This Guide covers all Military Unit Types in Civilization 5 Brave New World. UUs are covered elsewhere: Click to learn about Unique Units in Civ 5. All UUs are special variants of these Units, so it is not necessary to cover them in two places.
Melee | Ranged | Siege | Mounted & Armor | Naval | Aircraft & Missiles |
War & Peace | Combat Bonuses & Penalties | Fighting Wars & Capturing Cities | Annexing, Razing, & Puppeting |
Melee Units are the most basic forces in your Military, but are an essential part. Their higher Combat Strength allows them to protect Ranged and Siege Units, and along with Mounted/Armor and Naval Melee Units are the only Units capable of capturing Cities. They excel at beating up Ranged/Siege Weapons of the same era, thanks to their CS. Heavily Promoted Melee can be beasts just like any other Unit, but their need to be in the thick of Combat also puts them at higher risk of death.
It is wise to mix up your Melee such that some are better at fighting in Open and Rough Terrain. Focus Units down one path and stick to it. At times when they will need to get into tough battle, you can seek that terrain so that they will get a defensive modifier. This is especially important for Cities that are tough to take because of the surrounding Terrain. Having rough terrain combat bonuses will result in taking less damage along the way, while giving you time to get to tiles you can Pillage and heal. Fortify until the City is ready to go down, and then move in for the Capture. Having a slightly wounded Melee unit near the City will often cause the City to focus its attacks there, allowing your Catapults and Archers to do their thing.
Positioning Melee Units on hills or within forests along your borders will help protect against invasion. Units that have been Fortified 2 turns will get a 40% CS Bonus, along with the defensive Terrain bonus afforded by the land itself and your Promotions. Having ranged nearby, you can pick off Units as they come. Wars can be won using this strategy on a big scale. AI take unit losses into account and the balance of power at the current time when vying for Peace Treaties. If you're not out for a Domination Victory but have Cities nearby that you wish were under your control, this is a good way to take them without Warmonger Penalties.
PromotionsMelee Units' Promotions are a bit more varied than other types of Units', so I'll cover them a bit more here. All Promotions require I to III ranks in Shock (Open Terrain) or Drill (Rough Terrain) attack bonuses, which grant a 15% CS bonus when fighting in that type of Terrain (attacking there, or defending there. Stick with one type, so you can unlock the better upgrades:
Combat Strength: 5 | Range: Melee | Movement: 2 | |
Upgrade from: None | Upgrade to: Archer w/ Ancient Ruins | Upgrade Cost: N/A | |
Cost: 25 or 140 | Era, Tech, and Resource Reqs: Ancient - No Tech Requirement |
Make this the first thing you build in every game, so that you can meet City-States and find Ancient Ruins. Scouts can find more with Visibility, but make great Ranged units with their unique Survivalism Promotion line if you get an Ancient Ruin that upgrades them to an Archer. This rarely happens though, as the Scout must fight twice before finding that lucky ruin.
Combat Strength: 8 | Range: Melee | Movement: 2 | |
Upgrade from: None | Upgrade to: Swordsman | Upgrade Cost: 80 | |
Cost: 40 or 200 | Era, Tech, and Resource Reqs: Ancient - No Tech Requirement |
Every Civ starts with a Warrior (or a Warrior UU if they have one, such as the Jaguar). The most basic Melee Unit. I use mine to protect my first Worker, while my Scouts survey the map.
Combat Strength: 11 | Range: Melee | Movement: 2 | |
Upgrade from: Warrior, only w/ Ancient Ruin | Upgrade to: Pikeman | Upgrade Cost: 75 | |
Cost: 56 or 260 | Era, Tech, and Resource Reqs: Ancient, Bronze Working |
Has a 50% bonus vs Mounted. Given sometimes you lack Iron, they are a good alternative to Swordsmen. This Unit eventually becomes a Helicopter Gunship, so they're great to get Promoted and keep alive over the years.
Combat Strength: 14 | Range: Melee | Movement: 2 | |
Upgrade from: Warrior | Upgrade to: Longswordsman | Upgrade Cost: 100 | |
Cost: 75 or 390 | Era, Tech, and Resource Reqs: Classical, Iron Working, Iron |
If you have Iron, also get Composite Bowmen ASAP and you can build a good Classical-era fighting force for capturing Cities. Around that time, Cities should have only 12-20 CS, so they will not destroy this Unit easily.
