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waw:waw_units [2010/11/03 21:58] tweberwaw:waw_units [2026/06/22 12:21] (current) – external edit 127.0.0.1
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-====1.  Infantry ====+====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__. 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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 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)
  
-{{: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|}}  
  
 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. 
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 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. 
  
-====2.  Guns ====+====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. 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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 c.  Flak.  Particuallary effective vs planes c.  Flak.  Particuallary effective vs planes
  
-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 ==== 
 + 
 +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.
  
 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:
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 {{: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|}}
  
-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 ==== 
 + 
 +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.
  
 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.  
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 {{:japan_n_air-ii.jpg|}} {{:west_nav_air_ii.jpg|}} {{:japan_n_air-ii.jpg|}} {{:west_nav_air_ii.jpg|}}
  
-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 ==== 
 + 
 +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.
  
 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.  
waw/waw_units.1288821504.txt.gz · Last modified: 2026/06/22 12:15 (external edit)

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