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For every failure, there is the glimmer of hope.
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Copyright 2005 - Staley, Deuce ex Defcon. Any site that wishes to host any of
my guides is free to do so, provided you contact me prior to posting the
guide(s), as I like to know where they're being used.
I cannot guarantee any site other than GameFAQs will always have the most
current form of my guides, so if there's ever any doubt, always check GameFAQs.
If you find an outdated form of any of my guides on any other site, please
contact me, and I will contact the site to get it updated.
If you have a suggestion, comment, complaint, request, or if you just want some
help, please let me know. You can find me on this game's board every night
from around 6pm to 2am CST and various times during the weekends. You can also
easily find me on my site:
http://thebrink.us/boards
Otherwise, you can drop me an email at cmstale@ilstu.edu or try me on AIM at
"Deuce ex Defcon".
Note: This guide is just my personal advice, information, and thoughts on this
game. If you have different opinions, strategies, and so forth, I will gladly
listen to you. If you have some information that you think would make a good
contribution to this guide, please feel free to share.
1.00) Walkthrough - Allies Campaign
1.01) Battle of El Alamein
1.02) Battle of Guadalcanal
1.03) Battle of Stalingrad
1.04) Battle of Kursk
1.05) Road to Rome
1.06) Operation Overlord: D-Day
1.07) Normandy Breakout
1.08) Operation Market Garden
1.09) Battle of the Bulge
1.10) Fall of Berlin
1.11) Battle of Iwo Jima
1.12) Invasion of Okinawa
2.00) Walkthrough - Axis Campaign
2.01) Airdrop on Crete
2.02) Battle of El Alamein
2.03) Battle of Suez Canal
2.04) Battle of Stalingrad
2.05) Invasion of Australia
2.06) Battle of Kursk
2.07) Defense of Normandy
2.08) Operation Sealion
2.09) Invasion of India
2.10) The Burning of Moscow
2.11) Assault on Midway
2.12) Invasion of Hawaii
3.00) Special Operations
3.01) Special Operations - USA
3.02) Special Operations - USSR
3.03) Special Operations - Germany
3.04) Special Operations - Japan
3.05) Special Operations - Britain
4.00) Commanders
4.01) Commanders - USA
4.02) Commanders - USSR
4.03) Commanders - Germany
4.04) Commanders - Japan
4.05) Commanders - Britain
5.00) Units
5.01) Units - USA
5.02) Units - USSR
5.03) Units - Germany
5.04) Units - Japan
5.05) Units - Britain
6.00) Buildings
6.01) Buildings - USA
6.02) Buildings - USSR
6.03) Buildings - Germany
6.04) Buildings - Japan
6.05) Buildings - Britain
7.00) Researches
7.01) Researches - USA
7.02) Researches - USSR
7.03) Researches - Germany
7.04) Researches - Japan
7.05) Researches - Britain
8.00) Attributes
9.00) End
9.01) Version History
9.02) Closing
"The Desert Fox, Erwin Rommel, has rolled through North Africa leading his
Afrika Corps, forcing the British army in Egypt to their last defensive line
before Cairo and the vital Suez canal. Through a valiant defense, the
British have stopped Rommel's advance, buying time for a counterattack that
may change the momentum of the North African theater. But the Desert Fox,
ever cagey, has prepared a devastating minefield in advance of the British
forces, taunting them and their attempt to avert the unstoppable flood of
German forces."
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Special Operations
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Britain - Montgomery's Forces
- Carpet Bombing
- Fighting Spirit
- Code Breaker
- Corps Reorganization
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Walkthrough
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This mission's easy, so there's no need to be concerned about time. Start by
deploying both trucks you start with, then build and deploy an Armor Division
HQ. Build and deploy a Motor Pool Truck, then build three Medium Tank
regiments from your Armor Division HQ. Finally, build and deploy an Ammo Depot
Truck.
Gather your three Medium Tank regiments and your Mechanized unit, then head for
the Italian oil refinery south-west of your base. Destroy everything near it
to take control of it, then retreat back into your green sphere of control to
regenerate your units and their health.
Next, head west along the northern beach and destroy all five guns along the
shore. Kill them carefully, one at a time, and retreat to your supply zone if
you take too much damage. Some Australian computer-controlled allies will land
on the beach eventually. They'll start building their own base, then rush the
German base suicidally.
Make sure all of your units are fully healed, then approach the German base
from the north-east. There are mines, but the Australians tend to take care of
a lot of them. Even if they don't, the damage caused by them isn't enough to
worry about, as long as you're somewhat careful with where you drive your
vehicles.
Your target is the German Corps HQ building, which shouldn't be hard to destroy
even if you completely ignore the defenses in the area. If you choose to
destroy the defenses, you can always retreat back to a supply zone to minimize
the damage you take. Either way, once the HQ building is destroyed, you will
win the mission.
"With the seemingly invincible Japanese fleet now defeated in the Coral Sea and
at Midway, the momentum of the war in the Pacific has shifted to the
Americans. At last an offensive war can be waged. The airfield on the island
of Guadalcanal must be taken from the Japanese and converted to Allied use,
and the island itself must be secured against counterattack."
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Special Operations
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USA - Arnold's Forces
- Carpet Bombing
- Propaganda War
- Secret Agent
- Corps Reorganization
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Walkthrough
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Start by building an Artillery Brigade Truck and deploying it, then build the
rifle grenade upgrade frm that building. Attach the two infantry units you
started the game with to the Infantry Division HQ, then build and deploy a
second Infantry Division HQ. Build and deploy three more Ammo Depots, then
build eight units of Assault Infantry.
Take your ten units of infantry (split them into two teams) to the airfield
south-west of your base. Take out the defensive bunkers one at a time until
they are all destroyed, dealing with enemy infantry units when necessary. Make
sure you retreat back to your supply zone when you take too much damage, or
you'll have to build more units.
Once every enemy around the airfield is defeated, you will gain control of it,
which gives you a supply zone in a radius around the airfield. Your next
objective is to destroy the HQ to the south, so the supply zone around the
airfield will be quite helpful to use on your damaged infantry units while
you're attacking the southern base.
When you have enough experience points built up in the upper-left corner of
your screen, use the carpet bombing on the southern base. Start moving your
infantry groups to the south, but move slowly. There are tons of well-hidden
Japanese units in the trees, and a half dozen or so bunkers to take out. Heal
your units in the airfield's supply radius when necessary, and keep making
progress towards the HQ to the south. Destroy it, and you'll win the mission.
"With the Wehrmacht stopped at Moscow, Germany has now turned its eyes to the
oil-rich Caucasus. If the Germans succeed in their endeavor, their Blitzkrieg
will be able to continue unhindered by fuel concerns. In order to secure
their flank against counterattack, the Germans must first seize the city of
Stalingrad at any cost. Unknown to the Germans, the Russians are preparing a
trap. As the bloody fight in Stalingrad continues, large Russian tank forces
are moving into position to launch a surprise attack to encircle and destroy
the Germans."
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Special Operations
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USSR - Zhukov's Forces
- Russian Sabotage
- Supply Drop
- Communist Purge
- Corps Reorganization
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Walkthrough
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Build and deploy an Infantry Division HQ, then attach your infantry units to
it. Attach your tank unit to the Armor Division HQ, then build and deploy a
Mechanized Division HQ. Build and deploy a Motor Pool Truck, then build and
deploy an Armor Division HQ. Build five more units of Medium Tanks, then build
and deploy two Ammo Depots to keep the tanks properly supplied. Finally, get
all three of the upgrades from the Motor Pool to make your tanks as strong as
they can be.
As you've likely noticed by now, you have a computer controlled ally in the
south-east. He's probably assaulting South Stalingrad right now as well as
the town directly between the two of you. Take your six Medium Tank regiments
to that town and help him liberate it. Make sure you keep your tanks healed,
or you'll have to waste a lot of time building new ones.
Once that town is taken, move on to the one in the middle of the map. Once
that one's taken, head over to the north-west corner and take the third one.
Once you've taken control of all three (and kept control of them so that you
have control of all of them at the same time), your secondary objectives will
be complete, and you'll see a message telling you that the German forces in
South Stalingrad have been severely weakened.
Take your tanks down there and help your computer buddy destroy what's left in
the city to win the mission.
"With the Russian winter now safely behind them, the Germans are anxious to
avenge their defeats at Moscow and Stalingrad. Armed with their new Tiger
tanks, they have launched their summer offensive. Against them stand the
Russian tank forces, drawn en masse for what will prove to be the largest tank
battle in history."
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Special Operations
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USSR - Rokossovksi's Forces
- Communist Zeal
- Double the Guard
- Rapid Deployment
- Corps Reorganization
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Walkthrough
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If you've been disappointed with how easy this game's been for the last three
missions, you're in for a pleasant (or not so pleasant, depending on how you
look at it) surprise during this mission.
You start with basically nothing in the way of units, but you do have a fairly
large base in the north-east that's only lacking a few buildings. You have
three town areas in the middle of the map, the middle one being the only one
that's in a very defendable condition. Which is good, since losing that center
town will also make you lose the mission.
Start by sending the two infantry units in the southern towns north to the
bottom entrance of Kursk (the center town). Have every unit in Kursk collect
near the entrance to the south, then go to your base in the north-east. Build
and deploy an Infantry Division HQ, then attach the units at the southern
entrance of Kursk to that new Division HQ. Don't worry about the ones in the
town to the north.
Build and deploy a Mechanized Division HQ, then get the Heavy Tank upgrade from
the Motor Pool structure. (You'll also want all of the other tank upgrades
from the Motor Pool.) Once you've got that, start building enough oil and ammo
capacity to fund six units of Heavy Tanks. (Each division of Heavy Tanks needs
twenty fuel and twenty ammo, so make sure you have at least a +120 ammo and a
+120 fuel availability.)
Once you have the six Heavy Tank divisions, send three to the town north of
Kursk, which you still hopefully have control of. Send the other three to the
bridge south of your base that leads to the two small cities above the southern
German base. When both units are close to the German bases, send them in at
the same time. The purpose is to run into the enemy bases and destroy the HQ
structures with complete and utter disregard to the safety of your tanks.
Trust me, this is the fastest possible way to beat this mission. If you try to
storm one of the two bases with a massive force, the other base will magically
somehow have about thirty armored divisions ready to attack Kursk. You're MUCH
better off just diving in and blasting both of the HQ buildings at once. And
once you do, the mission is over, so you don't really need those tank units
back anyway.
"With Sicily in Allied hands, Italy has been invaded and has dropped out of the
war. The Germans have taken over the defense of Italy and, aided by the
rugged Italian terrain, have stalled the Allied advance, allowing the bulk of
the Wehrmacht's troops to maintain the Eastern front. The Allies must take
the historic monastery of Monte Cassino to break the German defenses. In an
effort to outflank their enemies, the Allies have planned an amphibious
landing at Anzio to threaten the heart of Italy: Rome. Land at Anzio and
break out past Monte Cassino to take Rome."
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Special Operations
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Britain - Leese's Forces
- Carpet Bombing
- Sandbagging
- Secret Agent
- Corps Reorganization
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Walkthrough
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This mission is another large scale tank match. Start by building up your base
to full capacity, then building six divisions of Heavy Tanks. Make sure you
have all of the technology upgrades for them too, since they're going to need
all the help they can get. I recommend not bothering with any airfields, since
they aren't all that helpful for how much ammo/supplies they suck in.
Once you have the six Heavy Tank divisions and enough ammo/fuel depots to run
them, start picking away at the defenses guarding the exits of your base. The
computer-controlled ally you have will likely help you a great deal with that,
and it's even more likely to help you a great deal later on in the mission.
Once you've broken out of your base, head to Rome at the top of the screen and
take control of it (if your computer friend hasn't already done so). Next,
start making a supply chain that stretches all the way down to the entrance to
Anzio in the south-west. You should also build more buildings so you can get
three more Heavy Tank divisions.
All that's left to do is blast the crap out of Anzio, and believe me, there
will be plenty of it to blast. Let your allied buddy send whatever it has in
there first, then send your stuff in wave after wave after wave until you
destroy the place. When you reach 1800 experience points in the upper-left of
your screen, use the Carpet Bombing special operation to blast a large section
of the base. It might take you a while, but eventually, you'll wipe out the
pile of units in the town and win the mission.
"Despite the victories in southern Italy, the march northward remains slow, and
the bulk of the German forces have been able to continue the fight against
Russia. At Stalin's urging, the time has come to open a new front. On June
6th, 1944, this front will be openned with an amphibious invasion in Normandy
that will mark the final days of Germany's conquest. Despite substantial
misinformation fed to the Germans about the time and location of the landing,
coastal defenses remain enormous. D-Day is about to begin."
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Special Operations
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USA - Gerow's Forces
- Mechanized Advance
- Lend Lease
- Mechanized Resupply
- Corps Reorganization
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Walkthrough
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If you've been despressed with what seemed like a total lack of difficulty in
this game, this mission should cheer you up. Or piss you off, whichever.
Start by moving your battleships and carrier to the souther-east and using them
to blast the defenses in the very corner of the beach down there. They won't
be able to completely destroy the defenses though; you'll have to land some
troops to do that.
If you recall your training missions, the battleships can deploy both marine
units and Corps HQ buildings. Send in a unit of marines from each of the three
battleships, but watch out for the little clusters of water mines near the
shore. Use the infantry to destroy the bunkers and AA guns, then land a Corps
HQ building and deploy it a little to the north.
Here's where things get tricky. You need to build fast, and I mean FAST. Not
only are the Germans going to swarm you with crap in a matter of minutes, but
your allies will also be stealing all the damn land from around you. (Idiots
don't even keep their structures close together to conserve space...)
Build yourself up to the point where you can build artillery tank units, then
crank out nine units of them as fast as possible. As soon as you get the first
three of them ready, send them north to the town with the objective marker in
it. The Germans will continuously try to take over that town, so park your
artillery tanks on the east side of the river and let them blast anything that
tries to exit the town into your base.
Once the next three units of artillery tanks are done, send them to the south
west part of your base, by the shoreline. German units will sneak in that way
sometimes, and I don't just mean a few small units. Hopefully, your closest
ally will help you out a little down there as well. If not, then he's most
likely sending a bunch of crap to that northern town, so either way he'll be
helping you a great deal.
Send the final set of three artillery tank units to the north and make one
group of six units with the other three. If you don't already have control of
the town, go take it right now. Once you have it, your ally should be able to
defend it for the most part. Blast any nearby German concentrations, let your
units resupply, and turn north to destroy the large base up there.
You'll have to go in quick, short rushes. Blast a few units or structures,
then run back to the town to repair your stuff. Repeat the process until the
entire base and every German unit around it is destroyed. If the town gets
threatened by anything, immediately go help your allied guy defend it; can't
afford to lose any of your artillery tank units. (Note: for whatever reason,
the secondary objective above the town rarely actually disappears when you
eliminate the Germans from around it. Dunno why... just ignore it for now.)
Now that you've cleared out that concentration of Germans, the next step is to
move a few of your ammo or oil depots up to the town. Deploy them in a row
moving towards the top of the screen so that your resupply zone stretches all
the way up there. Your next target is the north-western base (where the second
optional objective marker is located). If your ally in the south-west is doing
well, you should have no problem mowing through this base, although you might
need to retreat to your supply zone a few times.
If your ally in the south-west isn't doing very well, or he's been completely
eliminated, this mission is almost certainly going to degenerate into a horrid
stalemate of repeated tank clashes that result in nothing other than massive
amounts of destroyed German units. Either way, all you need to do to win the
mission is keep control of the three central cities. The one you already have
should be fairly easy to keep.
The one in the middle will be easy once you destroy the concentration to the
north. The third one should be extremely easy if your ally in the south-west
doesn't already have control of it. One thing to be very careful of: the
concentration in the north-west part of the map will build airfields if you
don't destroy it fast enough. If that happens, you can find yourself in a
world of hurt once he starts blasting your buildings. That's why it's very
important to get up there as fast as possible.
"The successful landings across the Normandy coast have enabled the
stablishment of a significant beachhead on the continent. Desperate with the
direction the war has taken, the Germans are fighting ruthlessly to defend the
hedgerows and battlefields lying between the Allies and the rest of France.
France's liberation is at hand, and total victory draws near."
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Special Operations
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USA - Bradley's Forces
- Mechanized Advance
- Lend Lease
- Mechanized Resupply
- Corps Reorganization
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Walkthrough
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This mission is much, much easier than the two preceeding missions. Fight off
the units in front of your base at the start, then retreat your units into the
safety of your supply zone. Start building up your base to the point where you
can support nine units of artillery tanks, then build them and start moving
north. Clear out that town, then head south-west once you've taken it.
Don't head south-west too fast, since there's a fair amount of German
resistance guarding the water crossings. Hopefully your ally in the east is
still alive and kicking (he might even take the north-eastern town if he's very
productive). If he is, then he's probably streaming forces into the southern
town. If so, you can just move your artillery tanks to the west side of the
town and start picking away at it until you take it.
If your computer buddy hasn't managed to take the north-eastern town, then he
probably isn't doing much against the southern town. If that's the case, you
should consider moving your base to the south so you can keep your artillery
tanks supplied easier. Either way, once you take all three towns, you'll win
the mission, and unless you just aimlessly throw away your tanks, you shouldn't
be able to lose this mission.
"France has been liberated and the German defenses are in disarray. A daring
gambit to seize critical, lightly-guarded bridges within the Netherlands has
been launched. Swift airdrops followed by armored divisions will enable a
surprise attack and open the way for an advance. Confidense is high, and if
the mission is a success, the war could be over by Christmas."
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Special Operations
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Britain - Montgomery's Forces
- Carpet Bombing
- Fighting Spirit
- Code Breaker
- Corps Reorganization
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Walkthrough
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Oh wonderful, a times mission. It's not as bad as you might think, though.
Use your starting forces to take out whatever you can, then start building up
your base until you can make artillery tank units. Make sure you get all of
the upgrades, then take your first six artillery tank units into the town above
your starting position. Blast everything in and around it, then let your tanks
heal. You should be building another three units of artillery tanks during
this time as well.
This "heavy paratroop support" you were told you'd be getting is, as expected,
quite useless. Take your nine artillery tank units to the west, then north
into the second town. Blast everything to take control of it, then let your
surviving units heal and replace any units that were completely destroyed.
