Just for the record how investing points in Power works:<br/><br/>While buying a unit, you have to invest in two things - the type and their level of training. Their level of training represents how difficult it is to command them, to keep discipline on the battlefield (Warfare roll; modified by the type as well) as well as the experience points they have to invest in their abilities. There are four levels of training:<br/><ul class="bbc_list"><li type="disc">Green: costs 1 point - Discipline: Challenging (9) - 20 xp</li><li type="disc">Trained: costs 3 points - Discipline: Routine (6) - 60 xp</li><li type="disc">Veteran: costs 5 points - Discipline: Easy (3) - 100 xp</li><li type="disc">Elite: costs 7 points - Discipline: Automatic (0) - 140xp</li></ul>Type is basically what the unit is - garrison? infantry? archers? guerilla? healers? etc. Every type has cost, bonus/penalty to Discipline DC, and a set of abilities that their XP can be spent on. It is possible to create multi-type units, giving them a wider range of abilities they specialise in.<br/><br/><ul class="bbc_list"><li type="disc">Archers - costs +3p - +3 to Discipline DC - Agility, Awareness, Marksmanship</li><li type="disc">Cavalry - costs +5p - –3 to Discipline DC - Agility, Animal Handling, Fighting</li><li type="disc">Criminals - costs +1p - +6 to Discipline DC - Endurance, Fighting, Stealth</li><li type="disc">Crusaders - costs +4p - +0 to Discipline DC - Athletics, Endurance, Fighting</li><li type="disc">Engineers - costs +2p - +3 to Discipline DC - Endurance, Fighting, Warfare</li><li type="disc">Garrison - costs +2p - –3 (when home)/+3 (when not home) to Discipline DC - Awareness, Endurance, Fighting</li><li type="disc">Guerillas - costs +2p - -3 (when on their favoured terrain)/+3 (when not) to Discipline DC - Athletics, Marksmanship, Stealth</li><li type="disc">Infantry - costs +4p - +0 to Discipline DC - Athletics, Endurance, Fighting</li><li type="disc">Mercenaries - costs +1p (and extra Wealth points depending on their level of training) - +3 to Discipline DC - Athletics, Endurance, Fighting</li><li type="disc">Peasant Levies - costs +0p (every peasant levy reduces Population by 2) - +6 to Discipline DC - Animal Handling, Awareness, Survival</li><li type="disc">Personal guards - costs +6p - –6 to Discipline DC - Athletics, Endurance, Fighting</li><li type="disc">Raiders - costs +3p - +3 to Discipline DC - Agility, Endurance, Fighting</li><li type="disc">Sailors - costs +4p - +0 to Discipline DC - Agility, Awareness, Fighting</li><li type="disc">Scouts - costs +2p - +3 to Discipline DC - Awareness, Endurance, Stealth</li><li type="disc">Special - costs +4p - +0 to Discipline DC - Any three</li><li type="disc">Support - costs +2p - +3 to Discipline DC - Animal Handling, Endurance, Healing</li><li type="disc">Warships - costs +7p - +0 to Discipline DC - Awareness, Fighting, Marksmanship</li></ul><br/>Each unit consists of 100 men, 20 men and horses, or 5 warships.<br/><br/>If we have only 5 points of Power to invest, I'd suggest Trained Garrison. For 1 more Power point, you could take Trained Garrison/Archers, for example. Or 2 green units of some cheap type maybe.