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UNCLAS // STRAT-BRIEF

Fortress Guard

HP
15
Damage
5
Range
2
Move
2
AP
5
Sight
2

Combat role

Chinese Harmony elite defender — 15 HP and Range 2 make it a mobile firebase built to hold border tiles indefinitely.

Lore

The Chinese Harmony's grand strategy fits in one sentence its academies attribute to a Warring States text: the state that cannot be entered cannot be defeated. The Fortress Guard is the sentence made flesh — combined-arms garrison battalions that carry their fortifications with them: modular barrier systems, automated sentry turrets, and a fire-control net that turns any tile they occupy into a prepared position by nightfall.

Guard units rotate through the Harmony's border marches on multi-year postings. The soldiers memorize their ground to the individual boulder; ranging stakes stand on every approach, registered to the meter, years before anyone is foolish enough to advance past them.

Harmony war games rarely record Fortress Guard victories. They record something the doctrine values more: attacks that were planned, priced, and cancelled.

When to use

Plant Fortress Guards on border tiles, chokepoints, and captured cities you intend to keep: 15 HP absorbs a full assault and Range 2 punishes attackers before they close. Do not march them into offensives — that wastes everything they are.

Counters

Strong against

  • Infantry
  • MobileGroup
  • SwiftRaider
  • DroneSwarm

Weak against

  • SiegeCannon
  • Artillery
  • HeavyTank

Units