Ground Units
Overview
In Project X, land warfare is a critical aspect of gameplay, encompassing a variety of strategies, tactics, and engagements between opposing ground forces. Players command infantry, armored units, artillery, and support elements to achieve strategic and tactical objectives on diverse terrains. Success in land warfare requires effective maneuvering of troops to gain advantageous positions, utilizing terrain for defense and cover, and coordinating assaults to disrupt and defeat enemy forces. Balancing offensive and defensive operations is essential, with a focus on mobility, firepower, and logistical support to maintain campaign momentum. The ultimate goal in Project X's land warfare is to dominate the battlefield, control key territories, and achieve military objectives that align with the overall goals of the conflict.

Unit Pages
Land Combat Mechanics
In Project X, the game mechanics are designed to simulate realistic and strategic military operations.
Supply
Supply is used by combat capable units of a country's Armed forces. Modern mechanised armies consume vast amounts of supplies like food and repair equipment but especially fuel and ammunition.
A Combat unit can be supplied by 2 ways. They are Logistics units or by cities.
Logistics Units
A logistics unit can supply any units that are the same size or smaller within a 2 sector radius. For example a Logistics Battalion can supply any size 3 group of units or smaller that are within a 2 sector range.
City Supplies
If a City has a road connecting to the capital city it can supply any units inside of its sector no matter its unit size. This does not count if the road is captured by the enemy.
Supply Shortage
If a unit does get supply then it will be in a Supply shortage. This means the following effects will be placed upon the unsupplied unit.
Un-Supplied Units Effects
Cannot Defend
Cannot Attack
Only can move 1 sector a turn
HQ
HQ units serve as the nerve centre of military operations, providing leadership, direction, and support to ensure the success of missions and the readiness of military forces.
HQ Units
A HQ unit can command 4x its own unit’s size within a 1 sector radius. For example a HQ Battalion is a size 3 unit so it can command 12 unit sizes.
No HQ
If a unit is not in range of a HQ unit then it will become disorganised. This means the following effects will be placed upon the disorganised unit.
Disorganised Units Effects
Only can move 1 sector a turn
Deals half damage (round fractions down)
Has half defence (round fractions down)
Rotary Warfare
A modern attack helicopter has two primary roles: first, to provide direct and accurate close air support for ground troops; and second, the anti-tank role to destroy grouped enemy armour.
Range
An Attack helicopter can attack all ground units within 3 sectors of an Airfield or Airport. Because of the helicopter's ability to fly close to the ground (NOE) it cannot be attacked by any AA capable units.
Combat
When using an attack helicopter to attack other units it follows very similar rules to all other land units. For an attack to be successful the helicopter must roll a damage score higher than the attacker's defence. Everytime the helicopter attacks there is a 25% chance for the helicopter to be destroyed no matter what the roll was.
Artillery Warfare
Artillery is critically important in modern warfare due to its ability to deliver powerful and sustained firepower over long distances. It also significantly enhances the effectiveness of military operations, making it a vital component of combined arms warfare.
Movement
To attack an enemy unit the artillery must use 1 of its movement points. A mechanised artillery unit does not need to spend any movement points in order to attack. Both artillery capable units are able to attack any enemy units within 2 sectors of itself. Both artillery units cannot perform counter battery attacks.
Combat
If the attack was successful then the enemy unit that was attacked has a 50% chance of being destroyed or suppressed. When a unit is suppressed it cannot move at all next turn. If the attack was unsuccessful then nothing happens to both units.