Unit Types & Best Units

Every unit in Napoleon: Total War falls into one of four classes. The numbers below are real averages computed from the full 186-unit database — use them to understand what each class is for and which units sit at the top.

Infantry 76 units

The backbone of every army. Line infantry hold the centre; light infantry skirmish; guard regiments hit hardest.

Class average — morale 7.2, melee attack 6.1, defence 8.7.

Top exampleMoraleMeleeDefence
Semenovski Lifeguard 14 11 15
Old Guard 13 11 15
Dutch Grenadiers 12 10 14
Hungarian Grenadiers 9 12 12
Lifeguard Foot 12 9 15

Cavalry 62 units

Shock and pursuit. Use them to smash broken lines, run down routers and hunt enemy artillery — but keep them off squares.

Class average — morale 8.1, melee attack 9.7, defence 9.

Top exampleMoraleMeleeDefence
Grenadiers à Cheval 13 17 18
Horse Guards 14 16 16
Carabiniers 13 15 20
Chevaliers Garde 13 15 18
Archduke Ferdinand Cuirassiers 12 14 19

Artillery 16 units

Force multipliers. Foot artillery breaks formations; horse artillery keeps pace with cavalry; howitzers hammer fortresses.

Class average — morale 3.4, melee attack 2.4, defence 4.4.

Top exampleMoraleMeleeDefence
Artillerie à Cheval 5 4 8
Artillerie à Pied 5 4 8
Grand Battery of the Convention 5 4 8
10-lber Unicorn 3 2 3
12-lber Foot Artillery 3 2 3

Naval 32 ships

Ships of the line project power across the map. Guns, hull and speed define a ship’s role from razee to first rate.

Heaviest shipsGunsHullSpeed
122-gun Heavy First Rate 122 4190 12
122-gun Ship-of-the-Line 122 4000 13
106-gun First Rate 106 3820 13
98-gun Second Rate 98 3470 13
80-gun Ship-of-the-Line 80 1970 16
80-gun Steam Ship 80 2100 18

Building an army

A reliable stack is a solid block of line infantry to hold the centre, artillery to break formations, and cavalry held back for the flanks and pursuit. Lean into your faction’s above-average class (see the faction guides for where each nation is strong) and fill gaps with whatever you can recruit.

Unit Types & Best Units

Every unit in Napoleon: Total War falls into one of four classes: infantry, cavalry, artillery and naval. The numbers on this page are real averages computed from the full unit database, so you can see at a glance what each class is for and which individual regiments sit at the top of the pile.

Infantry is the backbone of every army. Line infantry hold the centre of the battlefield, light infantry skirmish ahead of the line, and guard regiments hit the hardest when morale starts to break. Cavalry are your shock troops and your pursuit force: use them to smash broken enemy lines, run down routers, and hunt exposed artillery — but keep them well away from formed infantry squares. Artillery are the great force multipliers: foot artillery breaks formations, horse artillery keeps pace with your cavalry, and howitzers hammer fortresses and gathered crowds. Naval units project power across the campaign map; a ship’s guns, hull and speed define its role from a light razee up to a first-rate ship of the line.

When you are building an army, a reliable stack is a solid block of line infantry to hold the centre, artillery to break formations, and cavalry held back for the flanks and the pursuit. Lean into your chosen faction’s above-average class and fill the gaps with whatever you can recruit from the local region.

Reading the averages

The averages in the table above are computed across every unit of a class in the database, not just the elite ones, so they describe the class’s typical capability rather than its best case. Infantry averages are pulled down by cheap militia and pulled up by guards; cavalry averages sit lower in count but higher in charge; artillery averages are dominated by the guns’ damage rather than their survivability; naval averages mix everything from brigs to first rates. Use them to set expectations, then drill into individual regiments with the comparator to find the specific unit that fits your plan.

Infantry in detail

Line infantry are the anvil of every Napoleonic battle. They are numerous, cheap to replace, and steady in a two- or three-rank firing line. Light infantry and rifle units trade raw firepower for range and the ability to shoot while moving, which makes them superb skirmishers and flank guards. Guard regiments — the elite of a faction’s roster — cost more and recruit slower but deliver the morale and melee edge that wins the decisive moment when an enemy line begins to waver. The universal rule is to never let formed infantry be caught in open order by cavalry, and to always guard their flanks with terrain or horsemen of your own.

Cavalry in detail

Cavalry win by shock, not by staying power. A charge delivered with momentum shatters unformed infantry and obliterates artillery crews, but the same regiment thrown against a steady square is destroyed. The skill is in the timing: charge, disengage, rally, and charge again. Reserve your cavalry for the moment the enemy line cracks, then hunt routers and guns rather than trading blows with other horsemen unless you clearly hold the charge and the numbers.

Artillery in detail

Artillery is the great equaliser because it punishes density from beyond musket range. Foot artillery is the reliable default for set battles and sieges; horse artillery keeps up with fast cavalry armies and is ideal for the pursuit; howitzers and mortars are the tools for fortress walls and clustered enemies. Screen your guns at all costs — they are slow, fragile, and a magnet for enemy cavalry. At close range use canister to shred formations; at distance use round shot to thin them before the lines meet.

Naval in detail

Naval units extend the same logic to the sea. Ships of the line carry the guns that decide fleet actions; frigates, brigs and sloops scout, raid trade, and chase routers; bomb vessels and rocket ships deliver explosive payloads against fixed positions. Steam and ironclad vessels arrive with later technology and ignore the wind, which reshapes late-game naval maths. Compare any two ships in the naval comparator to see how guns, hull and speed combine into a role.

Composing a balanced army

A balanced stack is not four equal blocks but a purpose-built tool. A typical effective army is roughly half line infantry, a quarter artillery, an eighth cavalry, and the remainder specialist guards or skirmishers, adjusted for your faction’s strengths. France leans on superb line infantry and artillery; Russia on endurance and cavalry; Great Britain on naval reach and steady troops abroad. Build to your faction’s edge, fill the gaps from regional recruitment, and let the database tell you exactly what is available where.

Using the tools

The unit database above is filterable by class, faction and stat, so you can answer “what is my best artillery?” in one click. The comparator lines up any two units side by side and highlights the higher value in gold, which settles recruitment arguments with raw numbers. Together they turn unit selection from guesswork into planning — which is exactly how Napoleon himself approached the battlefield.

Upkeep, cost and the economy of an army

Stats are only half the story; every unit also costs money to maintain and recruit. Elite guards and heavy cavalry are expensive to keep in the field, so an army that is all elites bleeds your treasury even when it is winning. The economical army balances a cheap, numerous core of line infantry against a small number of premium units used only where they matter. Naval units carry the same logic at a larger scale: a fleet of first rates is devastating but ruinous to maintain, while a mix of line ships and frigates gives you most of the power at a fraction of the upkeep. When the database shows two units close in stats, the cheaper one is often the smarter recruit.

Militia versus regulars

Militia are the other economic lever. They recruit fast and cheap, and a government building lets you raise them in any region you hold, which makes them ideal garrison troops and emergency reinforcements. What they lack is quality: militia break faster and shoot worse than regular line infantry, so they belong on walls and in reserve, not in your battle line. The disciplined player uses militia to hold the empire and regulars to win the wars, rather than mistaking a cheap garrison for a fighting army. Knowing that distinction is most of what separates a sustainable campaign from a bankrupt one.