
Peasant Sight: 4 HP: 30 Attack: 1-5
Armor: 0 Range: 1 Cost: 400G
Peasants are used to gather gold and lumber and build buildings. Build many of them early in the game with
most focused on gathering gold. Make sure they have a whole lot of protection; these gatherers have 30 HP and no armor. Peasants
are trained at the Town Hall.

Footman Sight: 4 HP: 60 Attack: 2-9 Armor:
2 Range: 1 Cost: 600G
Footmen are the Alliance's level 1 melee soldier. They have enough HP to take a beating and like it, so use them
initially for defending your peasants from Grunts and Axethrowers. A good idea is to quickly build a blacksmith and
spend the meager 300G 300W to upgrade the armor for your footmen, effectively doubling that statistic. Footmen are trained
at the Barracks.

Elven Archer Sight: 5 HP: 40 Attack: 3-9 Armor:
0 Range: 4 Cost: 500G 50W
Elven Archers are a pretty pathetic unit. Their mere 40 HP and no armor make them an easy target for grunts.
Stay away from this unit until you can upgrade them to Rangers. With both arrow upgrades, Marksmanship, and Improved
Bows, they actually become a unit that can survive in the real world. Elven Archers require and Elven Lumber Mill to
be built. They are trained at the Barracks.

Ballista Sight: 9 HP: 110 Attack: 25-80
Armor: 0 Range: 8 Cost: 900G 300W
The Ballista packs a powerful punch against enemy builidings. If your opponent builds lots of towers, send in a
couple Ballistas under support of Knights and there will be no problem. The upgrades for Ballistas are way too
expensive; if you have enough gold to spare for them, you should have spent it on training Knights for an attack. The
Ballista requires a Blacksmith and is trained at the Barracks.

Knight Sight: 4 HP: 90 Attack: 2-12 Armor:
4 Range: 1 Cost: 800G 100W
The Knight has HP, speed, and armor which make it the ultimate solution to your Warcraft II problems. With both
armor upgrades, it has eight armor making it ideal for fighting melee units while its speed gives it the edge over ranged
units. The Knight requires a Stables and is trained at the Barracks.

Ranger Sight: 6 HP: 50 Attack: 3-9
Armor: 0 Range: 4 Cost: 500G 50W
The Humans are the only race in the Alliance that is durable. This upgraded Elven Archer is much more effective
because not only does he have those crucial 10 more HP but also the ability to learn Marksmanship and Improved Bows which
will give him more range and attack. Elven Archers are upgraded to Rangers at the Elven Lumber Mill. Rangers are trained
at the Barracks.

Dwarven Demolition Squad Sight: 4 HP: 40 Attack: 1-6
Armor: 0 Range: 1 Cost: 700G 250W
These Dwarves are very effective against high hit point units, walls, and buildings. They are very fragile, so
it takes practice to learn how to drop their load to make the most damage. I have found that they are best when taking
out Farms and Towers; they are also effective at leveling rock walls and felling trees. Demo Squads are trained at the
Gnomish Inventor.

Paladin Sight: 5 HP: 90 Attack: 2-12 Armor:
4 Range: 1 Cost: 800G 100W
The Paladin is an upgraded Knight with the ability to cast some spells. Healing is an excellent spell to use in
and out of battle. Holy Vision is useful; don't even research Exorcism. It only works on undead. Use this
unit as much as possible. The Knight is upgraded at the Church. Paladins are trained at the Barracks.

Mage Sight: 9 HP: 60 Attack: 5-9 Armor:
0 Range: 2 Cost: 1200G
The Mage has a weak attack but a few of his spells give him vicious abilities. I have found that you can save a
lot of gold by only researching Blizzard and Polymorph. By combining these two spells and Fireball which he starts out
with, a few Magi can wreak major havoc. Protect him with Paladins since the Mage is fragile. He is trained
at the Mage Tower.
Naval Units

Oil Tanker Sight: 4 HP: 90 Attack: 0 Armor:
10 Range: 1 Cost: 400G 200W
Oil Tankers are essentially Peasants of the sea. They build Oil Platforms on top of oil spots (darker marks on
the water surface) and bring loads of oil to Oil Refineries or Shipyards. An effective way to cripple an enemy's navy
is to cut off its production of oil by destroying Oil Platforms and sinking tankers. Be sure to protect you own though.
The Oil Tanker is built at the Shipyard.

Elven Destroyer Sight: 8 HP: 100 Attack: 2-35
Armor: 10 Range: 4 Cost: 700G 350W 700O
The Destroyer is an effective naval unit. It has much more speed and a higher rate of fire than Battleships do.
You can usually avoid damage to your destroyers by moving them when the enemy ship fires. You Destroyer will take much
more damage directly than by area of effect. Your navies should consist of a few Destroyers. Elven Destroyers
are built at the Shipyard.

Transport Sight: 4 HP: 150 Attack: 0 Armor:
0 Range: 1 Cost: 600G 200W 500O
Transports are a vital part of the navy for any map that is mostly water. Ferrying units across the water is essential
for attacking enemy bases, but that is the only use for Transports. They hold six units, so three Transports can hold
two groups of nine Paladins. There is not much to say about these boats. Transports require a Foundry and are
built at the Shipyard.

Gnomish Submarine Sight: 5 HP: 60 Attack: 10-50
Armor: 0 Range: 4 Cost: 800G 150W 900O
Those sneaky Gnomes built subs that submerge so only towers, flyers, and other submerged units can see them. You
should probably stick to destroyers and battleships because of not only shore bombardments but battleships can also blast
subs out of the water with their Attack Ground ability. Gnomish Submarines require a Gnomish Inventor and are trained
at the Shipyard.

Battleship Sight: 8 HP: 150 Attack: 50-130
Armor: 15 Range: 6 Cost: 1000G 500W 1000O
These hulking ships are canned power. Their slow but strong shots can be avoided by moving ships while the juggernauts
fire. If a sub is harrassing you, use the battleship's Attack Ground are target where the shot is coming from.
Battleboats also have good shore bombardment abilities. Battleships require a Foundry and are built at the Shipyard.
Air Units

Gnomish Flying Machine Sight: 9 HP: 150 Attack: 0
Armor: 2 Range: 1 Cost: 500G 100W
The flying machine is actually a Gnome sitting on a bicycle with wings. They have no attack but are extremely fast
and have the highest sight range. Due to their scouting abilities and cheap cost, it is a good idea to train one for
finding gold mines and enemy bases or expansions. The Gnomish Flying Machine is built at the Gnomish Inventor.

Gryphon Rider Sight: 6 HP: 100 Attack: 8-16
Armor: 5 Range: 4 Cost: 2500G
These guys actually make Elven Archers/Rangers worth something because they can only be targeted by ranged attacks.
However, it is better just to train your own Gryphon Riders because they can do more than one thing. Since they are
so expensive and have a slow attack, it is better just to make large armies of Knights. Gryphon Riders are trained at
the Gryphon Avairy
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