Organization. Organization indicates the readiness of a unit to perform combat. A unit without organization cannot operate as it is supposed to, and such unit cannot stay in combat or move properly. The organization of a division is the average of the organization of the included battalions.
Defense. Known as "defensiveness" in previous games. Represents the number of defenses the unit has when defending, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and can not hold the defense as well.
Breakthrough. Known as "toughness" in previous games. Represents the number of defenses the unit has when attacking, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and cannot keep the offensive going as well.
Soft attack. Represents the ability of a unit to attack soft targets, that is, targets without armor or with very little armor, such as infantry. In combat this stat gives the number of attacks the unit can make against a target with low hardness.
Hard attack. Represents the ability of a unit to attack hard targets, that is, armored targets, such as tanks. In combat this stat gives the number of attacks the unit can make against a target with high hardness.
Armor. Representing the armor of a unit, if the armor value is higher than enemy's piercing value, the unit takes less damage in combat. Higher armor will also increase the units attacks in combat, as it can move around the battle field more freely without getting pinned or damaged.
Piercing. Represents the ability of a unit to pierce armor, if the value is higher than enemy's armor value, the unit makes more damage in combat.