The far northern town is much harder to take with only tanks. Luckily, you
also have the Carpet Bombing Special Operation. You can easily use it every
time it charges to blast the three main concentrations of mounted guns along
the southern and northern edges of the town. Pile up your artillery tanks in
front of the bridge, then cross when you're ready. Clear out this town before
the timer runs out to win the mission.
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| 1.09) BATTLE OF THE BULGE |
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Mission Caption
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"Allied intelligence was wrong. The bridges that were supposed to be lightly
defended and easily seized in Operation Market Garden were instead heavily
defended by German armored units. As the Allied offensive bogged down, the
Germans used the opportunity to plan a desperate winter counterattack through
the Ardenne Forest. Their hope is to capture Antwerp and split the Allied
armies. A victory here could crush the unprepared British and American
forces, who lack their usual air superiority due to bad winter weather. Such
a victory would leave the Russians isolated against a renewed German attack.
However, if the Allies can hold off the charge, the fuel-starved Germans will
easily fall."
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Special Operations
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USA - 101st Airborne
- Mechanized Advance
- Lend Lease
- Mechanized Resupply
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Walkthrough
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This mission is tricky if you don't know what to do. As soon as the mission
starts, find your eastern Engineer unit and start building several more Anti
Aircraft guns in the northeast part of your base. You can't afford to lose any
time, so immediately go to your northern infantry HQ and start building three
more infantry units. Use your western unit of Engineers to repair the infantry
HQs over there that will be getting bombed.
Once you've got four AA guns on the northeast part of your base, start building
a few more on the western side. Send at least four units of infantry to the
road north of your base, since some Germans will shortly be coming in through
there. Make sure at least two more of your units are protecting your western
infantry HQs, and send the remaining units to the eastern edge of the city to
draw attention away from the AA guns.
Once the first wave is defeated, use your engineers to repair any severely
damaged guns or HQs, then start cranking out defensive guns along the northern
parts of your town. Cycle through your infantry units and detach the fully
supplied ones so you can attach the damaged ones, then prepare for the next
assault.
The Germans will attack in mostly the same places. The key to victory is
keeping your AA guns intact as well as your infantry HQs. Once they start to
go, you'll either have to cycle through your detached units really fast, or
you'll just get killed. Keep your engineers alive to make repairs, and always
have them building something until you run out of money.
Which brings up another small problem. When you have negative supplies, and
you run out of money, detached units will start to take damage while they're
idle. That's not too much of a problem if you keep your HQs intact, but if one
or two of them get destroyed, you'll be in a world of hurt. Make sure you use
your Lend Lease Special Operation as often as it charges; it'll give you a few
seconds worth of money every time you use it.
When the final attack comes, hopefully you'll still have a large amount of your
AA guns and artillery bunkers. Keep your surviving units to the south-west of
the town, since that's where the lightest assault will come in. If your AA
guns and gun emplacements can stall the Tigers long enough, this mission will
be over. If they can't, you'll have to play the mission over again and try to
work a little faster and more efficiently.
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| 1.10) FALL OF BERLIN |
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Mission Caption
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"As the Americans and the British defeat the Germans in the Battle of the
Bulge, the Russian army marches ever closer to Berlin. Desperate to forestall
defeat in hopes of being conquered by the Americans and British, the Germans
fight savagely and hopelessly to hold on as long as possible. Victory and
retribution are at hand!"
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Special Operations
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USSR - Zhukov's Forces
- Russian Sabotage
- Supply Drop
- Communist Purge
- Corps Reorganization
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Walkthrough
-----------
Start building up your base all the way, and start cranking out artillery tank
units as soon as you can. You should be able to support eight units of them as
well as three units of rocket trucks while still staying supplied. While
you're building those, you'll have to help your southern ally defend the town
by the river to the west. Germans will pour over the river, and if you're not
there to help, they'll likely roll right over your ally before you have the
chance to do much about it.
Once you have all of your artillery tanks and rocket trucks, form them into two
groups and cross the river to take the town. It'll be crawling with Germans,
so be prepared for some fast hit and run tactics. Once you have the city,
leave one group behind to protect it, then take the other group south to deal
with the scattered German defenses. Once you've taken them down and healed
your units, head to the south-east part of the map and destroy the base down
there.
Now's where things can get ugly. If your northern ally has managed to beat the
Germans back away from his base and down the map towards Berlin, you're in good
shape. If not, you'll have to go help him; you can't afford any Germans
sneaking past him while you're executing your next move.
That move, of course, being the complete relocation of your base. Undeploy
every single structure and send them down to the southern part of the mountains
between the open fields to the east and Berlin to the west. Deploy them again
on the eastern side of the mountains, and have both of your armored teams down
there to block the mountain passage in case something comes through.
Once you've redeployed, start edging your way west. Deploy oil depots or ammo
depots closer and closer to South Berlin, and keep moving your units closer.
There will be an insane amount of Germans, so if you can't keep a supply ring
around your units in the city, you won't have a chance. Your allies should be
helping you out quite a bit, so just keep picking away at the hoards of Germans
until South Berlin is clear.
Now you can either go around the mountains and approach North Berlin from above
or you can just cross the river to the north. Either way, head in there and
trash the place. As soon as you can take control of the city, the mission is
over.
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| 1.11) BATTLE OF IWO JIMA |
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Mission Caption
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"As the European theater ground towards its inevitable close, the Americans
made enormous headway in the Pacific. With island after island falling before
their advance, attack on the Japanese home islands seems within their grasp.
With the fall of Saipan, Tokyo is now within bomber range, but the Japanese
have tenaciously denied air superiority with their interceptors on Iwo Jima.
To enable aerial strikes against the Japanese Islands, the Japanese airbase on
Iwo Jima must be taken."
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Special Operations
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USA - Schmidt's Forces
- Atomic Bomb
- Economic Aid
- Assembly Line
- Corps Reorganization
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Walkthrough
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Deploy a Corps HQ from one of your battleships right off the bat. Have it set
up as close to the water as possible so that the enemy won't automatically
attack it. When it deploys, your visual radius will increas by a lot. Use
your battleships to blast the infantry units next to the bunkers, then start
pounding the bunkers one by one, finishing them off with your infantry.
Start building your base as fast as you can. Get your Infantry Corps HQ out as
soon as possible, and attach as many of your infantry units to it as you can.
Make these units into a group and have them stand on the east side of your
base, which is where you're most likely to get attacked from first. Build the
rest of your base as fast as possible, concentrating on getting the capacity to
build nine units of Artillery Tanks.
When you get the first three units built, start using hit and run tactics on
the base to the west. It's fairly small, and the earlier you destroy it, the
less difficult it will be to destroy. Once more and more of your Artillery
Tank units get built, use three of them to defend the west side of your base,
then take the other six and form a group.
Your first target should be the base to the east. You'll have to use many,
many hit and run trips to even put a dent in the amount of infantry units they
have over there, so be prepared to use the retreat command a lot. Once you've
wiped out that area, take your tanks north and work on destroying the forces
around that airfield.
When you take it, let your tanks sit there to heal. Once they're done, head
west to the next airfield. If you can manage to take it, that's great, but
there's a large enemy base to the north that will most likely cause you trouble
(specifically by retaking the eastern airfield as soon as you move away from
it). Once you clear out the initial forces around the central airfield, you
should concentrate on eliminating the northern base area.
Once you've done that, you'll need to wipe out the remaining base around the
western airfield. Don't worry about losing the other two in the process, since
you'll be able to take them right back. Once you have complete control of the
western airfield, send your spare three units of Artillery Tanks over there to
defend it, then retake the central airfield. Once you have control of it,
leave half of your tanks there to defend it, then take the third airfield with
the other half. Once you control the three airfields, the mission is over.
"Iwo Jima is in American hands. Japanese airspace is now dominated by endless
American bomber runs. Nevertheless, an amphibious invasion will be necessary
to ensure final victory. Every island closer to Japan has proven harder to
take, with fiercer resistance and more brutal fighting. Now, the invasion of
the Home Islands must begin, with an assault on Okinawa. The battle is
guaranteed to be the most difficult yet."
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Special Operations
------------------
USA - Buckner's Forces
- Atomic Bomb
- Economic Aid
- Assembly Line
- Corps Reorganization
-----------
Walkthrough
-----------
And to think, this game was supposed to be praised for its historical accuracy.
I'd like to see the fine folks at Atari explain why there're FOUR Yamato class
battleships around the island, considering only two of them were ever in active
service during the war, and one of those two was destroyed months before the
landing at Okinawa. Not to mention the ridiculous amount of air power they
gave the Japanese... but anyway, accurate or not, you're going to have to
fight all of it if you want to complete the campaign.
Start off by using your battleships and carriers to blast the two battleships
to your left. You should note that aircraft carriers can send two bombing
attacks at the same time when they're fully charged; that'll be very useful
later when you're destroying enemy bases with them. Similarly, it'll help you
take care of these battleships a lot faster.
Once they're dealt with, send everything east to the northern part of the
island. Have one of your battleships land a Corps HQ on the northern-most part
of the shore, and have the other two (along with your carriers) blast the third
battleship near the island. You need to start doing two things immediately
after that.
I) Build your base, build it compact, and build it FAST. You'll have maybe
three minutes before the first attack, and that's if you've already been
moving fast. Get a couple ammo/oil depots, then an Infantry HQ and an
Engineer Brigade. Get five units of Engineers, then start cranking out
artillery bunkers along the south-eastern edge of your tiny base area. Be
very careful not to move too far to the east or too far to the north, or
you'll spark the first attack even earlier.
II) Use one of your carriers to scout the water on the other side of the
island. There's a Japanese carrier over there, and it will absolutely
destroy you if you don't take care of it fast. Once you have it in your
sites, send all four of your bombing waves over there, and if it survives,
keep sending more.
By now you've probably got five or more tank divisions attacking your base.
Hopefully, your artillery bunkers will hold up, especially if you've got your
Engineers fixing them the entire time. You should make each of your battleship
units into a team. That makes it very easy to select each one and use them to
blast units on the shore, which will be very important to your survival for the
first part of the mission.
Once you've got your defensive line held up solidly and the enemy carrier is
destroyed, you need to shift your attention to destroying the closest enemy
base, which is just on the other side of the mountains near you. The best way
to do this is with your carriers, but it's going to be expensive and time
consuming. Make sure you keep your defensive guns repaired the entire time,
and if any units charge your base, have your fingers on the hotkeys to send
battleship shells down on them.
Target the enemy's Armor HQs first, then go for the Corps HQ. When things
start to thin out a little, you should start to build up your base a little
more. Get your mechanized building, your artillery building, your motor pool,
more depots, and so forth, building them all to the north, not to the south or
east. Once you've got three units of Artillery Tanks (and their upgrades), you
can start using them to help finish the base on the other side of the mountain.
The Japanese will not like this, so be prepared to deal with absolutely
ridiculous amounts of units. Use everything you can to deal with them,
including the battleships, the carriers, the artillery tanks, and even the
engineers if necessary. If you stop this rush, you'll be in good shape. Start
building even more stuff on the north side of the mountain, and eventually
stretch your supply line all the way around the top of the mountains to meet
the front of your base, where the defensive guns are sitting.
Once you've gotten yourself in this possition, it's just a matter of using the
classic hit and run tactics to destroy the enemy bit by bit. Don't EVER get
too confident in your forces though, even if you manage to build nine units of
artillery tanks. Every single part of the island will be crowded with insane
hoards of units that will easily destroy you if you attack too fast or in the
wrong spot.
Work your way down the island, taking the far eastern city first. Stretch your
supply line westward, using a second Corps HQ from your battleships if you have
to. Don't take your eyes off of anything you think you've secured throughout
the battle; the enemy can use paratroops, and they will quite easily take your
cities back and destroy undefended buildings if they get the chance.
The rest of the mission is basically just a matter of how well you can handle
your forces. I'll just give you a few pointers to remember, and you should be
able to dominate the island eventually (even if it takes you five hours, like
it did my first time...).
I) Don't forget about your carriers. They can cause severe amounts of
damage, so always make sure you have them striking a target of some form
or another.
II) Definitely don't forget to use your Atomic Bomb special operation. It
can destroy huge amounts of forces, and it'll weaken buildings by a
significant amount. When possible, follow up an atomic bomb with all of
your bomber strikes to eliminate as many structures as possible.
III) Watch out for enemy planes. Even after you destroy the carrier, the
enemy will build airfields to cause problems. Don't fall asleep on the
job and let your base get leveled.
IV) Don't get over confident. Even when you think you're doing great and
nothing can stop you, don't be surprised to run into twenty armored units
every now and then. Never attack outside of your supply zones, and if
you lose any units of your tanks, replace them as fast as possible.
V) Even though you don't need to destroy the far southern base to win the
mission, it's almost a necessity to prevent overwhelming hoards from
blocking the last target city. Just don't forget about your atomic bombs
and carriers; those two weapons alone can pretty much level that base.
"Greece has fallen, and control of the Adriatic is almost entirely within
German hands. All that remains are the retreating British forces on the
island of Crete. Despite concerns throughout the German military leadership
that paratroopers will be ineffective at seizing control of the island, you
must succeed. Take the British airfields and ports to allow your
reinforcements to be flown and shipped in. Make sure no British soldiers
escape, and complete the mission with the precision and speed of the
Blitzkrieg."
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Special Operations
------------------
Germany - Kesselring's Forces
- Blitzkrieg
- Supply Drop
- Military Gear Up
- Corps Reorganization
-----------
Walkthrough
-----------
Start by retreating your infantry units to a safe place, then construct an
Artillery Brigade building on your little piece of land to the north. Once you
have that, land three units of heavy infantry next to your other three. Don't
worry about the battleship in the water - it will destroy your planes, but only
after they've dumped their cargo.
Once you have all six units of infantry on the island, use your Supply Drop
special operation to heal the damaged ones. Once they're healed, destroy the
nearby bunkers, infantry units, and anti-aircraft guns to take control of the
airfield. A Corps HQ truck will land shortly, so be ready to build your base
as fast as possible. You'll be attacked by infantry fairly constantly from the
east, so have your infantry units ready to defend.
You'll want to build up to the point where you can construct and supply six
units of Artillery Halftracks. Once you have them, start the slow trek to the
east, crushing everything in your path. When you take the next zone, you can
use it to resupply. After that, make sure you have the capacity to stretch
your supply zone from here all the way to the north-east airfield.
You shouldn't have any trouble taking the north-east airfield, but be very
careful once you have it - the enemy will sneak up the side of the screen and
take it back if you're not paying attention.
The last area will not be easy to take. By now, you might've noticed that your
base is getting bombed quite horribly. Crank out Engineers and start repairing
the damage, and also crank out Anti-Aircraft Guns. If you don't have more
Artillery Halftracks sitting around for defense against ground forces, you
should build some. Or, if you don't want to do that, you should build a ton of
gun emplacements. Either way, be ready to defend your base from air and ground
assaults.
When you're ready, you should start using hit and run tactics against the final
zone. Try to take out the airfields first if possible, then target the
Mechanized Vehicles HQs. Don't forget about your V Weapons special operation.
It can cause a great deal of damage, and it works amazingly well for destroying
large concentrations of enemy vehicles.
Remember - as long as you still control the other two airfields, all you have
to is take the southern town to win the mission. You don't need to destroy all
of the enemy buildings or units, and you don't need to have control of the
central town to the north.
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| 2.02) BATTLE OF EL ALAMEIN |
| |
| |
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---------------
Mission Caption
---------------
"German victories in Greece and Crete have forced the Allies out of the
Mediterranean, cutting their North African forces off from easy resupply
and easy reinforcement. Erwin Rommel, the star of the German armored
divisions, promises that he will be able to smash through the last British
defenses at El Alamein, opening up Cairo and the Suez Canal to German
control."
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Special Operations
------------------
Germany - Rommel's Forces
- Blitzkrieg
- Panzer Hohle
- Forced March
- Corps Reorganization
-----------
Walkthrough
-----------
This mission should be less frustrating than the previous one. Start by
building your base up so you can get a pair of Armor HQ Trucks built and
deployed. You'll also want to detach a couple of your infantry units, then use
your Infantry HQ to build a pair of Engineer units. Your base is going to be
bombed relentlessly, so you'll want to have the Engineers to build AA guns and
repair your structures.
Once you've managed to construct five more units of Medium Tanks, group them
along with the original unit and head east along the railroad tracks. You'll
encounter light resistance for the first blockade, but the scond two are worse.
You'll want to extend your supply route to the east to keep your units from
taking too much damage. The area to the east of El Alamein is probably the
worse. There's a large concentration of enemies over there, although the good
news is that their radio is up there as well.
Make sure you don't lose any buildings to the constant aircraft attacks. Other
than that, just mow through the map with your six units of Medium Tanks, and
stop whenever you need some energy. Once you've cleared the railroad, turn to
the south and head for the British oil derrick. It should only have some
infantry around it, so it shouldn't take you much effort to seize it.
"Having broken British resolve at El Alamein, Rommel's Afrika Korps is racing
towards the Suez Canal. Control of the Canal means control of the vast oil
resources of the Middle East. At last the critical shortage of fuel can be
brought to an end, enabling greater advances into Russia. Take and cross the
Suez Canal at all costs."
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Special Operations
------------------
Germany - Afrika Korps
- Blitzkrieg
- Panzer Hohle
- Forced March
- Corps Reorganization
-----------
Walkthrough
-----------
The five convoy trucks will sit in your base for a few minutes, then they'll
head north to the city with complete disregard for what might be waiting to
destroy them there. Your job is to clear out the city before the convoy trucks
move in. Once they move there, they'll wait for a few more minutes, then
they'll head south-east to the next city, and the pattern will continue.
Start by building an Artillery building and an Armor HQ. Use the three units
you started the mission with to go into the town and do as much damage as they
can, but don't let them get killed. Once the Armor HQ and Artillery buildings
are ready, crank out Artillery Tank units as fast as you can (you should be
able to get three out before the convoy moves the first time).
Take the Artillery Tanks and the other armored unit you started with and form a
group. Head into the city and destroy everything. By now, the convoy has
likely entered the city. Let your tanks heal, then head south-east to the next
city. Leave your two infantry units with the convoy; sometimes some enemy
infantry will sneak into the town and cause problems.
By now you should have plenty of money to make a fourth unit of Artillery Tanks
to add to your group, so do so. Also build the Artillery upgrade from the
Artillery building. Build a Motor Pool and get the armor and speed upgrades,
since they'll be quite valuable later.
Once all five of your armored units are together, start assaulting the west
side of the next city. Work your way over the top of it while you head east.