Combat Strength: 16 | Range: Melee | Movement: 2 | |
Upgrade from: Spearman | Upgrade to: Lancer | Upgrade Cost: 200 | |
Cost: 90 or 370 | Era, Tech, and Resource Reqs: Medieval, Civil Service |
50% Bonus vs Mounted Units. Upgrades to a unit that requires Horses, the Lancer - eventually becomes an Anti-Tank Gun and Helicopter Gunship.
Combat Strength: 21 | Range: Melee | Movement: 2 | |
Upgrade from: Swordsman | Upgrade to: Musketman | Upgrade Cost: 70 | |
Cost: 120 or 460 | Era, Tech, and Resource Reqs: Medieval, Steel, Iron |
This Unit often sees little use because of the short trip up the Tech tree to Gunpowder and Musketmen, who also don't require Iron.
Combat Strength: 24 | Range: Melee | Movement: 2 | |
Upgrade from: Longswordsman | Upgrade to: Rifleman | Upgrade Cost: 160 | |
Cost: 150 or 540 | Era, Tech, and Resource Reqs: Renaissance, Gunpowder |
This Unit begins a series of Melee that do not require any Resources, freeing you to use Iron for ships or trade deals.
Combat Strength: 34 | Range: Melee | Movement: 2 | |
Upgrade from: Musketman | Upgrade to: Great War Infantry | Upgrade Cost: 200 | |
Cost: 225 or 740 | Era, Tech, and Resource Reqs: Industrial, Rifling |
Combat Strength: 50 | Range: Melee | Movement: 2 | |
Upgrade from: Rifleman | Upgrade to: Infantry | Upgrade Cost: 120 | |
Cost: 320 or 960 | Era, Tech, and Resource Reqs: Modern, Replaceable Parts |
Combat Strength: 70 | Range: Melee | Movement: 2 | |
Upgrade from: Great War Infantry | Upgrade to: Mechanized Infantry | Upgrade Cost: 10 | |
Cost: 375 or 1090 | Era, Tech, and Resource Reqs: Modern, Plastics |
Note the super-low Upgrade cost - this is because Infantry cost the same as Mechanized Infantry to Produce or Purchase outright.
Combat Strength: 65 | Range: Melee | Movement: 2 | |
Upgrade from: None | Upgrade to: None | Upgrade Cost: N/A | |
Cost: 400 or 1140 | Era, Tech, and Resource Reqs: Atomic, Penicillin |
Marines get extra defense while Embarked, extra Sight, and the Amphibious Promotion to eliminate Combat Penalties for attacking over Rivers or from the Coast.
Combat Strength: 65 | Range: Melee | Movement: 2 | |
Upgrade from: None | Upgrade to: XCOM Squad | Upgrade Cost: 60 | |
Cost: 375 or 1090 | Era, Tech, and Resource Reqs: Atomic, Radar |
They are able to Paradrop up to 9 tiles while in Friendly Territory. Get them to the edge of your Borders and they will be able to go quite far into enemy Territory. Use a pair and take a weakened City the next Turn. They are able to move one more time after Paradropping, but cannot attack. Use this movement to get into better position or Pillage. Also, no Movement cost to Pillage tiles. Great for dropping in to pillage Luxuries or Strategic Resources and simultaneously earn gold while healing the Unit.
Combat Strength: 90 | Range: Melee | Movement: 3 | |
Upgrade from: Infantry | Upgrade to: None | Upgrade Cost: N/A | |
Cost: 375 or 1090 | Era, Tech, and Resource Reqs: Information, Mobile Tactics |
Infantry with 3 moves, great! It's definitely a helpful Unit, though Modern Armor will outshine it. Still, it depends what direction you are moving in the Tech tree.
Combat Strength: 100 | Range: Melee | Movement: 2 | |
Upgrade from: Paratrooper | Upgrade to: None | Upgrade Cost: N/A | |
Cost: 400 or 1140 | Era, Tech, and Resource Reqs: Information, Nanotechnology |
This unit is very cheap given how powerful it is compared to every other Infantry here. Awesome weapons, and a very cool unit referencing Firaxis' XCOM: Enemy Unknown. Can Paradrop up to 40 Tiles away from within Friendly Territory. They lack the 0 Movement cost to Pillage, but get to keep it if upgraded from Paratroopers. A very capable Unit, ready to come to the rescue or capture a City immediately - they can attack on landing unlike the Paratrooper.
Melee | Ranged | Siege | Mounted & Armor | Naval | Aircraft & Missiles |
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