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Unit Types & Counters in Frontkrieg: Infantry to Air Force

A player who throws plain infantry at tanks loses the whole army in one turn. In Frontkrieg, a free real-time grand-strategy game set in World War 1, each of the 13 unit types has clear strengths and weaknesses — and understanding these counters decides who holds a province and who retreats.

This guide breaks down Frontkrieg's ground, air, and naval units with exact attack, defense, and hit point (HP) values, plus a practical counter list: what beats what. It's built for both newcomers still choosing a first army and experienced players who want to calculate fights more precisely.

Key takeaways:

  • Cavalry (ground attack 12) efficiently breaks infantry (defense 5), but is itself vulnerable to armored cars (defense 15).
  • Artillery deals 5 damage to buildings and fortresses but has only 1 ground defense — keep it behind infantry.
  • The tank (140 HP, 30 attack/defense) is the mid-game workhorse unit; the heavy tank (200 HP) is stronger but only unlocks at factory level 3.
  • The fighter has the highest air attack of any unit (25) and is the only reliable counter to enemy aviation.
  • The submarine deals 40 damage to fleets and has zero attack against ground or air — a highly specialized naval ambush unit.

Table of Contents

Ground Units: Infantry, Cavalry, Armor {#ground}

Frontkrieg's land army is built from barracks, the workshop, and the factory, and consists of seven unit types.

Infantry — the baseline unit: 4 ground attack, 5 ground defense, 20 HP. Costs 5,500 money and trains in 1 in-game hour straight from the recruitment point, making it the first unit in any army.

Cavalry — a raiding unit with 12 ground attack (three times infantry), 6 defense, 30 HP. Requires barracks plus a level-1 workshop and takes 3 hours to train. Ideal for fast breakthroughs against lightly defended provinces, but costly to maintain (2$/hour plus grain).

Armored car — a defensive unit: 15 ground defense against only 6 attack, and 45 HP. This is the best answer to cavalry and light raids, which is why experienced players keep several armored cars in border provinces.

Artillery — a demolition unit: 5 attack against buildings, 8 against ground targets, but only 1 ground defense and 20 HP. Unescorted artillery in the open dies first — always keep infantry or armor in front of it.

Tanks and Heavy Armor

Tank — 30 attack and defense on the ground, 140 HP. Built at factory level 2 in 14 hours, costing 25,000 money plus 200 iron and 150 oil. This is the backbone of the mid and late game.

Heavy tank — 45 ground attack, 50 defense, 200 HP. Only available from factory level 3, with 18 hours of production. The toughest ground unit in the game.

Railway gun — a unique unit with 30 attack against both fleets and ground targets, but tied to the railway network and requiring factory level 3.

Air Units: Aviation in the Game {#air}

The aerodrome unlocks three types of air units.

Balloon — a reconnaissance unit with minimal attack and defense (0.5–4) and 20 HP. Used for scouting territory, not combat.

Fighter — 25 air attack and 25 air defense, 40 HP. The strongest unit against enemy aviation and effectively the only reliable counter to bombers and balloons.

Bomber — 40 ground attack and 45 fleet attack (the highest anti-ship attack value of any unit), 180 HP. Built at aerodrome level 1 and factory level 3 in 14 hours. The main threat to any fleet not covered by fighters.

Naval Units: Fleet and Transport {#naval}

The harbor unlocks four ship types.

Light cruiser — a balanced unit with 10 attack and defense across the board, 100 HP.

Battleship — the most powerful surface ship: 45 ground attack, 15 air and fleet attack, 250 HP. Costs 50,000 money and 16 hours to build.

Submarine — attacks only fleets (40 damage), with 30 fleet defense, and has no attack or defense value against ground or air targets at all. A narrow but powerful ambush unit against ships.

Transport — only 1 fleet attack and defense, 100 HP. Not built for combat: it ferries ground units across the sea.

Counter Table: What Beats What {#counters}

Instead of a complex table, here's a practical rock-paper-scissors counter list that actually works in Frontkrieg:

  • Against infantry — cavalry (12 attack versus 5 defense) or artillery against an exposed position.
  • Against cavalry — armored cars (15 defense) or tanks.
  • Against unescorted artillery — any ground unit with defense above 1, especially cavalry with its 12 attack.
  • Against tanks — heavy tanks (50 defense) or railway guns (30 ground attack).
  • Against aviation — fighters (25 air attack); ground units are almost powerless against the sky.
  • Against fleets — submarines (40 fleet attack) or bombers (45 fleet attack).
  • Against buildings and fortresses — artillery (5 attack on buildings) combined with infantry cover.

Tip: no unit is universal. The tank is strong on the ground but has only 2 air attack — without fighter cover, a ground column is defenseless against bombers.

Practical Strategy: Building an Army Against the Enemy {#strategy}

  1. Scout the enemy with a balloon or through diplomacy before committing to heavy armor.
  2. Keep a mixed composition: infantry or armored cars as a shield, artillery or tanks as the strike force, fighters as air cover.
  3. Never send artillery unescorted — 1 ground defense means an instant loss against a cavalry or air counterattack.
  4. Plan production ahead of time: heavy tanks and bombers require factory level 3, which only unlocks from a certain in-game day.
  5. Against a fleet with no submarine or fighter escort, attack with bombers — 45 fleet attack breaks through almost any ship.

Read more about the first steps of the game in the beginner's guide, or jump straight into combat — enter the lobby and build your first army.

FAQ: Common Questions About Units {#faq}

What's the best unit against tanks in Frontkrieg?

The best counter to a tank is a heavy tank, with 50 defense against a regular tank's 30 attack, or a railway gun with 30 ground attack. A plain tank (30 defense) loses to a heavy tank without support.

Why does artillery die so fast?

Artillery's ground defense is just 1, the lowest of any ground unit. It's designed to deal damage (5 attack on buildings, 8 on ground targets) rather than withstand counterattacks, so it needs infantry or armor cover at all times.

Can ground units beat aviation on their own?

Practically no. Most ground units have an air attack of no more than 2–5, while the fighter has 25. The only reliable answer to enemy aviation is your own fighters.

What's better against a fleet: submarine or bomber?

The submarine deals 40 fleet damage while staying invisible to ground and air units, making it ideal for ambushes. The bomber has an even higher fleet attack (45) but is itself vulnerable to enemy fighters. The strongest combination is using both together.

Conclusion

Frontkrieg's unit types are built on a mirrored counter system: cavalry beats infantry, armored cars beat cavalry, heavy tanks beat tanks, fighters control the sky, and submarines and bombers split control of the sea. Knowing the exact attack and defense numbers — not gut feeling — is what decides a battle.

Want to test these counters yourself? Play for free — a new match starts every day, there's no pay-to-win, and your first army is ready within the hour.

Historical background on WW1 military equipment: Wikipedia — World War I.

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