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waw_units [2010/10/31 18:44] – tweberwaw_units [Unknown date] (current) – removed - external edit (Unknown date) 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. 
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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. 
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-b.  Assault Infantry has a represents shock troops, mortar platoons, etc...  Costs more, defends as Infantry, 50-100% bonus on offense depending on the terrain type. 
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-c.  Elite Infantry.  Even more expensive.  Fights as assault infantry.  Moves 25% faster and can be para dropped.  Has better recon and hiding ability.  Can also carry more supply. Additionally requires a specialist point to build. 
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-d.  Partisans.  Cannot be built but appear in Axis occupied territories under certain conditions.  Use less supply, not to effective in combat.  Better movement, hide and recon than infantry. 
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-e.  Conscripts.  Cheap.  Fights like infantry but only 1 attack per round. 
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-f.  Engineers.  Fights like infantry but also has build points and more bridge blowing points.  Additionally requires a specialist to build. 
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-g.  Staff I-IV.  Ineffective in combat.  Has 50 staff points.  Combat and morale modifiers increases with level. 
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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) 
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-{{:250px-georgi_zhukov_in_1940.jpg|}}{{:general_guderian.jpg|}}{{:general_patton.jpg|}}{{:general_tukhachevsky.jpg|}} 
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-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.  
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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. 
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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. 
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-b.  AT guns.  Particullary effective vs tanks 
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-c.  Flak.  Particuallary effective vs planes 
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waw_units.1288550686.txt.gz · Last modified: 2026/06/22 12:13 (external edit)

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