There's a unit of medium tanks over there, so be ready to blast them. Two gun
emplacements are to the south-east of the medium tanks. Once you destroy them
and the infantry units around them, you should get control of the city. Finish
off any surviving units and buildings, then let your tanks heal.
Things are going to get ugly in the third town. You should head up there as
soon as possible to wipe out the enemy forces and take the town, but be aware
that enemy aircraft will bomb the crap out of your tanks once you enter the
city. Try to avoid as much damage as possible to keep your tanks healthy.
When the convoy catches up to you, head north along the water.
You'll have to deal with some infantry, and when you get to the crossing, there
will be tons of British forces waiting to hose you. Use your Blitzkrieg
special operation on your tanks, then target the British tanks. After the
tanks, target the next biggest threats, which will be the heavy infantry units
and the gun emplacements.
The enemy planes are likely bombing your convoy right now, but there isn't much
you can do about it... just continue blasting your way along the top edge of
the last enemy base. The convoy just has to make its way north, cross the
river where you did, and exit the screen at the top. Once that happens, you
will win the mission.
"With the Middle East now part of the ever-expanding German empire, the German
offensive in Russia now has a chance to link up with German forces advancing
through the Middle East. Rommel's Afrika Korps is advancing North. Capture
Stalingrad and send forces to meet Rommel."
------------------
Special Operations
------------------
Germany - Manstein's Forces
- V Weapons
- Propaganda War
- Espionage
- Corps Reorganization
-----------
Walkthrough
-----------
Build up your base until you can support two Armor HQs and three airfields.
Build two Heavy Tank units to support your other units in the defense of your
base, then save your money to use bomber strikes. Zhukov's Corps HQ is in the
northern corner of the map, and Chuikov's is in the north-east corner. It'll
take five bomber strikes to kill each of them, so once you have enough money,
launch your attacks.
Once you've destroyed both of their Corps HQs, target any Oil Depots and Ammo
Depots you can see. When supply goes into the red, the balance is taken from
your money - if you can manage to get them really far into the red, they'll run
out of money entirely. Target their Armor HQs next as well as any other HQ
buildings you can see. Unattached units will constantly take damage when they
aren't properly supplied, so you'll notice a lot of the enemy's units will
explode on their own.
Once you've bombed both Soviet generals into oblivion, start building more
Heavy tanks and upgrades. Take control of the north-western city, then launch
an attack on what's left of Zhukov's base in the north. When he's completely
destroyed, take your tanks back down to your base, make sure they're healed,
and cross the river to assault the town north of your base.
Use your planes to destroy anything Chuikov still has at his base, then use the
tanks to finish him off. The only thing defending Stalingrad should be a large
number of very weak infantry units. Move into the city and destroy them all.
When you have control of both sections, the mission will be over.
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| 2.05) INVASION OF AUSTRALIA |
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---------------
Mission Caption
---------------
"The American fleet lies at the bottom of the sea near Pearl Harbor, and the
Pacific is ripe for conquest. The Japanese have conquered New Guniea, and are
prepared to use it as the staging ground for a massive invasion of Australia.
Such a victory will leave the Allies without a staging ground in the South
Pacific."
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Special Operations
------------------
Japan - Yamamoto's Forces
- Kamikaze
- Demoralization
- Radar Scan
- Corps Reorganization
-----------
Walkthrough
-----------
Once again, you'll want airpower to dominate this mission. First things first,
build an Infantry HQ and a Mechanized HQ on your little island, and make sure
you cram them in there so you can still fit an Oil Depot on there. After that,
start cranking out Anti-Aircraft batteries, since wave after suicidal wave of
enemy aircraft will attack your base shortly.
Move your carriers and battleships around your island and have them wait right
next to the coast of Australia right across from your island. Shell any
anti-aircraft batteries that you can see, then launch a scout towards the other
side of the city. There's an airfield over there, so once you find it, destroy
it with your carriers' bombers.
Next, you'll want to take care of the other two airfields. One's in the town
in the south-east, and the other is in an opening near the middle of the bottom
part of the map. Scout for both of them, then destroy them. Destroy the Corps
HQs next, then start blasting any other buildings you can see. When you've
destroyed just about everything you can find using your bombers, land several
units of infantry and take the closest town.
Deploy a Corps HQ once you have the town and start building up your base until
you can build Artillery Tank units. Get a few of those ready, then search the
map for surviving Australian forces. Don't hesitate to use your scout planes
and bombers to blast any large clusters of enemy buildings or units. Once
everything that isn't yours is destroyed, you'll win the mission.
"The protracted, bloody siege of Stalingrad has come to an end, and the
devastated city is now in German hands. With the world's two richest
oilfields now controlled by Germany, endlessly supplied panzer divisions roll
towards Kurks, prepared to smash the last of the Russian armored forces."
------------------
Special Operations
------------------
Germany - Manstein's Forces
- V Weapons
- Propaganda War
- Espionage
- Corps Reorganization
-----------
Walkthrough
-----------
Group all of your forces into a pile, then head north and attack the forces in
the closest city. You should be able to severely damage them or even destroy
them, but if you start to get too damaged, retreat into your base to heal.
Use your Engineers to construct five or six anti-aircraft batteries along the
top-right edge of your base. Bombers will try to attack from that direction,
and if you don't have enough firepower to destroy them before they reach your
base, you won't stand a chance of winning this mission.
Once you have a secure defense against the bombers, start building up your base
until you can build two groups of four Heavy Tank units. Get all of the
upgrades for them, then head north and take the two closest cities if you don't
already have them.
You'll need to destroy three Armor HQs to win the mission. The first one is
easy - it's almost completely undefended in the lower-left corner of the map.
Simply take your tanks over there and destroy everything you can find.
The second one is in the top-left area of the city on the other side of the
river. That city is heavily defended. You'll want to make several fast swipes
into the city to destroy buildings and enemy tanks, then retreat to heal your
tanks.
By now, your ally in the north might have destroyed the Armor HQ south-west of
his base. If so, you can just suicidally rush the one you're after right now.
If not, keep making raids until you can safely destroy the one you're after,
then use the city to heal your tanks. Lend your ally a hand once your units
are repaired. Once that third Armor HQ is destroyed, this simple mission is
over.
"The once mighty Red Army is no longer a threat to Germany. Knowing that the
Allies must open a second fron to save Russia from sure defeat, the German
military has anticipated a massive landing on the coast of France. Rommel's
forces have raced across Europe to provide important support for this crucial
battle. Repel the Allied assault and assure control of Europe."
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Special Operations
------------------
Germany - Rundstedt's Forces
- V Weapons
- Demoralization
- Armored Resupply
- Corps Reorganization
-----------
Walkthrough
-----------
Your ally in the west can't be counted on to hold any of the cities over there,
so you basically MUST hold the fifth and sixth cities yourself (Bayeux and
Caen, one on each side of your base). It won't be easy, especially since at
some points during the mission, there will seriously be so many enemy planes
flying over your base that you won't be able to see very well.
Start by building another Infantry HQ, then an Engineer building, then three
units of Engineers. While you're waiting for that stuff to build, select your
other Infantry HQ and use the command all feature to move all five of your
existing infantry units to the city of Caen east of your base. Hopefully, the
enemy won't attack Caen at all, but if they do, you'll want a backup that can
at least stall them for a minute or two.
Once you start getting Engineer units ready, you need to crank out a ridiculous
number of anti-aircraft batteries and gun emplacements across the top of your
base. Ten or so anti-aircraft batteries should be sufficient (at least for the
beginning), and you'll want a solid wall of gun emplacements stretching all the
way from the water near Caen to the water near Bayeux. Most importantly, you
will definitely want as many gun emplacements as you can possibly line up along
the water crossing that leads to Bayeux. If they're close enough to the city,
the enemy will have to destroy them before they can take the city.
Once your absurd base defense is ready, you can carefully start building other
buildings. Get a Mechanized HQ and an Armor HQ, then a Motor Pool and an
Artillery building. When you can afford it, start building four or more units
of Heavy Tanks, then get the upgrades.
Sit the tanks right on the Bayeux side of your western gun emplacements. You
absolutely can't afford to lose Bayeux, so make absolutely sure those tanks are
always kept supplied. Now all you can really do is sit back and take the
ridiculous beating that the Allies will proceed to throw at you. Countless
aircraft will be destroyed by your anti-aircraft guns, and the debris from them
will damage some of your buildings. Make sure you have your Engineers handy to
repair any damage as fast as possible.
Keep an eye on Caen at all times, too. If it looks like it might be attacked,
split up your tanks to cover both cities. Build more if you have to - by now
you've probably noticed that Rommel, your ally to the west, is not going to
hold much ground on his own.
If you have spare time, money, and supplies, use them to construct even more
anti-aircraft batteries. You can never have too many of them, especially near
the end of the mission. Manage to hold Caen and Bayeux until the timer runs
out, and you'll win the mission.
"The D-Day landing was a disaster for the Allies. Their forces in Britain are
decimated. Operation Sea Lion, the invasion of Britain, can now commence in
earnest. Using landing craft captured at Normandy, under cover of massive
Luftwaffe bombardment, the Germans have already begun their advance. The
battle of London has begun."
- Sink all British warships in the English Channel.
- Destroy 4 RAF Airfields.
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Special Operations
------------------
Germany - Rundstedt's Forces
- V Weapons
- Demoralization
- Armored Resupply
- Corps Reorganization
-----------
Walkthrough
-----------
First, use your lower-left airfield to scout to the north-west and destroy the
enemy airfield there. Use your other airfields to destroy the closest
anti-aircraft batteries. Meanwhile, you should construct an Infantry HQ and
an Engineer building, then pump out four units of Engineers. Construct a
wall of anti-aircraft batteries along the shore of your island, and continue
using your bombers to destroy anti-aircraft guns while you're doing it.
There are three more enemy airfields on the map, so use your scout planes to
track them down. When you find one, send a bunch of bombers to destroy it
immediately. The enemy planes will devastate you if you don't stop them early,
and destroying four airfields also allows Rommel's forces to land in the corner
in the top-left. The earlier he can land, the more help he'll be.
Once the airfield objective is complete, focus on eliminating the two
battleships in the lower-left, which you've likely already noticed. When you
sink them both, two of your own will appear. Landing on the shore is basically
suicidal, so instead, park these near the shore of your island to use as more
anti-aircraft power.
Build a fourth airfield, then start relentlessly bombing any and all targets
you can find. Anti-aircraft batteries should obviously take first priority,
then Corps HQs, depots, and Armor HQs. If you're fast (and if Rommel lands
fairly early and does well), you can literally destroy both of the large Allied
generals using only your bombers.
If you don't want to take that approach, make absolutely sure you've destroyed
the vast majority of the enemy forces on the island, then land a Corps HQ to
start making tanks. Take both halves of London, and you'll win the mission.
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| 2.09) INVASION OF INDIA |
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---------------
Mission Caption
---------------
"London has fallen. German troops are pouring into the British Isles. Aside
from partisan resistance, the heard of the British Empire is dead. Japan
marches on Burma to begin an invasion of India and set the sun on the British
Empire."
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Special Operations
------------------
Japan - Nagumo's Forces
- Kamikaze
- Industrial Sabotage
- Code Breaker
- Corps Reorganization
-----------
Walkthrough
-----------
Don't deploy your base in the area where you start. Instead, head north and
cross the first part of water, then deploy your buildings there. Note that the
river to your left can be crossed, allowing instant access to Calcutta. Park
your tanks and infantry here to defend against enemy attacks, then start
building your base. (When you get Infantry and Armor HQs, don't forget to
attach the unattached units.)
You'll want to line the bottom of your area with anti-aircraft guns as soon as
possible to defend against the onslaught of enemy bombers that'll attack your
base from the south. Don't bother building up your base to support a large
amount of vehicles - just build three airfields. When you have at least four
bomber strikes available, use a scout on the small island in the south, where
Colombo is. When the scout finds the airfield on the top of the island, send
the bombers down to destroy it.
Directly west of that island is an enemy base. Repeatedly send your bombers
down there, destroying the Corps HQ first, then the ammo and fuel depots.
Blast any remaining buildings, then concentrate on scouting around the other
two citites to find any remaining enemy buildings.
Tracking down every enemy unit with aircraft is a pain in the ass, so instead,
build a few more units of Artillery Tanks when you're ready. Send them around
the map to deal with anything left near the cities, and when you've cleared the
main part of the map, send your bombers down to Colombo to deal with anything
still alive down there. Once every enemy unit is destroyed, you'll win the
mission.
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| 2.10) THE BURNING OF MOSCOW |
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---------------
Mission Caption
---------------
"With the Red Army in tatters and supplies desperately short, Russian morale is
at an all time low and forces are surrendering in droves. Stalin has realized
that the fall of Moscow will in the complete collapse of Communist control
over the masses, and has staked a final defensive line, comprised of the last
remnants of the Red Army and irregular conscripts from the general population.
Vistory here will mean the end of Russia. The German European forces,
supported by advance Japanese units from the newly-conquered India, are
prepared to strike the final blow."
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Special Operations
------------------
Germany - Manstein's Forces
- V Weapons
- Propaganda War
- Espionage
- Corps Reorganization
-----------
Walkthrough
-----------
Thankfully, enemy aircraft won't be an issue in this mission, although your
Japanese "ally" will sometimes start bombing you. Your first objective should
be building two Armor HQs, then building six units of King Tiger tanks to
defend your base (and later, destroy the enemy's bases). Make sure you get all
of the upgrades for the tanks, too, and then build three airfields.
You should build Mechanized HQs to fill any extra building vacancies you have.
Each one improves your money making rate, and you'll be needing a lot of money
to fund your bombers.
First, you'll want to eliminate the enemy base in the lower-right corner. The
town between your base and the enemy should be lightly defended, so you should
be able to take your Tigers down there and grab the town with little effort.
Don't go south of the river until you've done some serious damage with your
bombers, though. There's a massive concentration of enemy units down there
that will make short work of your Tigers if you're not careful.
Find the enemy's Corps HQ first, then take down anti-aircraft batteries. You
should be used to this procedure by now... >_> Destroy the ammo and oil depots
next, and then the other HQs. Fend off any angry units that try to pass
through the town, and then send your tanks in to finish off anything that
managed to avoid your bombers.
When you've cleared that entire lower area, send your tanks back to the top of
your base. Things are about to get very complicated - check on your "ally" in
the north-east corner. If he's doing exceptionally well, you're in trouble.
If he manages to take Moscow before you do, you'll fail the mission. It might
seem like a cheap thing to do, but if he's in danger of taking the town, take
your bombers up there and blow the crap out of him. Hey, he's not above doing
it to you, so why not repay the favor, eh?
If he's not doing well, then just let him sit there and absorb the Soviets'
attention. Pack and redeploy some of your ammo depots, fuel depots, and/or
Armor/Infantry/Mechanized HQs along the west side of the map in a chain. The
purpose is to extend your supply zone as far north along the west side of the
map as possible. There's a side entrance to the second enemy base way up at
the top of the screen, and you'll want a supply zone nearby so you can make a
bunch of hit and run raids.
When you have your supply zone extended and your tanks are in possition, send
your bombers up to deal with any Corps HQs you can find. You should probably
send them up there a few more times, too. Blast his depots and a few of his
unit HQs, then send your tanks in the west entrance of his base. Destroy as
many buildings as you can, and if he starts to send units at you, destroy them.
If you take to much damage, retreat to your supply zone to repair your tanks.
You should be able to continue this process for the rest of the mission until
the enemy's forces are depleted and Moscow is yours. Make sure you continue to
use your bombers, and make sure you don't let the Japanese guy take the city.
If you have to, destroy him completely with your bombers. >_>
"Japanese intelligence divisions realized that the Americans are in possession
of their codes, and using this knowledge, tricked the Americans into an
ambush. Now the last of the American fleet is sunk, and the invasion of
Midway has begun. Success will open the way to the eventually invasion of
Hawaii and domination of the Pacific."
------------------
Special Operations
------------------
Japan - Yamamoto's Forces
- Kamikaze
- Demoralization
- Radar Scan
- Corps Reorganization
-----------
Walkthrough
-----------
Send all four of your boats east to the smaller island. Use your battleships
to destroy some of the anti-aircraft guns on the island, and use your carrier
bombers to destroy some of the others. When all of the anti-aircraft guns are
destroyed, focus on the bunkers. When it's relatively safe, land some infantry
units and take over the rest of the island. Wipe every American item off of
the island, and you should have control of the airfield.
Taking this airfield prompts two more battleships to appear in the top-right
corner of the map, so send them to join your other two battleships. Land a
Corps HQ on the small island and start building a base. Your main objective is
to be able to support three airfields on the island. When you have those, it's
just a matter of using them (and your carriers) to completely level the larger
island.
Use your battleships to destroy the anti-aircraft guns on the south-eastern
side of the island, then use your bombers to demolish any other anti-aircraft
guns on the island. When there's nothing left shooting at your planes, destroy
the Corps HQ, then destroy the rest of the enemy's buildings.
When the area around the airfield is clear, you can just land some infantry
units underneath it. If you can surround the airfield with them and take it,
the mission will be over.
-----------------------------------------------------------------------------
| |
| |
| 2.12) INVASION OF HAWAII |
| |
| |
-----------------------------------------------------------------------------
---------------
Mission Caption
---------------
"Australia, India, Siberia, China, are now part of the Greater East Asia
Coprosperity Sphere and protected by the Japanese Empire. However, until the
United States is finally and utterly neutralized as a naval power, the
Japanese Empire will not be safe. Securing Pearl Harbor will ensure the
isolation of the Americas and the everlasting strength of the Empire!"
------------------
Special Operations
------------------
Japan - Nagumo's Forces
- Kamikaze
- Industrial Sabotage
- Code Breaker
- Corps Reorganization
-----------
Walkthrough
-----------
Select the battleship that's closest to the shore and deploy an infantry unit
from it. Land the unit on the northern edge of the shore, then order it to
RETREAT around the top part of the mountain range. When it gets to the other
side, it'll contact the spy you have there, and one of the two battleships in
the southern part of the map will be instantly destroyed. I'm telling you to
order the unit to retreat because if you just tell them to move, they'll stop
to attack the nearby anti-aircraft guns, and enemy bombers might slaugher them
before they actually make it to the other side of the mountains.
Move all five of your ships south-east to the other side of the island. The
airfield and Corps HQ you can see near there should be your first priority, but
don't launch your airstrikes until your carriers have stopped at the shore and
your battleships have had a chance to blast a few anti-aircraft guns.
