypoints). |
Travel Time | Unit's travel time to final destination. |
Arrival Time | Unit's arrival time at final destination. |
Combat Properties
Click on the unit's icon in the Army Bar to open the Unit Info Panel. The Combat Properties section displays attributes that are relative to damage types:
Attribute Label | Description |
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Attack Rating | Unit's unmodified attack rating. An estimation of a unit's strength when attacking.
This is NOT a flat damage value. |
Defense Rating | Unit's unmodified defense rating. An estimation of a unit's strength when defending.
This is NOT a flat damage value. |
Range | Combat range at which the unit can engage. |
Radar Range | Contacts that enter this unit's radar range, hostile or neutral, are displayed as radar contacts. Only high level info is revealed: Land units are shown as grey blips, airborne units as green blips, naval units as blue blips. |
Sight Range | Range at which this unit can visually detect hostile entities (but not their stack size). See Sight Range for more details. |
Terrain Information
Click on the unit's icon in the Army Bar to open the Unit Info Panel. The Terrain Information section displays attributes that change based on terrain type.
Attribute Label | Description |
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Attack Mod. | Attack modifier applied to unit's Attack Rating |
Defence Mod. | Defence modifier applied to unit's Defence Rating. |
Speed Val. | Unit's movement speed. A value of "1" indicates that the unit moves at normal speed, i.e. 100%. |
Hit Points | Unit's health on specified terrain. |
Sight Range | Range at which this unit can visually detect hostile entities (but not their stack size). See Sight Range for more details. |
Infantry
Motorised Infantry
This light infantry unit, predominately used to conquer and defend enemy terrain and cities. Mainly defensive in nature, these units have the airlift feature available from the very start.
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Mechanised Infantry
Armor supporting infantry, best suited for open or accessible terrain types. This is the only infantry that will need to research airlift capabilities. They will prove to be very helpful when accompanying armored units.
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Heavy infantry that can disembark at any coast and is very effective at attacking fortified urban strongholds. Weak in difficult terrain, the tradeoff for this is that Naval units can disembark on any province, regardless if a harbor is available or not.
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Airmobile Infantry
Light airborne infantry using helicopters or VTOL aircraft to air-assault enemy positions. Receives Air-Assault bonus if attacking.
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Special Forces
Specialised infantry trained for combat in difficult terrain, but still capable in open terrain types. With a nice range of starting capabilities, these forces are equipped for many scenarios and promise to put up a fight. An aspect special to these forces is that they cannot capture a province or city.
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National Guard
Cost effective defensive militia that can be mobilized quickly and without army bases. An important tradeoff to know is that this unit's hit-points depend on the morale of the mobilizing city.
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Armored
Combat Recon Vehicle
Lightly armored scout unit, specialized in fast reconnaissance missions. Can identify and uncover stealthy ground units from the start, and they can be upgraded to use air assault.
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Armored Fighting Vehicle
Well armored and well armed, AFV's form the backbone of any modern armored fighting force. Not very good at attacking difficult terrain, but can be upgraded to counteract this and airlift.
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Amphibious Combat Vehicle
The naval version of the Armored Fighting Vehicle, able to disembark at any coast acting as armored support for naval infantry.
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Main Battle Tank
Heavily armored ground unit, used to breach defenses and strike deep into the enemy rear. Especially vulnerable in urban and difficult terrain.
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Tank Destroyer
Lightly armored unit dedicated to knocking out enemy vehicles. Very effective in defending urban terrain due to its light build and low profile. Later upgrades will allow this unit to air lift and air assault.
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Support
Towed Artillery
Traditional towed howitzer artillery, mainly specialized in dealing anti-infantry damage. Can be moved by helicopter from mid-game onward.
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Mobile Artillery
Heavily armored front-line artillery. Especially effective at dealing anti-vehicle damage.
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Multiple Rocket Launcher
Lightly armored, long-range rocket artillery, laying down an all-purpose artillery barrage.
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Mobile Anti-Air Vehicle
Mobile, close-range anti-air support, specialized in anti-helicopter warfare. Can be secondarily used against infantry.
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Mobile SAM Launcher
Mid-range, anti-air support unit specialized in anti-airplane warfare. Cannot target helicopters with NOE capabilities.
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Theater Defense System
Long-range, anti-air support unit, focusing on anti-missile warfare. Can target airplanes but will not work against Helicopters with NOE capabilities.
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Mobile Radar
Ground-based Radar medium range radar unit, able to detect most air, land and sea units. Can gain stealth-detection later in the game.
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Helicopters
Helicopter Gunship
The helicopter gunship will be a viable enemy to infantry and lightly armoured targets. Allowing you to to land on friendly carrier decks or scout for stealth units whilst flying under the radar of SAM and TDS makes them flexible in their strategic potential.
