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| waw:waw_units [2010/11/02 11:22] – external edit 127.0.0.1 | waw:waw_units [2026/06/22 12:21] (current) – external edit 127.0.0.1 |
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| 1. **Infantry**. All infantry travel at foot speed which is slow (3 hexes in most terrain, 4 in road), but they do not have as many movement penalties in rough terrain. Level I attacks twice, Level II 3 times, Level III 4 times and Level IV 5 times per round. All infantry require a manpower point to build. They also have __limited bridge blow points__. | ====1. Infantry ==== |
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| | All infantry travel at foot speed which is slow (3 hexes in most terrain, 4 in road), but they do not have as many movement penalties in rough terrain. Level I attacks twice, Level II 3 times, Level III 4 times and Level IV 5 times per round. All infantry require a manpower point to build. They also have __limited bridge blow points__. |
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| a. Infantry I-IV. This is the basic unit. Doubled on the defense in non-clear terrain. Higher bonus in cities and fortifications. | a. Infantry I-IV. This is the basic unit. Doubled on the defense in non-clear terrain. Higher bonus in cities and fortifications. |
| h. Named leaders. Single units with 100 staff points. Combat and moral modifiers equivalent to Staff V. Cannot be built. Includes Rommel, Manstein, Guderian, Kesselring for Germans; Montgomery, O'Connor, Bradely and Patton for the West. Zhukov, Koniev and Rokossovky for the Soviets (Tukhachevshy available if Soviets do not have a purge) | h. Named leaders. Single units with 100 staff points. Combat and moral modifiers equivalent to Staff V. Cannot be built. Includes Rommel, Manstein, Guderian, Kesselring for Germans; Montgomery, O'Connor, Bradely and Patton for the West. Zhukov, Koniev and Rokossovky for the Soviets (Tukhachevshy available if Soviets do not have a purge) |
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| {{:250px-georgi_zhukov_in_1940.jpg|}}{{:general_guderian.jpg|}}{{:general_patton.jpg|}}{{:general_tukhachevsky.jpg|}} | {{:250px-georgi_zhukov_in_1940.jpg|}}{{:general_guderian.jpg|}}{{:general_patton.jpg|}} |
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| i. Horses. A horse will carry 1 infantry or 1 gun at slightly higher speed. | i. Horses. A horse will carry 1 infantry or 1 gun at slightly higher speed. |
| j. Worker battalions. Very cheap labor. Engineering stats similar to engineers but quite ineffective in combat. | j. Worker battalions. Very cheap labor. Engineering stats similar to engineers but quite ineffective in combat. |
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| 2. **Guns**. Guns are scaled down from the based AT version, so having 10 or 20 in a unit is not unusual. The cost and effectiveness is similar to infantry. Guns require Steel as a precursor to build. __Artillery counter battery is turned on__ (e.g., artillery fires back). Like infantry, higher levels of guns have more attacks. Artillery all moves at foot speed. | ====2. Guns ==== |
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| | Guns are scaled down from the based AT version, so having 10 or 20 in a unit is not unusual. The cost and effectiveness is similar to infantry. Guns require Steel as a precursor to build. __Artillery counter battery is turned on__ (e.g., artillery fires back). Like infantry, higher levels of guns have more attacks. Artillery all moves at foot speed. |
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| a. Artillery (Light and Heavy). Similar to base AT. Heavy artillery is 2/3rds more powerful. Artillery is key in wiping out defensive positions prior to an assault. Artillery has a range of 1. Note that bridges or more fragile so any serious bombardment will drop neighboring bridges. | a. Artillery (Light and Heavy). Similar to base AT. Heavy artillery is 2/3rds more powerful. Artillery is key in wiping out defensive positions prior to an assault. Artillery has a range of 1. Note that bridges or more fragile so any serious bombardment will drop neighboring bridges. |
| c. Flak. Particuallary effective vs planes | c. Flak. Particuallary effective vs planes |
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| 3. **Vehicles**. Vehicles are also scaled down from AT. All vehicles require Engines to build. Armored vehicles require Steel as well. Vehicles move quickly using wheel, tracked or rail movement. | ====3. Vehicles ==== |
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| | Vehicles are also scaled down from AT. All vehicles require Engines to build. Armored vehicles require Steel as well. Vehicles move quickly using wheel, tracked or rail movement. |
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| a. Trucks and halftracks. These units can carry 1 infantry or 1 gun. Trucks only require engines while halftrackes require engines and steel. Halftracks have twice the defense of trucks and better recon. A few halftracks are shown below: | a. Trucks and halftracks. These units can carry 1 infantry or 1 gun. Trucks only require engines while halftrackes require engines and steel. Halftracks have twice the defense of trucks and better recon. A few halftracks are shown below: |
| {{:ger_ltpnz_ii.jpg|}}{{:ger_ltpnz_iv.jpg|}}{{:sov_lttank_ii.jpg|}}{{:sov_lttank_iv.jpg|}}{{:west_lt_tank_ii.jpg|}}{{:west_lt_tank_iv.jpg|}} | {{:ger_ltpnz_ii.jpg|}}{{:ger_ltpnz_iv.jpg|}}{{:sov_lttank_ii.jpg|}}{{:sov_lttank_iv.jpg|}}{{:west_lt_tank_ii.jpg|}}{{:west_lt_tank_iv.jpg|}} |
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| 4. **Planes**. Planes are also scaled downed from AT. Standard formations have 10-20 units. Planes require both Pilots and Engines to build. There are 4 types of planes: Fighter, Dive Bombers, Level Bombers and Naval Air. Planes are more fragile than in AT so expect higher losses when attacking. | ====4. Planes ==== |
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| | Planes are also scaled downed from AT. Standard formations have 10-20 units. Planes require both Pilots and Engines to build. There are 4 types of planes: Fighter, Dive Bombers, Level Bombers and Naval Air. Planes are more fragile than in AT so expect higher losses when attacking. |
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| a. Fighters. Similar to AT. They are good for establishing air superiority and have good recon. Higher levels get more attacks and have better range. | a. Fighters. Similar to AT. They are good for establishing air superiority and have good recon. Higher levels get more attacks and have better range. |
| {{:japan_n_air-ii.jpg|}} {{:west_nav_air_ii.jpg|}} | {{:japan_n_air-ii.jpg|}} {{:west_nav_air_ii.jpg|}} |
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| 5. **Ships**. There are 6 ship classes. DD, CG, BB, Cargoships, Subs and Carriers. All ships require Hulls as a precursor to build. Combat ships have more attacks with levels. CV's can carry more planes as they level. | ====5. Ships ==== |
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| | There are 6 ship classes. DD, CG, BB, Cargoships, Subs and Carriers. All ships require Hulls as a precursor to build. Combat ships have more attacks with levels. CV's can carry more planes as they level. |
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| a. Cargo Ships. Perform similar role in AT. They can carry 20 infantry and fewer tanks. | a. Cargo Ships. Perform similar role in AT. They can carry 20 infantry and fewer tanks. |