Once the Corps HQ and Airfield are out of the way, focus on the other buildings
you can see. Land a Corps HQ, deploy it, and immediately start building an
Infantry HQ. After that, build an Engineer building, then build at least three
units of Engineers. There are likely several enemy ground units in the area
that'll try to attack your base, so either use the Engineers to fend them off
or blast them with your battleships.
Continue building your base, and concentrate on making a wall of Anti-Aircraft
guns along the western edge. Speaking of aircraft - send all of your carrier
bombers to destroy the airfield in the southern part of the map. I say send
them all because you'll want to be absolutely sure to destroy it, and there's a
lot of anti-aircraft crap down there.
Continue developing your base, but try to keep some money saved up to use your
carrier bombers several more times. There's an airfield near the central town
that you'll want to destroy, and there's an enemy aircraft carrier in the small
inclave of water in the south (along with a pair of battleships, one above the
carrier and one south-east of it).
Once you've destroyed the carrier and all of the airfields, this mission just
degenerates in to the same type of battle as a lot of the others. Just
continuously destroy any Corps HQs you can find with your aircraft, and make
sure you don't let the enemy build any airfields. Blast their buildings when
you're not blasting Corps HQs or airfields, then work your way around the
island with some Artillery Tanks when there's hardly anything left of the enemy
bases. Take all three cities at the same time, and the mission will be over.
----------------------------
What are special operations?
----------------------------
- Special operations are the abilities in the upper-left corner of the display
that charge as you gain experience. Each general has slightly different
special operations.
------------------
How do I use them?
------------------
- As each mission progresses, you slowly earn experience points, which are
shown in the very top-left corner of the display. Each special ability
requires a certain amount of experience points for you to use it. Also, every
special ability has a five minute timer that must click down between uses, so
even if you have enough points to use a special ability five times in a row,
you must wait five minutes between each use of the same ability.
When you want to use one, simply click on the desired operation's icon in the
upper-left corner, then select a target.
------------------------------
What does it cost to use them?
------------------------------
- It won't cost you any money. All it costs you is experience points, and
since the only use of experience points is for special operations, there's no
reason not to use them. There's no limit to how many experience points you can
earn in a single mission, although there is a limit to how many you can have at
any given time. If you reach that limit, all of the experience you could be
earning is just going to waste. Therefore, you might as well make sure you
always use special operations when you get the chance, especially if you're
getting close to the maximum number of experience points.
----------------
What do they do?
----------------
- All sorts of things. Some are defensive, some are offensive, some will earn
money, some will spy on the enemy, and so forth. Each one has a description on
the in-game display, and I've listed them all in the following section.
The format is as follows:
===============================================================================
-------------------------
Name of Special Operation In-game description of the operation (same
------------------------- description is in the instruction manual).
[Affects are listed here.]
[Affects are listed here.]
[Cost (in experience points) is here.]
[Size of affected area is here.]
- My own description of the operation is here, along with any other comments
or information I have about the operation.
===============================================================================
-----------------------------------------------------------------------------
| |
| |
| 3.01) SPECIAL OPERATIONS - USA |
| |
| |
-----------------------------------------------------------------------------
===============================================================================
-------------
Assembly Line Summons Material Parts.
------------- Requisitions parts to increase the health of your vehicles.
Cost: 300 Experience Points
- A little pile of crates (that can be destroyed, oddly enough) will sit there
and supply your vehicles with some extra hit points.
===============================================================================
-----------
Atomic Bomb Drops an atomic bomb to obliterate the enemy
----------- and infects the survivors with radiation sickness.
500 Damage
+900 Damage vs Buildings
Radiation for 10 seconds
15 Damage every second
Cost: 2000 Experience Points
Area: Large
- This is a devastating attack that can be launched with very little warning.
With that huge boost against buildings, it's great for wiping out an enemy
base. It can also be used to shatter large formations of enemy units if
absolutely necessary.
===============================================================================
--------------
Carpet Bombing Sends a wave of long range bombers to
-------------- carpet bomb an area under enemy control.
400 Damage
+1200 Extra Damage vs Buildings
Cost: 1800 Experience Points
Area: Large
- Three bombers will swoop down out of nowhere and blast the crap out of
whatever's in the way. There's a reason it costs so much experience to use -
it's insanely powerful. The bombers cannot be shot down, and they can destroy
a lot of buildings instantly (including airfields).
- Note that this attack is executed almost instantly, so it can be used to
severely damage or destroy large formations of enemy units if necessary.
===============================================================================
-------------------- Summons Corps HQ Truck.
Corps Reorganization Deploys a new Corps HQ to
-------------------- provide supply and resources.
Cost: 1000 Experience Points
- If you manage to get your original Corps HQ destroyed, chances are you're
pretty screwed already, so this likely won't help you much. If you want to use
it, you should note that you can only use it when your original one has been
destroyed.
===============================================================================
------------ Summons Economic Aid.
Economic Aid Summons an aircraft to drop a
------------ load of cargo containing oil and ammo.
Cost: 500 Experience Points
- It drops a crate (that can be destroyed) that adds fifteen to your ammo and
fifteen to your oil supply rates.
===============================================================================
---------------
Fighting Spirit Courage for 60 seconds. Targeted units are
--------------- granted a boost in morale, defense, and speed.
+2 to Defense Value
+20% to Maximum Speed
Immune to Fear
1 Morale Gained
Cost: 300 Experience Points
Area: Large
- Basically just a boost for your units. If you're in the middle of a large
battle and have plenty of experience points banked, you might as well use this,
especially if you think you're in danger of losing any units.
===============================================================================
----------
Lend Lease Summons Lend Lease.
---------- Provides a small amount of money.
Cost: 400 Experience Points
- When they say it provides a small amount of money, they aren't kidding. The
amount is too small to be useful compared to a lot of the more expensive
operations, so this really shouldn't be used unless you're desperate for some
reason. (One note-worthy case: the Battle of the Bulge mission, where you are
pressed for cash the whole time, and neither of your other operations can
really help anyway.)
------------------ Mechanized Advance for 120 seconds.
Mechanized Advance Grants speed, attack, and defense
------------------ bonuses to the targeted halftracks.
+10 Extra Damage
+5 to Defense Value
+20% to Maximum Speed
Immune to Fear
Cost: 1000 Experience Points
Area: Large
- The important thing to note about this is that artillery tanks count as
halftracks, so using this operation on Artillery Tank divisions can be quite
beneficial. Use it when you're attacking large enemy concentrations or
defending against overwhelming forces.
===============================================================================
-------------------
Mechanized Resupply Resupply for 30 seconds.
------------------- Provides supply to target mechanized regiments.
Supplied
+25% to Resupply Rate
Cost: 300 Experience Points
Area: Large
- Use this when you're fighting a battle outside of your supply zone and need
a quick boost.
===============================================================================
--------------
Propaganda War Decreases the enemy's morale, speed, and defense.
--------------
4 Morale Lost
Propaganda War for 20 seconds
-2 to Defense Value
-20% to Maximum Speed
Cost: 800 Experience Points
Area: Large
- This can be valuable if you run into a massive cluster of enemy units. It
shatters their ranks, makes them retreat, and causes them to slow down, which
lets you chase some of them down.
===============================================================================
------------
Secret Agent Summons Secret Agent.
------------ Paradrops an American secret agent to spy on the enemy.
Cost: 200 Experience Points
- There's a good reason it only costs two hundred experience points... It's
worthless. >_>
===============================================================================
----------- Summons Provisions.
Supply Drop Summons an aircraft to transport
----------- and drop a temporary zone of supply.
Cost: 400 Experience Points
- This will drop a little box of supplies, creating a temporary green circle
that'll work just like your normal supply zone. It's very useful if you're
fighting a battle half the map away from your base or something.
===============================================================================
-------------
Assembly Line Summons Material Parts.
------------- Requisitions parts to increase the health of your vehicles.
Cost: 300 Experience Points
- A little pile of crates (that can be destroyed, oddly enough) will sit there
and supply your vehicles with some extra hit points.
===============================================================================
--------------- Communist Inspiration for 30 seconds.
Communist Purge Remove incompetent infantry officers to
--------------- increase infantry morale and attack power.
Immune to Fear
1 Morale Gained
Cost: 200 Experience Points
Area: Large
- This is only really useful if you're stuck fighting with some infantry,
which there's really never any reason you should be. Still, if you're
desperate and need to stop an enemy attack with infantry, this will help.
===============================================================================
-------------- Communist Zeal for 120 seconds.
Communist Zeal Targeted infantry are granted
-------------- attack, health, and speed bonuses.
+3 Extra Damange
+40% to Health
+20% to Maximum Speed
Immune to Fear
Cost: 1000 Experience Points
Area: Large
- This is only really useful if you're stuck fighting with some infantry,
which there's really never any reason you should be. Still, if you're
desperate and need to stop an enemy attack with infantry, this will help.
===============================================================================
-------------------- Summons Corps HQ Truck.
Corps Reorganization Deploys a new Corps HQ to
-------------------- provide supply and resources.
Cost: 1000 Experience Points
- If you manage to get your original Corps HQ destroyed, chances are you're
pretty screwed already, so this likely won't help you much. If you want to use
it, you should note that you can only use it when your original one has been
destroyed.
===============================================================================
----------------
Double the Guard Double the Guard Bonus for 120 seconds.
---------------- Targeted buildings are granted an attack bonus.
+15 to Attack Value
Cost: 400 Experience Points
Area: Large
- Since buildings have such a low attack value, this is only really helpful if
you desperately need to save a building, and you have nothing else to use.
===============================================================================
---------- Summons Medium Tank Regiment.
Maskirovka Deploys a regiment of Maskirovka
---------- tanks to confuse and demoralize the enemy.
Cost: 500 Experience Points
- A unit of medium tanks will just appear wherever you target this operation.
The down side is that the unit cannot be attached to your HQs, so it will not
be able to be resupplied.
===============================================================================
---------------- Summons Infantry Supplies.
Military Gear Up Requisitions supplies to increase
---------------- the health of your infantry.
Cost: 300 Experience Points
- A pile of supply boxes will sit on the ground, and the hit points of your
infantry units will be increased. Note that the pile of supplies can be
destroyed.
===============================================================================
---------------- Summons Military Equipment.
Rapid Deployment Requisitions equipment to
---------------- temporarilly reduce all deployment costs.
Cost: 300 Experience Points
- Early in a mission, this can be quite useful. Once you've established your
base, it doesn't really help much.
===============================================================================
----------------
Russian Sabotage Summons Saboteur.
---------------- Paradrops a saboteur to inflict damage on enemy buildings.
Cost: 800 Experience Points
- The saboteur can destroy a building quite easily, so if you ever see a plane
drop a soldier, you'd better be ready to kill it as fast as possible. Luckily,
he doesn't have much health, so he's easy to kill.
===============================================================================
------------- Smoke Barrage for 30 seconds.
Smoke Barrage Creates a smokescreen that reduces your
------------- enemies' rate of fire and stops their advance.
-50% to Attack Speed
-50% to Maximum Speed
Cost: 600 Experience Points
Area: Large
- This is helpful when you're attacking a large concentration of enemy forces
or when you need to defend something with an inferior amount of forces.
===============================================================================
----------- Summons Provisions.
Supply Drop Summons an aircraft to transport
----------- and drop a temporary zone of supply.
Cost: 400 Experience Points
- This will drop a little box of supplies, creating a temporary green circle
that'll work just like your normal supply zone. It's very useful if you're
fighting a battle half the map away from your base or something.
===============================================================================
----------------
Armored Resupply Resupply for 30 seconds.
---------------- Provides supply to target armor regiments.
Supplied
+25% to Resupply Rate
Cost: 300 Experience Points
Area: Large
- This works a lot like the other supply special operations. It'll help you
if you're defending or attacking in a location that your current supply zone
doesn't already cover.
===============================================================================
----------
Blitzkrieg Blitzkrieg for 120 seconds.
---------- Targeted tanks are granted bonuses to speed and attack.
+50 to Attack Value
+20% to Maximum Speed
Immune to Fear
Cost: 1000 Experience Points
Area: Large
- This is definitely useful when you're attacking large concentrations of
enemy units or defending against a large enemy attack. Your tanks will glow to
show that they have the effect, and it lasts for a decent amount of time.
===============================================================================
-------------------- Summons Corps HQ Truck.
Corps Reorganization Deploys a new Corps HQ to
-------------------- provide supply and resources.
Cost: 1000 Experience Points
- If you manage to get your original Corps HQ destroyed, chances are you're
pretty screwed already, so this likely won't help you much. If you want to use
it, you should note that you can only use it when your original one has been
destroyed.
===============================================================================
--------- Describe Economy.
Espionage Target an enemy building to reveal his
--------- current economic status and steal money.
Steal Resources: 50
Cost: 400 Experience Points
- This doesn't have much use unless you want to laugh at how ridiculously poor
the computer's economy is after you bomb them senseless or something. >_>
===============================================================================
------------
Forced March Forces a company to move faster, but taxes their health.
------------
+50% to Maximum Speed
1 Damage every second
Cost: 200 Experience Points
Area: Large
- Only use this if you desperately need something to move fast, like if a unit
of tanks is attacking your base and you need to move your offensive units to
prevent your base from being destroyed.
===============================================================================
---------------- Summons Infantry Supplies.
Military Gear Up Requisitions supplies to increase
---------------- the health of your infantry.
Cost: 300 Experience Points
- A pile of supply boxes will sit on the ground, and the hit points of your
infantry units will be increased. Note that the pile of supplies can be
destroyed.
===============================================================================
------------ Summons Medium Tank Regiment.
Panzer Hohle Deploys a regiment of fake tanks
------------ to confuse and demoralize the enemy.
Cost: 500 Experience Points
- It says "fake" tanks for some reason, but the regiment that gets deployed is
actually quite real. It gives you a medium tank regiment, but the regiment
cannot be attached to your HQs, meaning you will not be able to resupply it.
===============================================================================
--------------
Propaganda War Decreases the enemy's morale, speed, and defense.
--------------
4 Morale Lost
Propaganda War for 20 seconds
-2 to Defense Value
-20% to Maximum Speed
Cost: 800 Experience Points
Area: Large
- This can be valuable if you run into a massive cluster of enemy units. It
shatters their ranks, makes them retreat, and causes them to slow down, which
lets you chase some of them down.
===============================================================================
---------- Radar Scan for 10 seconds.
Radar Scan Reveals the enemy's location on the minimap for a brief period.
---------- No fog on minimap.
Cost: 400 Experience Points
- This is good for finding where enemy bases are, especially for finding enemy
airfields and Corps HQs.
===============================================================================
----------- Summons Provisions.
Supply Drop Summons an aircraft to transport
----------- and drop a temporary zone of supply.
Cost: 400 Experience Points
- This will drop a little box of supplies, creating a temporary green circle
that'll work just like your normal supply zone. It's very useful if you're
fighting a battle half the map away from your base or something.
===============================================================================
---------
V Weapons Orders a V-1 Rocket strike to reap devastation
--------- on the enemy at the targeted location.
600 Damage
+600 Damage vs Buildings
Cost: 1800 Experience Points
Area: Large
- While not nearly as effective as the Atomic Bomb operation, this can still
be quite devastating when used properly. It's especially useful for small
buildings, and can be used to scatter enemy units if you're desperate.
-----------------------------------------------------------------------------
| |
| |
| 3.04) SPECIAL OPERATIONS - JAPAN |
| |
| |
-----------------------------------------------------------------------------
===============================================================================
------------- Bonzai Charge for 60 seconds.
Banzai Charge Frenzies target regiments, increasing
------------- their attack power and health.
+50% to Attack Speed
+50% to Health
Immune to Fear
Cost: 1000 Experience Points
Area: Large
- This would be much more valuable if it worked on heavier vehicles, but it
won't affect anything above a regular halftrack.
===============================================================================
-------------------- Summons Corps HQ Truck.
Corps Reorganization Deploys a new Corps HQ to
-------------------- provide supply and resources.
Cost: 1000 Experience Points
- If you manage to get your original Corps HQ destroyed, chances are you're
pretty screwed already, so this likely won't help you much. If you want to use
it, you should note that you can only use it when your original one has been
destroyed.
===============================================================================
-------------- Fear for 20 seconds.
Demoralization Instills the enemy with fear,
-------------- lowering both their morale and attack.
-30% to Attack Speed
3 Morale Lost
Cost: 800 Experience Points
Area: Large
- This is great if you're attacking or defending against large groups of enemy
units. You shouldn't have nearly as much trouble chasing down damaged units
when they have this speed handicap, and the lack of morale will cause units to
retreat from battle a lot easier than usual.
===============================================================================
--------- Describe Economy.
Espionage Target an enemy building to reveal his
--------- current economic status and steal money.
Steal Resources: 50
Cost: 400 Experience Points
- This doesn't have much use unless you want to laugh at how ridiculously poor
the computer's economy is after you bomb them senseless or something. >_>
===============================================================================
-------------------
Industrial Sabotage Target enemy depot is destroyed through sabotage.
-------------------
1200 Damage
Cost: 500 Experience Points
- If the right type of building is targeted, poof, it's gone.
===============================================================================
--------
Kamikaze Requests a Japanese Zero to inflict massive damage on the enemy.
--------
400 Damage
+800 Extra Damage vs Buildings
Cost: 1600 Experience Points
Area: Large
- This isn't as powerful as the Atomic Bomb operation, but it can still cause
destruction on the same scale as the V Weapons can. It's especially useful
against structures and large concentrations of units.
===============================================================================
----------
Lend Lease Summons Lend Lease.
---------- Provides a small amount of money.
Cost: 400 Experience Points
- When they say it provides a small amount of money, they aren't kidding. The
amount is too small to be useful compared to a lot of the more expensive
operations, so this really shouldn't be used unless you're desperate for some
reason.
===============================================================================
-------------------
Mechanized Resupply Resupply for 30 seconds.
------------------- Provides supply to target mechanized regiments.
Supplied
+25% to Resupply Rate
Cost: 300 Experience Points
Area: Large
- Use this when you're fighting a battle outside of your supply zone and need
a quick boost.
===============================================================================
---------- Radar Scan for 10 seconds.
Radar Scan Reveals the enemy's location on the minimap for a brief period.
---------- No fog on minimap.
Cost: 400 Experience Points
- This is good for finding where enemy bases are, especially for finding enemy
airfields and Corps HQs.