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Attack Helicopter
Attack helicopters are particularly useful on the offensive against hard or heavily armoured targets. Very similar to the gunship, they are able to detect stealth units and have NOE, which allows them to fly under radar detection of SAM and TDS.
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ASW Helicopter
The anti-submarine helicopter specialises in detection and engagement of submarines and surface vessels, with torpedos and missiles. The features available on other helicopters carry on here, able to detect stealth units, use carriers and fly under the radar from SAM and TDS.
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Fighters
Air Superiority Fighter
These aircraft are very good at destroying other aircraft, but very weak in attacking ground targets, especially armored. None of the air superiority versions are able to carry missiles.
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Naval fighter airplane with the primary role of establishing total air dominance over land and sea. Equipped to land on aircraft carriers.
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Stealth Air Superiority Fighter
High-tech, air-combat aircraft using stealth technology meaning they are invisible if they are not attacking. Apart from the non-stealth counterparts, these units are also able to identify stealth units.
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Strike Fighter
Strike fighters excel in air-to-ground attacks, especially in groups. This means that infantry and population are also affected as a result of strike runs. They can fire missiles from mid-game onward.
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These fighters are able to land on carriers, in addition to the features available on standard strike fighters.
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Stealth Strike Fighter
A very strong variant of strike fighter with the added capability of stealth when not attacking. This unit does not declare war when infiltrating enemy air space.
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UAV
Unmanned Aerial Vehicle predominately used for recon and scouting. Upgraded versions can also carry out ground strikes and gain stealth ability.
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Heavies
Aircraft equipped to detect and engage submarines and surface vessels with torpedoes and guided missiles. These units are also able to reveal stealth units from the first tier and can carry missiles towards later upgrades.
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AWACS
Purely a reconnaissance unit, AWACS are useful for their large range and radar abilities. Later upgrades are also able to reveal stealth units.
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This variant is not able to reveal stealth units but can instead use air carriers’ decks.
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Heavy Bomber
Bombers excel at attacking ground targets, particularly buildings and fortifications which in turn affect the population and ergo resource income. Stacked units are also very susceptible to heavy damage. These air units are able to carry and launch cruise missiles. Later tiers are able to bypass bunker defence bonuses.
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Stealth Bomber
These bombers also have the benefit of having stealth when not in fighting.
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Corvette
The lightest class of warship, the corvette is strongest in defending shallow water areas or against submarines not in stealth. Later upgrades allow corvettes to defend themselves against air targets.
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Frigate
The medium size fleet, Frigates are particularly strong against air units. Later upgrades allow these units to add stealth detection to their arsenal.
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Destroyer
This large fleet is particularly strong against surface and deep sea threats, whilst also maintaining capability against land units and construction. Later upgrades will allow this unit to carry and dispatch missiles.
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Cruiser
Considered as one of the most dangerous ships, the cruiser is capable in sea combat as well as carrying and dispatching missiles.
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Carrier
As the name implies, this unit is able to carry various aircraft who are equipped to land on cruisers, as well as defend itself against oncoming missiles, fleets and submarines.
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Submarines
Attack Submarine
Hunter-killer attack submarine specifically designed and equipped to destroy other submarines and surface vessels. Can carry and fire cruise missiles. The Attack submarine is also able to maintain stealth when not attacking, and use sonar when not attacking.
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Ballistic Submarine
Capable against sea fleets and submarine, the ballistic missile submarines are predominantly on carrying and firing cruise and ballistic missiles. Further tiers and upgrades further capitalise on this strength.
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Missiles
Conventional Warhead
Warhead containing high explosives generally used against armored military targets and buildings.
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Chemical Warhead
Warhead containing highly toxic chemicals released over a wide area. Most effective against soft targets such as infantry and civilian population. Will cause contamination.
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Nuclear Warhead
Warhead containing a nuclear device, releasing immense amounts of energy and radioactivity, annihilating any living being or structure. Will cause contamination.
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Cruise Missile
Low-flying guided missile predominately used directly against military units. Can carry conventional, chemical or nuclear warheads. Delivered by fighters, heavies, submarines, ground launchers, destroyers, and cruisers.
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Ballistic Missile
Medium-range guided ballistic missile, delivering several conventional, chemical or nuclear warheads against strategic targets, such as cities. Fired from Ballistic Submarines and Ballistic Missile Launcher.
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ICBM
Long range intercontinental ballistic missile designed for multiple nuclear warhead delivery. Launched from ICBM Launcher.
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Cruise Missile Launcher
Mobile land-based launcher for low-flying guided cruise missiles used against military ground and sea units. See cruise missiles.
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Ballistic Missile Launcher
Mobile land-based launcher for medium range guided ballistic missiles used against strategic targets, such as cities. See ballistic missiles.
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