“ | Local Paramilitary Militia. Quickly called upon at times of military threat to the homeland. Their unit hit points depend on the morale of the mobilizing city. | ” |
The National Guard unit are your go-to Militia unit for quick mobilization. Given their long travel time and subpar combat properties, they should utilize airlift and be used for defensive missions. Their hit points depend on the morale of the mobilizing city. You will mainly want to consider this infantry for fast dispatch defense scenarios of your homeland provinces. Stacking these units is suggested as their combat properties are subpar compared to better equipped infantry. The tradeoff with National guard are their lack of need for any Army Base (note that they do require a Recruiting Office however), and fast mobilization. Further upgrades will make them resilient to chemical warfare, and provide more well rounded stats across the board.
Features[]
This unit has the following features on its final tier:
- Unlocked with Day 1 Research: Conquer Territory - Unit can conquer provinces/cities once it reaches their center-point.
- Unlocked with Day 1 Research: Airlift - This unit can be transported between airports/landing strips via airlift. Note that it is completely defenseless while in the air.
- Unlocked with Day 16 Research: Limited WMD Protection - Unit is better protected when attacked by missiles armed with chemical/Nuclear Warheads.
Requirements[]
Strategy[]
- The best way is to use National Guard with strike fighters to clear all enemies before sending the national guards to capture the land
- Never send national guards undefended as offense
- Upgrade them as soon as you can
- If you ever need to use them in a adirect combat, cities and city suburbs give them the best defense bonus