Halberdier

Slow heavy infantry whose polearms pierce armored beasts.

Overview

The Halberdier is a heavy foot unit that fights at close range, against units on neighbouring tiles. It plays the role of the Mech in Advance Wars, with the same stats. Like every foot soldier, it can capture properties.

Attacks

Base damage against full-health targets on open ground, before commanders, luck and terrain. The primary weapon uses ammo (3 shots); the secondary never runs out.

Secondary weapon

Threats

What hits the Halberdier hardest, in base damage (the stronger of the attacker's weapons).

Movement

Movement points each terrain costs a heavy foot unit (2 a turn).

  • Grass1
  • Tall Grass1
  • Thicket1
  • Brambles1
  • Trail1
  • Boulder1
  • Hollow1
  • Creek1
  • Pond—
  • Lily Pads—
  • Shore1
  • Base1
  • Workshop1
  • Dock1
  • Roost1
  • Outpost1
  • Storehouse1

Transport

Can ride in: Caravan Skyferry Raft

Commanders

Commanders whose abilities or powers change the Halberdier. Every power also gives all units +10% attack and defense, which isn't listed.

CommanderEffect
Dusty+10% attack (Super CO Power), +1 movement (Super CO Power)
Bandit+20% attack, +10% attack (CO Power), +1 movement (CO Power), +30% attack (Super CO Power), +2 movement (Super CO Power)
Bjorn−10% attack
Rumble−10% attack
Kira+30% attack, +30% defense, +20% attack (CO Power), +20% attack (Super CO Power), +20% defense (Super CO Power)
Tanuki+1 vision, +1 vision (CO Power), +1 vision (Super CO Power)
Sensei+40% attack
Goro+30% attack, −20% defense, +20% attack (CO Power), +50% attack (Super CO Power)
Wriggle+1 movement (CO Power), +2 movement (Super CO Power)
Carapace+10% attack
Hivemind+20% attack, +20% defense
Cinder+1 movement (CO Power), +2 movement (Super CO Power)
Vesper+10% attack, +10% defense