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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.
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)
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:
b. Trains. Trains have good rail cap and are primarily used from strategically transfering units about the map.









