Unit Experience and Healing
Units that survive battles do not stay the same. They earn experience, level up, and grow measurably stronger, which means a veteran army is worth far more than its unit count suggests. Understanding experience and healing is what turns a one-time force into a lasting one.
Earning experience
When your squad wins a fight and units survive, those survivors earn experience for the enemies they defeated. The amount is driven mostly by the soldier value of what you killed: tougher kills (Vehicles count for more than Infantry, Tanks more again) are worth more experience, with a small extra share based on how experienced the enemy was. Experience is then shared out across the eligible units that took part in the fight.
Two things follow from this:
- Dead units earn nothing. Only survivors keep their experience, so winning cleanly is far better than trading evenly. Protecting your veterans is protecting an investment.
- Punching up pays. Beating a stronger, more experienced enemy yields more experience than farming weak targets.
Leveling up
Experience accumulates toward levels. How much experience a level costs depends on the chassis, because the heavier chassis level more slowly:
- Infantry gain a level every 30 experience.
- Vehicles gain a level every 50 experience.
- Tanks gain a level every 70 experience.
A unit can reach a maximum of level 12. Each level grants a concrete stat increase, and the size of the bump scales with the chassis (Tanks gain the most per level, Infantry the least). Across the twelve levels a unit picks up:
- Several Hit Point increases, so veterans are noticeably harder to kill.
- A Damage increase around the early-middle levels and another in the later levels.
- A Range increase at level 6 and again at level 12.
Range never climbs past 5 even with levels, but everything else compounds. A maxed unit out-fights a fresh one of the same type by a wide margin, which is why veteran squads are kept alive and rotated rather than thrown away.
Healing
Combat hurts even when you win. Damaged survivors do not stay wounded forever: a unit that stays still heals 1 Hit Point per tick. There is no special facility or cost for this; it simply happens while the squad holds position and is not traveling or fighting.
This makes recovery a deliberate pause in your plans. After a hard fight, parking a battered squad for a stretch of ticks lets it heal back up before the next move, which is almost always cheaper than recruiting replacements. Heavier chassis with large Hit Point pools take longer to top off, so factor healing time into how soon a worn squad can safely go out again.
See also
Read Combat for how battles resolve and where experience is earned, and see Unit Types for the base Hit Points, Damage, and Range that leveling builds on.