At a Glance โ Full Stat Comparison
| Unit |
Class |
Atk |
Def (Inf) |
Def (Veh) |
Speed |
Carry |
Food/Hr |
Train Time |
Trained At |
| ๐ Scout |
INFANTRY |
0 | 5 | 2 |
30 | 0 | 1 |
60s | Training Camp |
| ๐ง Scavenger |
INFANTRY |
10 | 15 | 5 |
20 | 50 | 1 |
90s | Training Camp |
| โ๏ธ Militia |
INFANTRY |
25 | 30 | 15 |
12 | 15 | 2 |
120s | Training Camp |
| ๐ฏ Sniper |
INFANTRY |
50 | 10 | 20 |
8 | 5 | 3 |
180s | Sniper Nest |
| ๐ Truck |
VEHICLE |
15 | 20 | 30 |
15 | 200 | 5 |
240s | Garage |
| ๐ War Rig |
VEHICLE |
100 | 40 | 80 |
6 | 50 | 10 |
480s | Garage |
| ๐ด Enforcer |
INFANTRY |
5 | 20 | 10 |
4 | 0 | 8 |
360s | Council Hall |
Role
Scouts cannot fight and carry no loot. Their sole purpose is intelligence gathering. Send them to enemy settlements to reveal troop counts, resource levels, and building layouts โ but only if your Scouts outnumber the defender's Scouts. The losing side in a scout-vs-scout engagement learns nothing and loses all Scouts sent.
Training Cost
๐ก
Always keep some Scouts at home. They defend against enemy scouting attempts. If you have 0 Scouts, any scout mission against you reveals everything for free.
Role
The workhorse of the early game. Scavengers are cheap, fast, and carry 50 resources each โ making them ideal for farming raider camps. Their combat stats are weak, so they rely on numbers or on Militia to do the fighting while they haul the loot. In PvP, they're used for quick resource raids: hit, grab, and run before reinforcements arrive.
Training Cost
๐ก
Carry capacity is king for farming. 20 Scavengers carry 1,000 resources total. 20 Militia only carry 300. Always include Scavengers in farming raids to maximize loot per trip.
Role
The backbone of every army. Militia have solid attack and the highest infantry defense, making them effective on both offense and defense. They're the default combat unit you'll use from early game through endgame. Their low carry capacity means they're fighters, not haulers โ pair them with Scavengers or Trucks for efficient raids.
Training Cost
๐ก
Militia are your defensive core. When you're offline, the troops defending your settlement are mostly Militia. Their 30 defense (infantry) combined with a Barricade Wall makes them expensive to crack.
Role
Pure offense. Snipers have the highest attack-per-unit of any infantry at 50, but their defense is abysmal. On offense, they're devastating โ a squad of Snipers dramatically increases your total attack power. On defense, they melt quickly. Use them in attack waves, never as a garrison. Their slow speed (8) also means they drag down your march travel time.
Training Cost
Requires
โ ๏ธ
Don't leave Snipers on defense. With only 10 infantry defense, they contribute almost nothing when your settlement is attacked. Send them out on raids and keep Militia at home for defense.
Role
The ultimate farming vehicle. At 200 carry capacity, a single Truck hauls as much as 4 Scavengers. They're also reasonably fast at speed 15 and have decent vehicle defense. The ideal farming army is Militia + Snipers for firepower and Trucks for hauling. Even 5 Trucks carry 1,000 resources โ enough to empty most mid-tier raider camps in one trip.
Training Cost
Requires
Role
The most powerful unit in the game. At 100 attack and 80 vehicle defense, a single War Rig outfights 4 Militia. They're the endgame assault unit for breaking through heavily fortified settlements and crushing high-tier raider camps. The trade-off: they're extremely expensive, very slow (speed 6 drags any army they join), and eat 10 food/hour. War Rigs are for decisive strikes, not casual farming.
Training Cost
โ ๏ธ
War Rigs slow your entire march. Speed 6 means any army with War Rigs takes nearly twice as long to reach targets. For time-sensitive operations, consider sending a fast Scavenger/Militia wave first, then follow up with War Rigs.
Role
The only unit that can conquer enemy settlements. Enforcers don't fight well โ they have 5 attack and speed 4, making them the slowest and weakest combat unit. Their power is political, not military: each surviving Enforcer reduces the target settlement's Loyalty by 20-35 points (random). When Loyalty hits 0, the settlement changes hands. You'll need a strong army escort to get them to the target alive, then 3-5 attack waves to grind Loyalty from 100 to 0.
Training Cost
Requires
๐ก
Conquest math: Loyalty starts at 100. Each surviving Enforcer reduces it by 20-35. With 3 Enforcers surviving, that's 60-105 reduction. You'll typically need 3-5 waves to conquer a settlement, and Loyalty regenerates at 1/hour between waves. Time your attacks to prevent regen from undoing your progress.