Civilization V unit stats including Destroyer, Fighter, Foreign Legion, Infantry, Ironclad, Panzer, Submarine, and Tank.
Destroyer
Hammer Cost - 420
Resources Cost - None
Combat Type - Naval
Tech Required - Electricity
Bonuses - +3 Sight, Can see Submarines, Strong against Submarines, Interception
Penalties - Cannot melee attack
Combat Strength - 35
Ranged Combat Strength - 22
Range - 2
Movement - 8
Obsolete By - N/A
Upgrades To - N/A
Notes - The Destroyer will act as the standard naval unit, they are powerful against enemy naval units, and can bombard ground targets. This is adding in that their cost does not involve resources, and they have excellent movement to boot. This really does make them the standard unit of all navies, they are cheap, efficient, and easy to use.
Fighter
Hammer Cost - 450
Resources Cost - Oil
Combat Type - Air
Tech Required - Flight
Bonuses - Interception, Air Sweep, Air Recon, Strong against Helicopters
Penalties - None
Combat Strength - N/A
Ranged Combat Strength - 50
Range - 8
Movement - N/A
Obsolete By - N/A
Upgrades To - Jet Fighter
Notes - The fighter is your basic aerial unit. Fighters are useful as they can target both air and ground units. Air units can be targeted by fighters by using them as intercept units, or they can bomb ground targets, not bomb, more strafing runs. They are also useful to keep around, since Helicopters tend to start being built, and they are powerful against ground units.
Foreign Legion
Hammer Cost - 350
Resources Cost - None
Combat Type - Gunpowder
Tech Required - Replaceable Parts
Bonuses - +20% Combat Bonus when not fighting in Friendly Territory
Penalties - None
Combat Strength - 36
Ranged Combat Strength - N/A
Range - N/A
Movement - 2
Obsolete By - N/A
Upgrades To - Mechanized Infantry
Notes - The French Foreign Legion, which is obviously a French unique unit, are the same in terms of power, however, they have the added benefit that when they are not fighting in friendly (your own or allied) territory, they get a combat bonus. That makes them useful as the spearhead of your attacks against your enemies, they get a bonus after all.
Infantry
Hammer Cost - 350
Resources Cost - None
Combat Type - Gunpowder
Tech Required - Replaceable Parts
Bonuses - None
Penalties - None
Combat Strength - 36
Ranged Combat Strength - N/A
Range - N/A
Movement - 2
Obsolete By - N/A
Upgrades To - Mechanized Infantry
Notes - Infantry is well, your basic ... infantry unit. They are armed with guns, and ready to rock and rull. They are powerful and they are multirole on the ground. They suck against tanks, so they are used to take out other infantry units, and just cause a source of annoyance to the enemy.
Ironclad
Hammer Cost - 220
Resources Cost - Coal
Combat Type - Naval
Tech Required - Steam Power
Bonuses - None
Penalties - Cannot melee attack, Cannot enter Ocean tiles
Combat Strength - 35
Ranged Combat Strength - 18
Range - 2
Movement - 4
Obsolete By - Telegraph
Upgrades To - Battleship
Notes - Ironclads are powerful naval units, they are the predecessor to the destroyer, but they have one severe weakness, the fact that they cannot enter ocean tiles, which makes them strictly useful to protect your own seas, nothing else. They are cheap to produce though.
Panzer
Hammer Cost - 450
Resources Cost - Oil
Combat Type - Armoured
Tech Required - Combustion
Bonuses - Can move after attacking
Penalties - No defensive bonuses, Penalty when attacking Cities
Combat Strength - 60
Ranged Combat Strength - N/A
Range - N/A
Movement - 5
Obsolete By - N/A
Upgrades To - Modern Armour
Notes - The Panzer is the German unique replacement to the Tank. The Panzer is superior to the tank in both combat, and movement, which makes anyone facing a Bismarck wanting to have a few anti-tank units lying around, ready to destroy them before they cause too much damage.
Submarine
Hammer Cost - 380
Resources Cost - None
Combat Type - Naval
Tech Required - Refrigeration
Bonuses - Invisible to other units, Can see submarines, Can enter enemy territory, Can enter ice tiles
Penalties - None
Combat Strength - 25
Ranged Combat Strength - 60
Range - 3
Movement - 5
Obsolete By - N/A
Upgrades To - Nuclear Submarine
Notes - The submarine is one of the best units to toy with in the sea, mainly because they are invisible to other units, except destroyers and submarines, so they are able to sneak up, destroy a carrier or battleship, and escape before they are spotted. This makes them the best counter to the high-end naval units.
Tank
Hammer Cost - 450
Resources Cost - Oil
Combat Type - Armoured
Tech Required - Combustion
Bonuses - Can move after attacking
Penalties - No defensive bonuses, Penalty when attacking Cities
Combat Strength - 50
Ranged Combat Strength - N/A
Range - N/A
Movement - 4
Obsolete By - N/A
Upgrades To - Modern Armour
Notes - The tank, the upgraded cavalry u
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