===============================================================================
---------------- Summons Military Equipment.
Rapid Deployment Requisitions equipment to
---------------- temporarilly reduce all deployment costs.
Cost: 300 Experience Points
- Early in a mission, this can be quite useful. Once you've established your
base, it doesn't really help much.
===============================================================================
----------------
British Sabotage Summons Saboteur.
---------------- Paradrops a saboteur to inflict damage on enemy buildings.
Cost: 800 Experience Points
- The saboteur can destroy a building quite easily, so if you ever see a plane
drop a soldier, you'd better be ready to kill it as fast as possible. Luckily,
he doesn't have much health, so he's easy to kill.
===============================================================================
--------------
Carpet Bombing Sends a wave of long range bombers to
-------------- carpet bomb an area under enemy control.
400 Damage
+1200 Extra Damage vs Buildings
Cost: 1800 Experience Points
Area: Large
- Three bombers will swoop down out of nowhere and blast the crap out of
whatever's in the way. There's a reason it costs so much experience to use -
it's insanely powerful. The bombers cannot be shot down, and they can destroy
a lot of buildings instantly (including airfields).
- Note that this attack is executed almost instantly, so it can be used to
severely damage or destroy large formations of enemy units if necessary.
===============================================================================
------------ Summons Code Breaker Tower.
Code Breaker The Fog of War is removed from the
------------ target location for a brief period.
Cost: 200 Experience Points
- Pretty self-explanatory. It'll reveal the buildings and units that're
hidden under the shround. It can be helpful if you're trying to find a target
to bomb or something.
===============================================================================
-------------------- Summons Corps HQ Truck.
Corps Reorganization Deploys a new Corps HQ to
-------------------- provide supply and resources.
Cost: 1000 Experience Points
- If you manage to get your original Corps HQ destroyed, chances are you're
pretty screwed already, so this likely won't help you much. If you want to use
it, you should note that you can only use it when your original one has been
destroyed.
===============================================================================
------------ Summons Economic Aid.
Economic Aid Summons an aircraft to drop a
------------ load of cargo containing oil and ammo.
Cost: 500 Experience Points
- It drops a crate (that can be destroyed) that adds fifteen to your ammo and
fifteen to your oil supply rates.
===============================================================================
---------------
Fighting Spirit Courage for 60 seconds. Targeted units are
--------------- granted a boost in morale, defense, and speed.
+2 to Defense Value
+20% to Maximum Speed
Immune to Fear
1 Morale Gained
Cost: 300 Experience Points
Area: Large
- Basically just a boost for your units. If you're in the middle of a large
battle and have plenty of experience points banked, you might as well use this,
especially if you think you're in danger of losing any units.
===============================================================================
-----------------
Infantry Resupply Resupply for 30 seconds.
----------------- Provides supply to target infantry regiments.
Supplied
+25% to Resupply Rate
Cost: 200 Experience Points
Area: Large
- Targeted units will be supplied for a very brief period, even if they're not
inside your green supply zone.
===============================================================================
---------- Radar Scan for 10 seconds.
Radar Scan Reveals the enemy's location on the minimap for a brief period.
---------- No fog on minimap.
Cost: 400 Experience Points
- This is good for finding where enemy bases are, especially for finding enemy
airfields and Corps HQs.
===============================================================================
----------- Sand Bagged for 180 seconds.
Sandbagging Targeted buildings are granted a
----------- defense bonus against enemy attacks.
+40% Resistance (Bullet Damage)
+40% Resistance (Shell Damage)
+40% Resistance (Explosive Damage)
Cost: 300 Experience Points
Area: Large
- Use this when you need to buy a little time when something important is
being destroyed by the enemy. It can also be useful to save some buildings if
an enemy bomber attack makes it through your anti-aircraft defenses.
===============================================================================
------------
Secret Agent Summons Secret Agent.
------------ Paradrops an British secret agent to spy on the enemy.
Cost: 200 Experience Points
- There's a good reason it only costs two hundred experience points... It's
worthless. >_>
===============================================================================
------------- Smoke Barrage for 30 seconds.
Smoke Barrage Creates a smokescreen that reduces your
------------- enemies' rate of fire and stops their advance.
-50% to Attack Speed
-50% to Maximum Speed
Cost: 600 Experience Points
Area: Large
- This is helpful when you're attacking a large concentration of enemy forces
or when you need to defend something with an inferior amount of forces.
Each of the five nations has four different commanders for you to choose from.
Each commander has slightly different Special Operations available for use.
The following sections will give information about each of the twenty main
commanders (as well as some other commanders not listed in the manual or in the
game) following this format:
====================
General's Name
====================
"The caption given for each general from the custom game menu will be here.
Note that the captions given in the instruction manual are not always the same
as the ones given here. I had to choose one or the other..."
[Special Operation #1] [Special Operation #3]
[Special Operation #2] [Special Operation #4]
- A list of campaign missions where this general is controlled by you will go
here. Note that not all of the generals have campaign missions, so if you want
to play with all of them, you'll have to use custom games for some of them.
- The 101st Airborne is played under General Eisenhower's command in mission
1.09) Battle of the Bulge. It cannot be used outside of this mission. Note
that the 101st Airborne does not have the ability to create a Corps HQ.
====================
General Arnold
====================
"Henry Arnold was a driving force in American development of American aerial
superiority, and a pioneer of heavy bombing strategies. He was also a member
of the American Joint Chiefs of Staff and the Allied Combined Chiefs of
Staff."
[Carpet Bombing] [Secret Agent]
[Propaganda War] [Corps Reorganization]
- 1.02) Battle of Guadalcanal
=====================
General Bradley
=====================
No information is provided on General Bradley.
[Mechanized Advance] [Mechanized Resupply]
[Lend Lease] [Corps Reorganization]
- General Bradley is played under General Eisenhower's command in mission
1.07) Normandy Breakout. He cannot be played outside of the campaign
missions.
====================
General Buckner
====================
No information is provided on General Buckner.
[Atomic Bomb] [Assembly Line]
[Economic Aid] [Corps Reorganization]
- General Buckner is played under Admiral Nimitz's control in mission
1.12) Invasion of Okinawa. He can't be used outside of the campaign missions.
========================
General Eisenhower
========================
"Later President of the United States, Dwight D. Eisenhower was protege and
close friend to General Patton. Hand-picked by President Roosevelt to lead
the liberation of Europe, General Eisenhower proved himself to be both a
brilliant strategist and an excellent statesman in coordinating Allies both
during and after WWII."
[Mechanized Advance] [Mechanized Resupply]
[Lend Lease] [Corps Reorganization]
- General Eisenhower is not available for you during the campaign missions.
===================
General Gerow
===================
No information is provided on General Gerow.
[Mechanized Advance] [Mechanized Resupply]
[Lend Lease] [Corps Reorganization]
- General Gerow is played under General Eisenhower's command in mission
1.06) Operation Overlord: D-Day. He cannot be played outside of the campaign
missions.
"Having spent almost his entire life serving in the Navy, Admiral Nimitz was
entrusted with rebuilding the devastated Pacific Fleet after the Pearl Harbor
attack. Ultimately, his strategic insight led to critical victories in the
Coral Sea and at Midway that broke the Japanese Navy and won the Pacific front
for the Allies."
[Atomic Bomb] [Assembly Line]
[Economic Aid] [Corps Reorganization]
- Admiral Nimitz is not available for you during the campaign missions.
====================
General Patton
====================
"A lover of battle and a masterful commander of armored battalions, George S.
Patton epitomized the American general. As a veteran of the Western Front of
the first World War, General Patton brought rugged, experienced,
win-at-all-cost leadership to the Allies in the European Theater."
[Mechanized Advance] [Fighting Spirit]
[Supply Drop] [Corps Reorganization]
- General Patton is not available for you during the campaign missions.
=====================
General Schimdt
=====================
No information is provided on General Schmidt.
[Atomic Bomb] [Assembly Line]
[Economic Aid] [Corps Reorganization]
- General Schmidt is played under Adrmiral Nimitz's command in mission
1.11) Battle of Iwo Jima. He cannot be used outside of the campaign missions.
=====================
General Chuikov
=====================
"A young commander and the son of a famous wrestler, Vasily Chuikov served as
advisor to Chiang Kai-shek before being recalled to command the defense of
Stalingrad. By maintaining the morale of his soldiers and developing new
methods of urban combat, General Chuikov prevented the city's fall and
ultimately participated in the capture of Berlin."
[Carpet Bombing] [Assembly Line]
[Maskirovka] [Corps Reorganization]
- General Chuikov is not available for you during the campaign missions.
"Ivan Konev was a Russian general of firsts, leading the first counterattack
against the German advance -- and stopping it outside of Moscow -- and leading
the first army onto German soil. A hero of the war and one of the conquerors
of Berlin, Konev went on to an illustrious career as a military governor."
[Communist Zeal] [Military Gear Up]
[Smoke Barrage] [Corps Reorganization]
- Marshal Konev is not available for you during the campaign missions.
"Kanstantin Rokossovski, an early supporter of the Bolshevik's, Rokossovski was
later purged, and fought in WWII under a never-revoked death sentence. He
distinguished himself as a firey commander at the battles of Moscow,
Stalingrad, and Kursk."
"Rising from a lowly cavalry officer in the Tsar's army to Marshal of the
Soviet Forces, Georgi Zhukov proved himself a survivor above all else. By
developing the Siberian army during the darkest days of WWII, Marshal Zhukov
shocked the Japanese and Germans alike, winning first in Mongolia and then in
Europe."
[Russian Sabotage] [Communist Purge]
[Supply Drop] [Corps Reorganization]
- 1.03) Battle of Stalingrad, 1.10) Fall of Berlin
==================
Afrika Korps
==================
No information is provided on the Afrika Korps.
[Blitzkrieg] [Forced March]
[Panzer Hohle] [Corps Reorganization]
- The Afrika Korps is played under Field Marshal Rommel's command in mission
2.03) Battle of Suez Canal. It cannot be used outside of this mission.
==============================
Field Marshal Kesselring
==============================
"Albert Kesselring, trained as a balloon observer in the first World War, went
on to command the German airforce in numerous theaters, supporting Operation
Barbarossa in Russia and Rommel's advances in North Africa. General
Kesselring's last significant command was the defense of Italy."
[Blitzkrieg] [Military Gear Up]
[Supply Drop] [Corps Reorganization]
- 2.01) Airdrop on Crete
============================
Field Marshal Manstein
============================
"Erich von Manstein, a veteran of the first World War, proved an able commander
in Russian campaigns of WWII. Field Marshal Manstein was known during the war
for ruthless efficiency, but but regarded by many as the greatest field
commander of WWII. His removal aided Russia rather than Germany."
[V Weapons] [Espionage]
[Propaganda War] [Corps Reorganization]
- 2.04) Battle of Stalingrad, 2.06) Battle of Kursk, 2.10) Buring of Moscow
==========================
Field Marshal Rommel
==========================
"Erwin Rommel, the Desert Fox, was undeniably one of the greatest commanders in
military history. A master strategist with armored units, a professor of
infantry tactics, and a critic of Hitler, Rommel won accolades on the
battlefield from not only the Axis, but the Allies as well."
[Blitzkrieg] [Forced March]
[Panzer Hohle] [Corps Reorganization]
- 2.02) Battle of Alamein
=============================
Field Marshal Rundstedt
=============================
"Gerd von Rundstedt, an early opponent of the Nazi party, was recalled to the
military with the outbreak of WWII. A cautious, cagey leader, Rundstedt
disagreed with the winter invasion of Russia and ultimately was charged with
overseeing the coastal defense of France."
[V Weapons] [Armored Resupply]
[Demoralization] [Corps Reorganization]
- 2.07) Defense of Normandy, 2.08) Operation Sealion
=========================
General Kuribayashi
=========================
"Tadamichi Kuribayashi was a samurai and a veteran of thirty years when he was
assigned to defend Iwo Jima. Known for his honor and resolute pride, General
Kuribayashi demanded that he and his men always face death, never even
considering surrender."
[Banzai Charge] [Mechanized Resupply]
[Espionage] [Corps Reorganization]
- General Kuribayashi is not available for you during the campaign missions.
"Gunichi Mikawa, a veteran of the first World War and a world traveler, rapidly
rose in the Japanese Navy, occupying prestige positions and critical commands.
The victor of the Battle of Savo Island, Mikawa inflicted one of the worst
defeats in American naval history, with only a fleet of aging cruisers. He
proved himself a master of surprise and strategy."
[Banzai Charge] [Rapid Deployment]
[Lend Lease] [Corps Reorganization]
- Vice Admiral Mikawa is not available for you during the campaign missions.
"Chuichi Nagumo, an early supporter of air-sea integration, oversaw Japanese
bombing attacks in Australia, Ceylon, and India. Ultimately seen as
responsible for the Japanese fleet at Midway, Nagumo was demoted and died with
the fall of Saipan."
[Kamikaze] [Code Breaker]
[Industrial Sabotage] [Corps Reorganization]
- 2.09) Invasion of India, 2.12) Invasion of Hawaii
"Isoroku Yamamoto began his naval career as an ensign amid the Russo-Japanese
War, serving at the unprecedented devastation of the Russian fleet at
Tsushima. A visionary of naval warfare, it was Admiral Yamamoto who
spearheaded Japan's development of an aircraft carrier compliment. Despite
his opposition to war with America, Yamamoto oversaw the Japanese fleet in the
early years of WWII."
[Kamikaze] [Radar Scan]
[Demoralization] [Corps Reorganization]
- 2.05) Invasion of Australia, 2.11) Assault on Midway
==============================
Field Marshal Montgomery
==============================
"Bernard Montgomery was in many ways the image of a British military officer:
he trained at the elite Sandhurst academy, served in India and then in France
during the first World War, and ultimately rose to general during WWII. After
the war, he was granted a peerage and took the title 'Viscount of Alamein.'"
[Carpet Bombing] [Code Breaker]
[Fighting Spirit] [Corps Reorganization]
- 1.01) Battle of El Alamein, 1.08) Operation Market Garden
"Great grandson of Queen Victoria, cousin of Henry V, Lord Mountbatten was
assigned by Churchill to lead critical commando missions across the European
theater. After the war, Lord Mountbatten oversaw the establishment of
independent states in India and Pakistan."
[British Sabotage] [Radar Scan]
[Smoke Barrage] [Corps Reorganization]
- Admiral Mountbatten is not available for you during the campaign missions.
==========================
Field Marshal Wavell
==========================
"Archibald Percival Wavell, himself the son of a general, served all across
the Empire during WWII. After helping secure the Suez Canal, he coordinated
British forces against the Japanese invasion as Commander in Chief of India."
[Carpet Bombing] [Secret Agent]
[Sandbagging] [Corps Reorganization]
- Field Marshal Wavell is not available for you during the campaign missions.
===========================
Major General Wingate
===========================
"A master of espionage, Orde Wingate began his career in intelligence by
thwarting Arab terrorist forces operation near Palestine. He bluffed 12,000
Italians into surrendering to a force of a few hundred, and concluded his
career by executing sabotage attacks across Burma, destroying Japanese bases,
bridges, and equipment."
[British Sabotage] [Infantry Resupply]
[Economic Aid] [Corps Reorganization]
- Major General Wingate is not available for you during the campaign missions.
===================
General Leese
===================
No information is provided on General Leese.
[Carpet Bombing] [Secret Agent]
[Sandbagging] [Corps Reorganization]
- General Leese is played under Field Marshal Wavell's command in mission
1.05) Road to Rome. He cannot be used outside of the campaign missions.
The units are the most important part of the game, obviously. In the following
sections, I'll give information about every unit in the game. Depending on the
unit, more information may be available compared to other units. To help
understand what the information in the charts means, you should be familiar
with some of the game's terms and mechanics.
Money: Money is gained on a per-minute basis. Shortages in other resources
result in a reduction in money income. For example, a +15 Money rate
means you will earn fifteen money units every minute.
Ammo: Units require an ammo supply. Several structures provide ammo,
specifically Ammo Depots. If your ammo level goes negative, the balance
is taken from your money rate.
Oil: Vehicles require an oil supply. Several structures provide oil,
specifically Oil Depots. If your oil level goes negative, the balance is
is taken from your money rate.
Building Limit: This is the current number of buildings you have followed by
the total number you're allowed to have. For example, 3/20
means you currently have three out of twenty possible
buildings.
Regiment Limit: This is the current number of regiments you have followed by
the total number you're allowed to have. For example, 2/9
means that you currently have two regiments out of a current
maximum of nine regiments.
Defense Value: Damage from enemy attacks is reduced by defense value. Defense
applies before resistances.
Upkeep: Units and buildings require (or provide) resources. If they require
resources, it's considered upkeep. Building Limit, Regiment Limit,
Money, Ammo, and Oil are all possible forms of upkeep.
Production: Many buildings add resources to your current supplies. Building
Limit, Regiment Limit, Money, Ammo, and Oil can all be generated
through various buildings.
Attributes: Many units and structures have special abilities, attacks, or
defensive qualities that add to their regular strengths or
weaknesses. A list of these can be found in the Attributes
section of this guide.
Bullet Damage: Represented by a handgun icon in the game and BD in this guide.
Shell Damage: Represented by two shell icons in the game and SD in this guide.
Explosive Damage: Represented by a bomb icon in the game and ED in this guide.
Flame Damage: Represented by a flame icon in the game and FD in this guide.
Resistances: Resistances are special qualities that some units and structures
have naturally or can gain through various means to increase
their defense against certain forms of damage.
-----------------------------------------------------------------------------
| |
| |
| 5.01) UNITS - USA |
| |
| |
-----------------------------------------------------------------------------
- Airborne Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Airborne Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Airborne Division
HQ buildings.
*******************************************************************************
================================
Airborne Heavy Infantry Regiment
================================
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x5)
Health: 200
Speed: Slow
Defense: 2
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Mortar Infantry (x1):
Health: 200
Speed: Slow
Defense: 2
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
Airborne Machine Gun Infantry (x2):
Health: 200
Speed: Slow
Defense: 2
Attack: Browing M1919 Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
- These are deployed from an Airborne Division HQ. They're more powerful than
standard Airborne Infantry Divisions, and for double the cost (money), they can
be air dropped anywhere on the map at any time. An Artillery Brigade structure
is required before these can be recruited or deployed.
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x8)
Health: 200
Speed: Slow
Defense: 2
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
- This is a basic infantry unit deployed from an Airborne Division HQ. They
are slightly more powerful than standard infantry units, and for double the
cost (money), they can be air dropped anywhere on the map at any time.
