| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| waw_units [2010/10/31 19:05] – tweber | waw_units [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1 |
|---|
| 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. | |
| |
| a. Infantry I-IV. This is the basic unit. Doubled on the defense in non-clear terrain. Higher bonus in cities and fortifications. | |
| |
| 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. | |
| |
| 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. | |
| |
| 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. | |
| |
| e. Conscripts. Cheap. Fights like infantry but only 1 attack per round. | |
| |
| f. Engineers. Fights like infantry but also has build points and more bridge blowing points. Additionally requires a specialist to build. | |
| |
| g. Staff I-IV. Ineffective in combat. Has 50 staff points. Combat and morale modifiers increases with level. | |
| |
| 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|}} | |
| |
| 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. | |
| |
| 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. | |
| |
| 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. | |
| |
| b. AT guns. Particullary effective vs tanks | |
| |
| 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. | |
| |
| 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. Halftracks are shown below: | |
| |
| {{:china_halftrack.jpg|}}{{:ger_halftrack.jpg|}}{{:japan_halftrack.jpg|}}{{:west_halftrack.jpg|}}{{:sov_halftrack.jpg|}} | |
| |
| b. Trains. Trains have good rail cap and are primarily used from strategically transfering units about the map. | |
| |
| |