- Airfield Trucks have no offensive capabilities. When deployed, they turn
into Airfield buildings, which alters their stats. Check the Buildings section
of this guide for more information on Airfield buildings.
*******************************************************************************
================
Ammo Depot Truck
================
Price: 75
Health: 500
Speed: Medium
Production: 12 Ammo
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Ammo Depot Trucks have no offensive capabilities. When deployed, they turn
into Ammo Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Ammo Depot buildings.
Price: 125
Upkeep: 5 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 54
Attributes: Vehicles
Unit Composition:
T17E1 Staghound (x1):
Health: 250
Speed: Very Fast
Defense: 4
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M16 MGMC (x4):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 37mm M15
30 Bullet Damage [Air]
Rate: Fast
- Anti-Aircraft units deployed from a Mechanized Division HQ. While these can
be more effective than Anti-Aircraft Batteries, you should keep in mind that
they are easier to destroy and reduce your available Regiment Limit. An
Engineer Brigade structure is required before you can recruit these units.
*******************************************************************************
===========================
Anti-Aircraft Tank Regiment
===========================
Price: 225
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
M4A2 Sherman (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M3A1 Stuart (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
M16 MGMC (x2):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 37mm M15
30 Bullet Damage [Air]
Rate: Fast
- These can be more effective than an Anti-Aircraft Battery if they're handled
properly. They can put out more damage in a shorter period of time, and if
they're in a supplied area, they can repair faster than a battery can. An
Engineer Brigade structure is required before you can recruit these units.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 90
Attributes: Vehicles
Unit Composition:
T17E1 Staghound (x1):
Health: 250
Speed: Very Fast
Defense: 4
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Browning M1919 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
M18 Hellcat (x2):
Health: 400
Speed: Medium
Defense: 7
Attack: 76mm Gun
80 Shell Damage
AT Hit for 1 Seconds
Paralyze
Rate: Slow
- These can be deployed from a Mechanized Division HQ. The Hellcats can cause
severe damage, but the rest of the regiment is a little too weak to be very
effective. These are probably something you might want to use early on in a
mission, but you'll want to replace them with heavier units when you get the
chance. A Motor Pool structure is required before you can recruit these units.
Production: 12 Money, 5 Ammo, 8 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Armor Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Armor Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Armor HQ buildings.
- Artillery Brigade Trucks have no offensive capabilities. When deployed,
they turn into Artillery Brigade buildings, which alters their stats. Check
the Buildings section of this guide for more information on Artillery Brigade
buildings.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 98
Attributes: Vehicles
Unit Composition:
T17E1 Staghound (x1):
Health: 250
Speed: Very Fast
Defense: 4
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Browning M1919 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
M3 Howitzer (x2):
Health: 250
Speed: Very Fast
Defense: 3
Attack: 105mm Howitzer
50 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- Deployed from a Mechanized Division HQ, these are a weaker version of the
Artillery Tank regiments. Similar to the Anti-Tank Halftrack Regiments, you'll
want to replace these as soon as possible, if you even use them at all. An
Artillery Brigade structure is required before you can recruit these units.
*******************************************************************************
=======================
Artillery Tank Regiment
=======================
Price: 250
Upkeep: 25 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
M4A2 Sherman (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M3A1 Stuart (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
M40 Long Tom (x2):
Health: 300
Speed: Medium
Defense: 4
Attack: 155mm Gun
60 Explosive Damage
1 Morale Lost
Rate: Very Slow
Area: Large
Bombard
- An Artillery Brigade structure is required before you can recruit these
units. They are probably the most effective armored unit (generally speaking)
for the United States. The artillery lets you slaughter infantry, and the
tank/artillery combination does fairly well against armored targets as well.
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Very Small
Assault Infantry (x6)
Health: 225
Speed: Slow
Defense: 1
Attack: M1 Garand Rifle Grenade M7 Rifle Grenade
12 Bullet Damage 20 Explosive Damage 30 Explosive Damage
Rate: Medium Rate: Very Slow Rate: Very Slow
Area: Very Small
Machine Gun Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: Browing M1919 Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
- The M7 Rifle Grenade technology from the Artillery Brigade structure is
required before these can be recruited. These are highly effective against
infantry and other soft targets. They aren't too bad against hard targets,
either.
Attack: AN-M18 Bomb #1 AN-M18 Bomb #2
80 Explosive Damage 80 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
AN-M18 Bomb #3 AN-M18 Bomb #4
80 Explosive Damage 80 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
- These are the bombers used by your airfields and aircraft carriers. They
cannot be recruited in any other way during normal gameplay. They drop four
bombs at a time, and they will make three bomb-dropping attacks each time
they're ordered at a target.
Upkeep: [Matches whatever it's transporting; doesn't require anything of
its own while it's in the air.]
- These are the transport planes that your Airborne Division HQ will use to
drop airborne units on the map. They cannot be constructed or controlled
during regular gameplay. (They're also used to drop other items, such as
Economic Aid and Secret Agents.)
*******************************************************************************
==============
Corps HQ Truck
==============
Health: 500
Speed: Medium
Production: 15 Money, 10 Ammo, 5 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Corps HQ Trucks have no offensive capabilities. When deployed, they turn
into Corps HQ buildings, which alters their stats. Check the Buildings section
of this guide for more information on Corps HQ buildings.
*******************************************************************************
============
Economic Aid
============
Health: 1500 (Does not deplete on its own, can be attacked.)
Defense: 0
Production: 15 Ammo, 15 Oil
- This is what your Skytrain drops on the ground when you use the Economic Aid
Special Operation. While the crates exist, you will receive fifteen ammo and
fifteen oil into your current production.
- Engineer Brigade Trucks have no offensive capabilities. When deployed, they
turn into Engineer Brigade buildings, which alters their stats. Check the
Buildings section of this guide for more information on Engineer Brigade
buildings.
Price: 75
Speed: Medium
Upkeep: 5 Ammo, 5 Oil, 1 Regiment Limit
Morale: 35
Attributes: Infantry
Unit Composition:
Infantry Officer (x1):
Health: 200
Speed: Medium
Defense: 1
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Very Small
Engineer (x6):
Health: 200
Speed: Medium
Defense: 1
Attack: M1 Garand Rifle Repair Construct
10 Bullet Damage 5 Repaired 5 Repaired [sic]
Rate: Medium Rate: Very Fast Rate: Very Fast
- An Engineer Brigade structure is required before these can be recruited.
They're not exactly useful in battle situations, but they can be used to repair
structures and construct defensive structures (Anti-Aircraft Batteries,
Artillery Batteries, and Bunkers).
Attack: 12.7mm Machine Gun
85 Bullet Damage
Rate: Very Fast
- These are the planes that are used as fighters and scouts on American
Aircraft Carriers. They cannot be recruited in any other way during regular
gameplay.
Price: 100
Upkeep: 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 70
Attributes: Vehicles
Unit Composition:
T17E1 Staghound (x1):
Health: 250
Speed: Very Fast
Defense: 4
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Browning M1919 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
- These are very light vehicle units deployed from the Mechanized Division HQ.
They're semi-effective against weak infantry units, but other than that, they
really don't serve much of a purpose.
*******************************************************************************
===================
Heavy Tank Regiment
===================
Price: 250
Upkeep: 20 Ammo, 20 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles
Unit Composition:
M4A2 Sherman (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M26 Pershing (x3):
Health: 500
Speed: Medium
Defense: 8
Attack: 90mm Gun
80 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure and the Heavy Tanks technology from the Motor Pool
are both required before you can recruit these units. They are the heaviest
United States unit, highly effective against armored targets. Artillery Tank
Regiments are more effective against infantry, but these will do quite well on
their own.
Production: 12 Money, 5 Ammo, 2 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Infantry Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Infantry HQ buildings, which alters their stats. Check the
Buildings section of this guide for more information on Infantry Division HQ
buildings.
Upkeep: [Same as whatever it's transporting, it doesn't require any of its
own supplies.]
- These are the landing craft used to land your infantry units from your
battleships. These are the same landing craft used to land your Corps HQ
trucks as well.
*******************************************************************************
===================
Light Tank Regiment
===================
Price: 150
Upkeep: 15 Ammo, 10 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles
Unit Composition:
M4A2 Sherman (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M3A1 Stuart (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
- The lightest tank unit you can have as the United States, deployed from an
Armor Division HQ.
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Very Small
Marine (x8):
Health: 225
Speed: Slow
Defense: 1
Attack: M1 Garand Rifle Grenade Bayonette Thrust
12 Bullet Damage 20 Explosive Damage 15 Bullet Damage
Rate: Medium Rate: Very Slow Rate: Fast
Area: Very Small
- These are deployed from battleships. They're slightly stronger than regular
infantry units, and they use a little more ammunition. They cannot be
recruited in any other way during regular gameplay.
*******************************************************************************
==============
Material Parts
==============
Health: 3000 (Drains constantly unti it empties, can also be attacked.)
Defense: 0
Attributes: Decaying
- This is what appears on the ground when you use the Assembly Line Special
Operation. While the parts exist, your vehicles will receive a fifteen percent
increase in health.
Production: 12 Money, 5 Ammo, 5 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Mechanized Division HQ Trucks have no offensive capabilities. When
deployed, they turn into Mechanized HQ buildings, which alters their stats.
Check the Buildings section of this guide for more information on Mechanized
Division HQ buildings.
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
Infantry (x4)
Health: 200
Speed: Slow
Defense: 1
Attack: M1 Garand Rifle Grenade
12 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Very Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Browing M1919 Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3A1 Stuart (x1):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
M3-A1 (x2):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Browning M1919 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
- Glorified infantry units, but when it all comes down to it, they're too
light to be very effective. They can deal with infantry targets fairly well,
but you'll want something else to deal with anything larger than that.
*******************************************************************************
====================
Medium Tank Regiment
====================
Price: 200
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles
Unit Composition:
M4A2 Sherman (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M4A1 Sherman (x3):
Health: 400
Speed: Medium
Defense: 6
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure is required before you can recruit this unit. An
improvement on the Light Tank Regiment, but you'll still want to use something
heavier for any serious operations.
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Very Small
Infantry (x6)
Health: 200
Speed: Slow
Defense: 1
Attack: M1 Garand Rifle Grenade
12 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Very Small
Mortar Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- An Artillery Brigade structure is required before these can be recruited.
They work quite well against infantry and other soft targets.
*******************************************************************************
================
Motor Pool Truck
================
Price: 125
Health: 500
Speed: Medium
Production: 10 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Motor Pool Trucks have no offensive capabilities. When deployed, they turn
into Motor Pool buildings, which alters their stats. Check the Buildings
section of this guide for more information on Motor Pool buildings.
- Oil Depot Trucks have no offensive capabilities. When deployed, they turn
into Oil Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Oil Depot buildings.
Attack: 12.7mm Machine Gun
85 Bullet Damage
Rate: Very Fast
- These are the fighters that your airfield uses. They cannot be recruited
through other means during regular gameplay. (They're also used as scouts.)
*******************************************************************************
=============================
Pennsylvania Class Battleship
=============================
Health: 5000
Speed: Medium
Defense: 15
Production: 5 Regiment Limit
Upkeep: 5 Ammo, 5 Oil
Attack: 16 Inch Guns (Turret 1) 16 Inch Guns (Turret 2)
100 Explosive Damage 100 Explosive Damage
1.5 Morale Lost 1.5 Morale Lost
Rate: Very Slow Rate: Very Slow
Area: Large Area: Large
Bombard Bombard
16 Inch Guns (Turret 3) 16 Inch Guns (Turret 4)
100 Explosive Damage 100 Explosive Damage
1.5 Morale Lost 1.5 Morale Lost
Rate: Very Slow Rate: Very Slow
Area: Large Area: Large
Bombard Bombard
3.7cm Flak Cannon
40 Bullet Damage [Air]
Rate: Fast
- These battleships can cause major damage to stationary and mobile targets on
land, and they can also destroy water targets. They can deploy a Marine
unit for a cost of 50 Money, and they can deploy a Corps HQ for a cost of 400
Money. They're also quite effective as a supplementary anti-aircraft defense.
Attack: Thompson Submachine Gun Grenade
12 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Very Small
Infantry (x4)
Health: 200
Speed: Slow
Defense: 1
Attack: M1 Garand Rifle Grenade
12 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Very Small
- Very fast (and lightly armed) infantry units. Other than quick and
inexpensive scouts, there's not much use for these.
*******************************************************************************
======================
Saratoga Class Carrier
======================
Health: 3000
Speed: Medium
Defense: 10
Production: 3 Regiment Limit
Upkeep: 5 Ammo, 5 Oil
- These aircraft carriers can launch two bombing attacks and four scouting
missions at a time when they're fully charged. A scouting mission will cost 25
Money, and a bombing mission will cost 100 Money. Additionally, they can
launch paradrop missions for 150 Money (either Airborne Infantry or Airborne
Heavy Infantry regiments).
Upkeep: None (Building does not add to your total building count)
Def. Value: 2
Attributes: Vehicles
- Supply Depot Trucks have no offensive capabilities. When deployed, they
turn into Supply Depot buildings, which alters their stats. Check the
Buildings section of this guide for more information on Supply Depot buildings.
- Airborne Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Airborne Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Airborne Division
HQ buildings.
*******************************************************************************
================================
Airborne Heavy Infantry Regiment
================================
Attack: PPSh 41 Submachine Gun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x5)
Health: 200
Speed: Slow
Defense: 2
Attack: PPSh 41 Submachine Gun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Mortar Infantry (x1):
Health: 200
Speed: Slow
Defense: 2
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
Airborne Machine Gun Infantry (x2):
Health: 200
Speed: Slow
Defense: 2
Attack: Degtyarev Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
- These are deployed from an Airborne Division HQ. They're more powerful than
standard Airborne Infantry Divisions, and for double the cost (money), they can
be air dropped anywhere on the map at any time. An Artillery Brigade structure
is required before these can be recruited or deployed.
Attack: PPSh 41 Submachine Gun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x5)
Health: 200
Speed: Slow
Defense: 2
Attack: PPSh 41 Submachine Gun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
- This is a basic infantry unit deployed from an Airborne Division HQ. They
are slightly more powerful than standard infantry units, and for double the
cost (money), they can be air dropped anywhere on the map at any time.
- Airfield Trucks have no offensive capabilities. When deployed, they turn
into Airfield buildings, which alters their stats. Check the Buildings section
of this guide for more information on Airfield buildings.
*******************************************************************************
================
Ammo Depot Truck
================
Price: 75
Health: 500
Speed: Medium
Production: 12 Ammo
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Ammo Depot Trucks have no offensive capabilities. When deployed, they turn
into Ammo Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Ammo Depot buildings.
Price: 125
Upkeep: 5 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 54
Attributes: Vehicles
Unit Composition:
Wz.29 Ursus (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M16 MGMC (x4):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 37mm M39 Gun
30 Bullet Damage [Air]
Rate: Fast
- Anti-Aircraft units deployed from a Mechanized Division HQ. While these can
be more effective than Anti-Aircraft Batteries, you should keep in mind that
they are easier to destroy and reduce your available Regiment Limit. An
Engineer Brigade structure is required before you can recruit these units.
*******************************************************************************
===========================
Anti-Aircraft Tank Regiment
===========================
Price: 225
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
KV-1 (x1):
Health: 440
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
T-70 (x3):
Health: 330
Speed: Medium
Defense: 5
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
M16 MGMC (x2):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 37mm M39 Gun
30 Bullet Damage [Air]
Rate: Fast
- These can be more effective than an Anti-Aircraft Battery if they're handled
properly. They can put out more damage in a shorter period of time, and if
they're in a supplied area, they can repair faster than a battery can. An
Engineer Brigade structure is required before you can recruit these units.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 90
Attributes: Vehicles
Unit Composition:
Wz.29 Ursus (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: SG43 Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
SU-85 (x2):
Health: 440
Speed: Medium
Defense: 8
Attack: 85mm Gun
75 Shell Damage
AT Hit for 1 Seconds
Paralyze
Rate: Slow
- These can be deployed from a Mechanized Division HQ. The SU-85s can cause
severe damage, but the rest of the regiment is a little too weak to be very
effective. These are probably something you might want to use early on in a
mission, but you'll want to replace them with heavier units when you get the
chance. A Motor Pool structure is required before you can recruit these units.
Production: 12 Money, 5 Ammo, 8 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Armor Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Armor HQ buildings, which alters their stats. Check the
Buildings section of this guide for more information on Armor Division HQ
buildings.
- Artillery Brigade Trucks have no offensive capabilities. When deployed,
they turn into Artillery Brigade buildings, which alters their stats. Check
the Buildings section of this guide for more information on Artillery Brigade
buildings.
*******************************************************************************
=======================
Artillery Tank Regiment
=======================
Price: 250
Upkeep: 25 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
KV-1 (x1):
Health: 440
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
T-70 (x3):
Health: 330
Speed: Medium
Defense: 5
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
ISU-152 (x2):
Health: 330
Speed: Medium
Defense: 5
Attack: 105mm Howitzer
50 Explosive Damage
1 Morale Lost
Rate: Very Slow
Area: Large
Bombard
- An Artillery Brigade structure is required before you can recruit these
units. They are probably the most effective armored unit (generally speaking)
for the USSR. The artillery lets you slaughter infantry, and the
tank/artillery combination does fairly well against armored targets as well.
Attack: PPSh 41 Submachine Gun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Conscript (x8):
Health: 150
Speed: Medium
Defense: 0
Attack: Mosin-Nagant Model 91/30 Rifle Molotov Cocktail
8 Bullet Damage 10 Flame Damage
Rate: Medium Rate: Very Slow
Area: Small
- Very inexpensive infantry units that you can use to defend yourself if you
become desperate.
*******************************************************************************
==============
Corps HQ Truck
==============
Health: 500
Speed: Medium
Production: 12 Money, 10 Ammo, 5 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Corps HQ Trucks have no offensive capabilities. When deployed, they turn
into Corps HQ buildings, which alters their stats. Check the Buildings section
of this guide for more information on Corps HQ buildings.
- Engineer Brigade Trucks have no offensive capabilities. When deployed, they
turn into Engineer Brigade buildings, which alters their stats. Check the
Buildings section of this guide for more information on Engineer Brigade
buildings.
Attack: PPSh 41 Submachine Gun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Engineer (x6):
Health: 200
Speed: Medium
Defense: 1
Attack: Mosan-Nagant Model 91/30 Rifle Repair Construct
10 Bullet Damage 5 Repaired 5 Repaired [sic]
Rate: Medium Rate: Very Fast Rate: Very Fast
- An Engineer Brigade structure is required before these can be recruited.
They're not exactly useful in battle situations, but they can be used to repair
structures and construct defensive structures (Anti-Aircraft Batteries,
Artillery Batteries, and Bunkers).
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 98
Attributes: Vehicles
Unit Composition:
Wz.29 Ursus (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: SG43 Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 Artillery (x2):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 76.2mm Field Gun
40 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- Deployed from a Mechanized Division HQ, these are a weaker version of the
Artillery Tank regiments. Similar to the Anti-Tank Halftrack Regiments, you'll
want to replace these as soon as possible, if you even use them at all. An
Artillery Brigade structure is required before you can recruit these units.
Price: 100
Upkeep: 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 70
Attributes: Vehicles
Unit Composition:
Wz.29 Ursus (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: SG43 Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
- These are very light vehicle units deployed from the Mechanized Division HQ.
They're semi-effective against weak infantry units, but other than that, they
really don't serve much of a purpose.
*******************************************************************************
===================
Heavy Tank Regiment
===================
Price: 250
Upkeep: 20 Ammo, 20 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles
Unit Composition:
KV-1 (x1):
Health: 440
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
IS-2 Joseph Stalin (x3):
Health: 550
Speed: Medium
Defense: 9
Attack: 122mm Gun
80 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure and the Heavy Tanks technology from the Motor Pool
are both required before you can recruit these units. They are the heaviest
USSR unit, highly effective against armored targets. Artillery Tank Regiments
are more effective against infantry, but these will do quite well on their own.
Production: 12 Money, 5 Ammo, 2 Oil, 6 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Infantry Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Infantry Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Infantry Division
HQ buildings.
Health: 3000 (Constantly depletes until it disappears, can be attacked.)
Defense: 0
Attributes: Decaying
- This is what your aircraft drops if you use the Military Gear Up Special
Operation.
*******************************************************************************
===================
Light Tank Regiment
===================
Price: 150
Upkeep: 15 Ammo, 10 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles
Unit Composition:
KV-1 (x1):
Health: 440
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
T-70 (x3):
Health: 330
Speed: Medium
Defense: 5
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
- The lightest tank unit you can have as the Soviets, deployed from an Armor
Division HQ.
*******************************************************************************
==============
Material Parts
==============
Health: 3000 (Drains constantly unti it empties, can also be attacked.)
Defense: 0
Attributes: Decaying
- This is what appears on the ground when you use the Assembly Line Special
Operation. While the parts exist, your vehicles will receive a fifteen percent
increase in health.
Production: 12 Money, 5 Ammo, 5 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Mechanized Division HQ Trucks have no offensive capabilities. When
deployed, they turn into Mechanized HQ buildings, which alters their stats.
Check the Buildings section of this guide for more information on Mechanized
Division HQ buildings.
Attack: 37mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
Infantry (x4):
Health: 200
Speed: Slow
Defense: 1
Attack: Mosin-Nagant Model 91/30 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Degtyarev Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
T-70 (x1):
Health: 330
Speed: Medium
Defense: 5
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
M3-A1 (x2):
Health: 250
Speed: Very Fast
Defense: 3
Attack: SG43 Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
- Glorified infantry units, but when it all comes down to it, they're too
light to be very effective. They can deal with infantry targets fairly well,
but you'll want something else to deal with anything larger than that.
*******************************************************************************
====================
Medium Tank Regiment
====================
Price: 200
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles
Unit Composition:
KV-1 (x1):
Health: 440
Speed: Medium
Defense: 5
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
T-34 (x3):
Health: 440
Speed: Medium
Defense: 7
Attack: 76mm Gun
70 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure is required before you can recruit this unit. An
improvement on the Light Tank Regiment, but you'll still want to use something
heavier for any serious operations.
*******************************************************************************
==================
Military Equipment
==================
Health: 3000 (Constantly depletes until it disappears, can be attacked.)
Defense: 0
Attributes: Decaying
- This is what your aircraft drops when you use the Rapid Deployment Special
Operation.
Attack: PPSh 41 SUbmachine Gun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x5):
Health: 200
Speed: Slow
Defense: 1
Attack: Mosin-Nagant Model 91/30 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Degtyarev Machine Gun
12 Bullet Damage
Rate: Fast
Area: Small
Mortar Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- An Artillery Brigade structure is required before these can be recruited.
They work quite well against infantry and other soft targets.
*******************************************************************************
================
Motor Pool Truck
================
Price: 125
Health: 500
Speed: Medium
Production: 10 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Motor Pool Trucks have no offensive capabilities. When deployed, they turn
into Motor Pool buildings, which alters their stats. Check the Buildings
section of this guide for more information on Motor Pool buildings.
- Oil Depot Trucks have no offensive capabilities. When deployed, they turn
into Oil Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Oil Depot buildings.
Upkeep: None (Building does not add to your total building count)
Def. Value: 2
Attributes: Vehicles
- Supply Depot Trucks have no offensive capabilities. When deployed, they
turn into Supply Depot buildings, which alters their stats. Check the
Buildings section of this guide for more information on Supply Depot buildings.
Upkeep: [Matches whatever it's transporting; doesn't require anything of
its own while it's in the air.]
- These are the transport planes that your Airborne Division HQ will use to
drop airborne units on the map. They cannot be constructed or controlled
during regular gameplay. (They're also used to drop other items.)
Attack: RS 132 Bomb #1 RS 132 Bomb #2
70 Explosive Damage 70 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
RS 132 Bomb #3 RS 132 Bomb #4
70 Explosive Damage 70 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
- These are the bombers used by your airfields. They cannot be recruited in
any other way during normal gameplay. They drop four bombs at a time, and they
will make three bomb-dropping attacks each time they're ordered at a target.
- Airborne Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Airborne Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Airborne Division
HQ buildings.
*******************************************************************************
================================
Airborne Heavy Infantry Regiment
================================
Attack: Schmeisser MP-40 Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x5)
Health: 200
Speed: Slow
Defense: 2
Attack: Schmeisser MP-40 Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Mortar Infantry (x1):
Health: 200
Speed: Slow
Defense: 2
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
Airborne Machine Gun Infantry (x2):
Health: 200
Speed: Slow
Defense: 2
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
- These are deployed from an Airborne Division HQ. They're more powerful than
standard Airborne Infantry Divisions, and for double the cost (money), they can
be air dropped anywhere on the map at any time. An Artillery Brigade structure
is required before these can be recruited or deployed.
Attack: Schmeisser MP-40 Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x8)
Health: 200
Speed: Slow
Defense: 2
Attack: Schmeisser MP-40 Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
- This is a basic infantry unit deployed from an Airborne Division HQ. They
are slightly more powerful than standard infantry units, and for double the
cost (money), they can be air dropped anywhere on the map at any time.
- Airfield Trucks have no offensive capabilities. When deployed, they turn
into Airfield buildings, which alters their stats. Check the Buildings section
of this guide for more information on Airfield buildings.
*******************************************************************************
================
Ammo Depot Truck
================
Price: 75
Health: 500
Speed: Medium
Production: 20 Ammo
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Ammo Depot Trucks have no offensive capabilities. When deployed, they turn
into Ammo Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Ammo Depot buildings.
Price: 125
Upkeep: 5 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 54
Attributes: Vehicles
Unit Composition:
SdKfz 222 (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 20mm KWK 38 Cannon
12 Bullet Damage
Rate: Fast
Area: Small
SPW250/9 (x4):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 3.7cm Flak Cannon
30 Bullet Damage [Air]
Rate: Fast
- Anti-Aircraft units deployed from a Mechanized Division HQ. While these can
be more effective than Anti-Aircraft Batteries, you should keep in mind that
they are easier to destroy and reduce your available Regiment Limit. An
Engineer Brigade structure is required before you can recruit these units.
*******************************************************************************
===========================
Anti-Aircraft Tank Regiment
===========================
Price: 225
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
Panzer IV (x1):
Health: 400
Speed: Medium
Defense: 7
Attack: 75mm Gun
75 Shell Damage
Rate: Slow
Area: Small
PZ2 (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
SPW250/9 (x2):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 3.7cm Flak Cannon
30 Bullet Damage [Air]
Rate: Fast
- These can be more effective than an Anti-Aircraft Battery if they're handled
properly. They can put out more damage in a shorter period of time, and if
they're in a supplied area, they can repair faster than a battery can. An
Engineer Brigade structure is required before you can recruit this unit.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 90
Attributes: Vehicles
Unit Composition:
SdKfz 222 (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 20mm KWK 38 Cannon
12 Bullet Damage
Rate: Fast
Area: Small
SPW-251 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
Jagdpanther (x2):
Health: 400
Speed: Medium
Defense: 7
Attack: 88mm Gun
90 Shell Damage
AT Hit for 1 Seconds
Paralyze
Rate: Slow
- These can be deployed from a Mechanized Division HQ. The Jagdpanthers can
cause severe damage, but the rest of the regiment is a little too weak to be
very effective. These are probably something you might want to use early on in
a mission, but you'll want to replace them with heavier units when you get the
chance. A Motor Pool structure is required before you can recruit these units.
Attack: Schmeisser MP-40 Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x4):
Health: 200
Speed: Slow
Defense: 1
Attack: Mauser 98K Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
Anti-Tank Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: Panzerschreck
45 Shell Damage
AT Hit for 1 seconds
Paralyze
Rate: Slow
- A Motor Pool structure is required before these can be recruited. They're
devastating against armored targets, especially with the Panzerfausts upgrade.
Production: 15 Money, 7 Ammo, 10 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Armor Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Armor HQ buildings, which alters their stats. Check the
Buildings section of this guide for more information on Armor Division HQ
buildings.
- Artillery Brigade Trucks have no offensive capabilities. When deployed,
they turn into Artillery Brigade buildings, which alters their stats. Check
the Buildings section of this guide for more information on Artillery Brigade
buildings.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 98
Attributes: Vehicles
Unit Composition:
SdKfz 222 (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 20mm KWK 38 Cannon
12 Bullet Damage
Rate: Fast
Area: Small
SPW-251 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
APW-251 Artillery (x2):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 105mm Leichte FledHaubitze
40 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- Deployed from a Mechanized Division HQ, these are a weaker version of the
Artillery Tank regiments. Similar to the Anti-Tank Halftrack Regiments, you'll
want to replace these as soon as possible, if you even use them at all. An
Artillery Brigade structure is required before you can recruit these units.
*******************************************************************************
=======================
Artillery Tank Regiment
=======================
Price: 250
Upkeep: 25 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
Panzer IV (x1):
Health: 400
Speed: Medium
Defense: 7
Attack: 75mm Gun
75 Shell Damage
Rate: Slow
Area: Small
PZ2 (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
Hummel (x2):
Health: 300
Speed: Medium
Defense: 4
Attack: 105mm Howitzer
55 Explosive Damage
1 Morale Lost
Rate: Very Slow
Area: Large
Bombard
- An Artillery Brigade structure is required before you can recruit these
units. They are probably the most effective armored unit (generally speaking)
for Germany. The artillery lets you slaughter infantry, and the tank/artillery
combination does fairly well against armored targets as well.
*******************************************************************************
=========================
Bismarck Class Battleship
=========================
Health: 5000
Speed: Medium
Defense: 15
Production: 5 Regiment Limit
Upkeep: 5 Ammo, 5 Oil
Attack: 15 Inch Guns (Turret 1) 15 Inch Guns (Turret 2)
100 Explosive Damage 100 Explosive Damage
1.5 Morale Lost 1.5 Morale Lost
Rate: Very Slow Rate: Very Slow
Area: Large Area: Large
Bombard Bombard
15 Inch Guns (Turret 3) 15 Inch Guns (Turret 4)
100 Explosive Damage 100 Explosive Damage
1.5 Morale Lost 1.5 Morale Lost
Rate: Very Slow Rate: Very Slow
Area: Large Area: Large
Bombard Bombard
3.7cm Flak Cannon
40 Bullet Damage [Air]
Rate: Fast
- These battleships can cause major damage to stationary and mobile targets on
land, and they can also destroy water targets. They can deploy an infantry
unit for a cost of 50 Money, and they can deploy a Corps HQ for a cost of 400
Money. They're also quite effective as a supplementary anti-aircraft defense.
*******************************************************************************
==============
Corps HQ Truck
==============
Health: 500
Speed: Medium
Production: 18 Money, 12 Ammo, 7 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Corps HQ Trucks have no offensive capabilities. When deployed, they turn
into Corps HQ buildings, which alters their stats. Check the Buildings section
of this guide for more information on Corps HQ buildings.
- Engineer Brigade Trucks have no offensive capabilities. When deployed, they
turn into Engineer Brigade buildings, which alters their stats. Check the
Buildings section of this guide for more information on Engineer Brigade
buildings.
Price: 75
Speed: Medium
Upkeep: 5 Ammo, 5 Oil, 1 Regiment Limit
Morale: 35
Attributes: Infantry
Unit Composition:
Infantry Officer (x1):
Health: 200
Speed: Slow
Defense: 1
Attack: Schmeisser MP-40 Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Engineer (x6):
Health: 200
Speed: Medium
Defense: 1
Attack: Mauser 98K Repair Construct
10 Bullet Damage 5 Repaired 5 Repaired [sic]
Rate: Medium Rate: Very Fast Rate: Very Fast
- An Engineer Brigade structure is required before these can be recruited.
They're not exactly useful in battle situations, but they can be used to repair
structures and construct defensive structures (Anti-Aircraft Batteries,
Artillery Batteries, and Bunkers).
Price: 100
Upkeep: 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 70
Attributes: Vehicles
Unit Composition:
SdKfz 222 (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 20mm KWK 38 Cannon
12 Bullet Damage
Rate: Fast
Area: Small
SPW-251 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
- These are very light vehicle units deployed from the Mechanized Division HQ.
They're semi-effective against weak infantry units, but other than that, they
really don't serve much of a purpose.
*******************************************************************************
===================
Heavy Tank Regiment
===================
Price: 250
Upkeep: 20 Ammo, 20 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles, Tanks
Unit Composition:
Panzer IV (x1):
Health: 400
Speed: Medium
Defense: 7
Attack: 75mm Gun
75 Shell Damage
Rate: Slow
Area: Small
Panzer IV Ausf.B (x3):
Health: 500
Speed: Medium
Defense: 10
Attack: 88mm Gun
85 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure and the Heavy Tanks technology from the Motor Pool
are both required before you can recruit these units. Artillery Tank Regiments
are generally more effective against infantry, but these will do quite well on
their own.
*******************************************************************************
=================
Heinkel He 111B-2
=================
Health: 300
Speed: Very Fast
Defense: 0
Attack: SC 50 Bomb #1 SC 50 Bomb #2
70 Explosive Damage 70 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
SC 50 Bomb #3 SC 50 Bomb #4
70 Explosive Damage 70 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
- These are the bombers used by your airfields. They cannot be recruited in
any other way during normal gameplay. They drop four bombs at a time, and they
will make three bomb-dropping attacks each time they're ordered at a target.
Production: 18 Money, 7 Ammo, 3 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Infantry Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Infantry Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Infantry Division
HQ buildings.
Upkeep: [Matches whatever it's transporting; doesn't require anything of
its own while it's in the air.]
- These are the transport planes that your Airborne Division HQ will use to
drop airborne units on the map. They cannot be constructed or controlled
during regular gameplay. (They're also used to drop other items.)
*******************************************************************************
========================
King Tiger Tank Regiment
========================
Attack: 75mm Gun
75 Shell Damage
Rate: Slow
Area: Small
King Tiger (x3):
Health: 600
Speed: Slow
Defense: 10
Attack: 88mm Gun
90 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure, the Heavy Tanks technology, and the King Tiger Tanks
technology are all required before you can recruit these units. They are the
heaviest German unit, and they're more than a match for any other ground unit
in the game.
*******************************************************************************
===================
Light Tank Regiment
===================
Price: 150
Upkeep: 15 Ammo, 10 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles, Tanks
Unit Composition:
Panzer IV (x1):
Health: 400
Speed: Medium
Defense: 7
Attack: 75mm Gun
75 Shell Damage
Rate: Slow
Area: Small
PZ2 (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
- The lightest tank unit you can have as the Germans, deployed from an Armor
Division HQ.
Production: 18 Money, 7 Ammo, 8 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Mechanized Division HQ Trucks have no offensive capabilities. When
deployed, they turn into Mechanized HQ buildings, which alters their stats.
Check the Buildings section of this guide for more information on Mechanized
Division HQ buildings.
Attack: 20mm KWK 38 Cannon
12 Bullet Damage
Rate: Fast
Area: Small
Infantry (x3):
Health: 200
Speed: Slow
Defense: 1
Attack: Mauser 98K Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
PZ2 (x1):
Health: 300
Speed: Medium
Defense: 4
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
SPW-251 (x2):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
- Glorified infantry units, but when it all comes down to it, they're too
light to be very effective. They can deal with infantry targets fairly well,
but you'll want something else to deal with anything larger than that.
*******************************************************************************
========================
Mechanized Tank Regiment
========================
Attack: 75mm Gun
75 Shell Damage
Rate: Slow
Area: Small
PZ2 (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 20mm Gun
50 Shell Damage
Rate: Slow
Area: Small
SPW-251 (x2):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
- A step above Mechanized Infantry regiments I suppose, but they're still
basically worthless against anything other than light infantry units.
*******************************************************************************
====================
Medium Tank Regiment
====================
Price: 200
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles, Tanks
Unit Composition:
Panzer IV (x1):
Health: 400
Speed: Medium
Defense: 7
Attack: 75mm Gun
75 Shell Damage
Rate: Slow
Area: Small
Panzer III (x3):
Health: 400
Speed: Medium
Defense: 7
Attack: 50mm Gun
70 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure is required before you can recruit this unit. An
improvement on the Light Tank Regiment, but you'll still want to use something
heavier for any serious operations.
Attack: Schmeisser MP-40 Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x4):
Health: 200
Speed: Slow
Defense: 1
Attack: Mauser 98K Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: Maschinengewehr 42
14 Bullet Damage
Rate: Fast
Area: Small
Mortar Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- An Artillery Brigade structure is required before these can be recruited.
They work quite well against infantry and other soft targets.
*******************************************************************************
================
Motor Pool Truck
================
Price: 125
Health: 500
Speed: Medium
Production: 15 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Motor Pool Trucks have no offensive capabilities. When deployed, they turn
into Motor Pool buildings, which alters their stats. Check the Buildings
section of this guide for more information on Motor Pool buildings.
- Oil Depot Trucks have no offensive capabilities. When deployed, they turn
into Oil Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Oil Depot buildings.
Attack: Schmeisser MP-40 Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x4):
Health: 200
Speed: Slow
Defense: 1
Attack: Mauser 98K Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
- Very fast (and lightly armed) infantry units. Other than quick and
inexpensive scouts, there's not much use for these.
*******************************************************************************
=============
Sea Transport
=============
Health: 50
Speed: Medium
Defense: 3
Upkeep: [Same as whatever it's transporting, it doesn't require any of its
own supplies.]
- These are the landing craft used to land your infantry units from your
battleships. These are the same landing craft used to land your Corps HQ
trucks as well.
Upkeep: None (Building does not add to your total building count)
Def. Value: 2
Attributes: Vehicles
- Supply Depot Trucks have no offensive capabilities. When deployed, they
turn into Supply Depot buildings, which alters their stats. Check the
Buildings section of this guide for more information on Supply Depot buildings.
Attack: Type 100 Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x6)
Health: 200
Speed: Slow
Defense: 2
Attack: Type 100 Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Banzai Infantry (x4):
Health: 200
Speed: Medium
Defense: 1
Attack: Type 100 Submachinegun Explosive Charge
10 Bullet Damage 200 Shell Damage
Rate: Medium Rate: Very Slow
Area: Small
- The Banzai Infantry technology from the Artillery Brigade structure is
required before you can recruit these units. If you can get the Banzai guys
close enough to an armored regiment, they can be devastating. These units can
be paradropped anywhere on the map for double the cost (money).
- Airborne Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Airborne Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Airborne Division
HQ buildings.
*******************************************************************************
================================
Airborne Heavy Infantry Regiment
================================
Attack: Type 100 Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x5)
Health: 200
Speed: Slow
Defense: 2
Attack: Type 100 Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Mortar Infantry (x1):
Health: 200
Speed: Slow
Defense: 2
Attack: 81mm Mortar
35 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
Airborne Machine Gun Infantry (x2):
Health: 200
Speed: Slow
Defense: 2
Attack: Type 92 Machinegun
12 Bullet Damage
Rate: Fast
Area: Small
- These are deployed from an Airborne Division HQ. They're more powerful than
standard Airborne Infantry Divisions, and for double the cost (money), they can
be air dropped anywhere on the map at any time. An Artillery Brigade structure
is required before these can be recruited or deployed.
Attack: Type 100 Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x8)
Health: 200
Speed: Slow
Defense: 2
Attack: Type 100 Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
- This is a basic infantry unit deployed from an Airborne Division HQ. They
are slightly more powerful than standard infantry units, and for double the
cost (money), they can be air dropped anywhere on the map at any time.
- Airfield Trucks have no offensive capabilities. When deployed, they turn
into Airfield buildings, which alters their stats. Check the Buildings section
of this guide for more information on Airfield buildings.
*******************************************************************************
================
Ammo Depot Truck
================
Price: 75
Health: 500
Speed: Medium
Production: 12 Ammo
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Ammo Depot Trucks have no offensive capabilities. When deployed, they turn
into Ammo Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Ammo Depot buildings.
Price: 125
Upkeep: 5 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 54
Attributes: Vehicles
Unit Composition:
Type 91 AC (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 37mm Type 94 Gun
12 Bullet Damage
Rate: Fast
Area: Small
Type 1 Ho-Ki AA (x4):
Health: 200
Speed: Very Fast
Defense: 2
Attack: 75mm Flak Gun
30 Bullet Damage [Air]
Rate: Fast
- Anti-Aircraft units deployed from a Mechanized Division HQ. While these can
be more effective than Anti-Aircraft Batteries, you should keep in mind that
they are easier to destroy and reduce your available Regiment Limit. An
Engineer Brigade structure is required before you can recruit these units.
*******************************************************************************
===========================
Anti-Aircraft Tank Regiment
===========================
Price: 225
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
97 Chi-Ha (x1):
Health: 375
Speed: Medium
Defense: 5
Attack: 75mm Cannon
55 Shell Damage
Rate: Slow
Area: Small
Kyu-Go (x3):
Health: 275
Speed: Medium
Defense: 4
Attack: 37mm Gun
40 Shell Damage
Rate: Slow
Area: Small
Type 1 Ho-Ki AA (x2):
Health: 200
Speed: Very Fast
Defense: 2
Attack: 75mm Flak Gun
30 Bullet Damage [Air]
Rate: Fast
- These can be more effective than an Anti-Aircraft Battery if they're handled
properly. They can put out more damage in a shorter period of time, and if
they're in a supplied area, they can repair faster than a battery can. An
Engineer Brigade structure is required before you can recruit these units.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 90
Attributes: Vehicles
Unit Composition:
Type 91 AC (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 37mm Type 94 Gun
12 Bullet Damage
Rate: Fast
Area: Small
Type 1 Ho-Ki (x4):
Health: 250
Speed: Very Fast
Defense: 2
Attack: Type 96 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
Type 1 Ho-Ni (x2):
Health: 375
Speed: Medium
Defense: 6
Attack: 75mm Type 90 Gun
70 Shell Damage
AT Hit for 1 Seconds
Paralyze
Rate: Slow
- These can be deployed from a Mechanized Division HQ. The Ho-Nis can cause
severe damage, but the rest of the regiment is a little too weak to be very
effective. These are probably something you might want to use early on in a
mission, but you'll want to replace them with heavier units when you get the
chance. A Motor Pool structure is required before you can recruit these units.
Production: 12 Money, 5 Ammo, 8 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Armor Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Armor Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Armor HQ buildings.
- Artillery Brigade Trucks have no offensive capabilities. When deployed,
they turn into Artillery Brigade buildings, which alters their stats. Check
the Buildings section of this guide for more information on Artillery Brigade
buildings.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 98
Attributes: Vehicles
Unit Composition:
Type 91 AC (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 37mm Type 94 Gun
12 Bullet Damage
Rate: Fast
Area: Small
Type 1 Ho-Ki (x4):
Health: 250
Speed: Very Fast
Defense: 2
Attack: Type 96 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
Type 1 Ho-Ki Artillery (x2):
Health: 200
Speed: Very Fast
Defense: 2
Attack: 75mm Type 38 Field Gun
40 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- Deployed from a Mechanized Division HQ, these are a weaker version of the
Artillery Tank regiments. Similar to the Anti-Tank Halftrack Regiments, you'll
want to replace these as soon as possible, if you even use them at all. An
Artillery Brigade structure is required before you can recruit these units.
*******************************************************************************
=======================
Artillery Tank Regiment
=======================
Price: 250
Upkeep: 25 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
97 Chi-Ha (x1):
Health: 375
Speed: Medium
Defense: 5
Attack: 75mm Cannon
55 Shell Damage
Rate: Slow
Area: Small
Type 2 Ke-To (x3):
Health: 375
Speed: Medium
Defense: 5
Attack: 75mm Gun
55 Shell Damage
Rate: Slow
Area: Small
Type 4 Howitzer (x2):
Health: 300
Speed: Medium
Defense: 4
Attack: 150mm Howitzer
50 Explosive Damage
1 Morale Lost
Rate: Very Slow
Area: Large
Bombard
- An Artillery Brigade structure is required before you can recruit these
units. They are the most effective armored unit for Japan (especially since
Japan has no heavy tank regiment). The artillery lets you slaughter infantry,
and the tank/artillery combination does fairly well against armored targets as
well.
Attack: Type 100 Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x4)
Health: 200
Speed: Slow
Defense: 1
Attack: Type 99 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Banzai (x4):
Health: 175
Speed: Medium
Defense: 1
Attack: Type 99 Rifle Explosive Charge
10 Bullet Damage 200 Shell Damage
Rate: Medium Rate: Very Slow
Area: Small
- The Banzai Infantry technology from the Artillery Brigade is required before
these can be recruited. If you can manage to get them close enough to armored
targets, they're devastating.
Attack: Type 100 Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x3)
Health: 200
Speed: Slow
Defense: 1
Attack: Type 99 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Type 92 Machinegun
12 Bullet Damage
Rate: Fast
Area: Small
Sniper (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Arisaka Type 38 Grenade
10 Bullet Damage 20 Explosive Damage
+250 Extra Damage vs Infantry [Bullet] Rate: Very Slow
Rate: Very Slow Area: Small
- The Sniper Rifle technology from the Corps HQ building is required before
you can recruit these units. Highly effective against infantry.
*******************************************************************************
==============
Corps HQ Truck
==============
Health: 500
Speed: Medium
Production: 12 Money, 10 Ammo, 5 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Corps HQ Trucks have no offensive capabilities. When deployed, they turn
into Corps HQ buildings, which alters their stats. Check the Buildings section
of this guide for more information on Corps HQ buildings.
- Engineer Brigade Trucks have no offensive capabilities. When deployed, they
turn into Engineer Brigade buildings, which alters their stats. Check the
Buildings section of this guide for more information on Engineer Brigade
buildings.
Price: 75
Speed: Medium
Upkeep: 5 Ammo, 5 Oil, 1 Regiment Limit
Morale: 42
Attributes: Infantry
Unit Composition:
Infantry Officer (x1):
Health: 200
Speed: Medium
Defense: 1
Attack: Type 100 Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Very Small
Engineer (x6):
Health: 200
Speed: Medium
Defense: 1
Attack: Type 99 Rifle Repair Construct
10 Bullet Damage 5 Repaired 5 Repaired [sic]
Rate: Medium Rate: Very Fast Rate: Very Fast
- An Engineer Brigade structure is required before these can be recruited.
They're not exactly useful in battle situations, but they can be used to repair
structures and construct defensive structures (Anti-Aircraft Batteries,
Artillery Batteries, and Bunkers).
Price: 100
Upkeep: 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 70
Attributes: Vehicles
Unit Composition:
Type 91 AC (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 37mm Type 94 Gun
12 Bullet Damage
Rate: Fast
Area: Small
Type 1 Ho-Ki (x4):
Health: 250
Speed: Very Fast
Defense: 2
Attack: Type 96 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
- These are very light vehicle units deployed from the Mechanized Division HQ.
They're semi-effective against weak infantry units, but other than that, they
really don't serve much of a purpose.
Production: 12 Money, 5 Ammo, 2 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Infantry Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Infantry HQ buildings, which alters their stats. Check the
Buildings section of this guide for more information on Infantry Division HQ
buildings.
Production: 12 Money, 5 Ammo, 5 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Mechanized Division HQ Trucks have no offensive capabilities. When
deployed, they turn into Mechanized HQ buildings, which alters their stats.
Check the Buildings section of this guide for more information on Mechanized
Division HQ buildings.
Attack: 37mm Type 94 Gun
12 Bullet Damage
Rate: Fast
Area: Small
Infantry (x4)
Health: 200
Speed: Slow
Defense: 1
Attack: Type 99 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Type 92 Machinegun
12 Bullet Damage
Rate: Fast
Area: Small
Kyu-Go (x1):
Health: 275
Speed: Medium
Defense: 4
Attack: 37mm Gun
40 Shell Damage
Rate: Slow
Area: Small
Type 1 Ho-Ki (x4):
Health: 250
Speed: Very Fast
Defense: 2
Attack: Type 96 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
- Glorified infantry units, but when it all comes down to it, they're too
light to be very effective. They can deal with infantry targets fairly well,
but you'll want something else to deal with anything larger than that.
*******************************************************************************
====================
Medium Tank Regiment
====================
Price: 200
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
97 Chi-Ha (x1):
Health: 375
Speed: Medium
Defense: 5
Attack: 75mm Cannon
55 Shell Damage
Rate: Slow
Area: Small
Type 2 Ke-To (x4):
Health: 375
Speed: Medium
Defense: 5
Attack: 75mm Gun
55 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure is required before you can recruit this unit. An
improvement on the Light Tank Regiment, but you'll still want to use something
heavier for any serious operations.
*******************************************************************************
==================
Military Equipment
==================
Health: 3000 (Constantly depletes until it disappears, can be attacked.)
Defense: 0
Attributes: Decaying
- This is what your aircraft drops when you use the Rapid Deployment Special
Operation.
Attack: 12.7mm Ho 103 Machine Gun
85 Bullet Damage
Rate: Very Fast
- These are the fighters that your airfields and carriers use. They cannot be
recruited through other means during regular gameplay. (They're also used as
scouts.)
Upkeep: [Matches whatever it's transporting; doesn't require anything of
its own while it's in the air.]
- These are the transport planes that your Airborne Division HQ will use to
drop airborne units on the map. They cannot be constructed or controlled
during regular gameplay. (They're also used to drop other items.)
Attack: Type 100 Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x5)
Health: 200
Speed: Slow
Defense: 1
Attack: Type 99 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Type 92 Machinegun
12 Bullet Damage
Rate: Fast
Area: Small
Mortar Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: 81mm Mortar
35 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- An Artillery Brigade structure is required before these can be recruited.
They work quite well against infantry and other soft targets.
*******************************************************************************
================
Motor Pool Truck
================
Price: 125
Health: 500
Speed: Medium
Production: 10 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Motor Pool Trucks have no offensive capabilities. When deployed, they turn
into Motor Pool buildings, which alters their stats. Check the Buildings
section of this guide for more information on Motor Pool buildings.
Attack: Type 2 Mk3 Bomb #1 Type 2 Mk3 Bomb #2
75 Explosive Damage 75 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
Type 2 Mk3 Bomb #3 Type 2 Mk3 Bomb #4
75 Explosive Damage 75 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
- These are the bombers used by your airfields and aircraft carriers. They
cannot be recruited in any other way during normal gameplay. They drop four
bombs at a time, and they will make three bomb-dropping attacks each time
they're ordered at a target.
- Oil Depot Trucks have no offensive capabilities. When deployed, they turn
into Oil Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Oil Depot buildings.
Attack: Type 100 Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x4)
Health: 200
Speed: Slow
Defense: 1
Attack: Type 99 Rilfe Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Very Small
- Very fast (and lightly armed) infantry units. Other than quick and
inexpensive scouts, there's not much use for these.
*******************************************************************************
=============
Sea Transport
=============
Health: 60
Speed: Medium
Defense: 3
Upkeep: [Same as whatever it's transporting, it doesn't require any of its
own supplies.]
- These are the landing craft used to land your infantry units from your
battleships. These are the same landing craft used to land your Corps HQ
trucks as well.
*******************************************************************************
=====================
Shokaku Class Carrier
=====================
Health: 3000
Speed: Medium
Defense: 10
Production: 3 Regiment Limit
Upkeep: 5 Ammo, 5 Oil
- These aircraft carriers can launch two bombing attacks and four scouting
missions at a time when they're fully charged. A scouting mission will cost 25
Money, and a bombing mission will cost 100 Money. Additionally, they can
launch paradrop missions for 150 Money (either Airborne Infantry or Airborne
Heavy Infantry regiments).
Upkeep: None (Building does not add to your total building count)
Def. Value: 2
Attributes: Vehicles
- Supply Depot Trucks have no offensive capabilities. When deployed, they
turn into Supply Depot buildings, which alters their stats. Check the
Buildings section of this guide for more information on Supply Depot buildings.
Price: 125
Upkeep: 10 Ammo, 10 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
97 Chi-Ha (x1):
Health: 375
Speed: Medium
Defense: 5
Attack: 75mm Cannon
55 Shell Damage
Rate: Slow
Area: Small
Te-Ke (x4):
Health: 250
Speed: Fast
Defense: 3
Attack: 37mm Gun
40 Explosive Damage
Rate: Slow
Area: Small
- The lightest tank unit you can have as Japan, deployed from either an Armor
Division HQ or a Mechanized Division HQ. The Tankette technology from the
Motor Pool structure is required before you can recruit these units.
*******************************************************************************
=======================
Yamato Class Battleship
=======================
Health: 5000
Speed: Medium
Defense: 15
Production: 5 Regiment Limit
Upkeep: 5 Ammo, 5 Oil
Attack: 18.1 inch Guns (Turret 1) 18.1 inch Guns (Turret 2)
120 Explosive Damage 120 Explosive Damage
1.5 Morale Lost 1.5 Morale Lost
Rate: Very Slow Rate: Very Slow
Area: Large Area: Large
Bombard Bombard
18.1 inch Guns (Turret 3) 18.1 inch Guns (Turret 4)
120 Explosive Damage 120 Explosive Damage
1.5 Morale Lost 1.5 Morale Lost
Rate: Very Slow Rate: Very Slow
Area: Large Area: Large
Bombard Bombard
3.7cm Flak Cannon
40 Bullet Damage [Air]
Rate: Fast
- These battleships can cause major damage to stationary and mobile targets on
land, and they can also destroy water targets. They can deploy an infantry
unit for a cost of 50 Money, and they can deploy a Corps HQ for a cost of 400
Money. They're also quite effective as a supplementary anti-aircraft defense.
- Airborne Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Airborne Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Airborne Division
HQ buildings.
*******************************************************************************
================================
Airborne Heavy Infantry Regiment
================================
Attack: Sten Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x5)
Health: 200
Speed: Slow
Defense: 2
Attack: Sten Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Mortar Infantry (x1):
Health: 150
Speed: Slow
Defense: 2
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
Airborne Machine Gun Infantry (x2):
Health: 150
Speed: Slow
Defense: 2
Attack: Vickers Mk1 Machine Gun
15 Bullet Damage
Rate: Fast
Area: Small
- These are deployed from an Airborne Division HQ. They're more powerful than
standard Airborne Infantry Divisions, and for double the cost (money), they can
be air dropped anywhere on the map at any time. An Artillery Brigade structure
is required before these can be recruited or deployed.
Attack: Sten Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Airborne Infantry (x8)
Health: 200
Speed: Slow
Defense: 2
Attack: Sten Submachinegun Grenade
12 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
- This is a basic infantry unit deployed from an Airborne Division HQ. They
are slightly more powerful than standard infantry units, and for double the
cost (money), they can be air dropped anywhere on the map at any time.
- Airfield Trucks have no offensive capabilities. When deployed, they turn
into Airfield buildings, which alters their stats. Check the Buildings section
of this guide for more information on Airfield buildings.
*******************************************************************************
================
Ammo Depot Truck
================
Price: 70
Health: 500
Speed: Medium
Production: 12 Ammo
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Ammo Depot Trucks have no offensive capabilities. When deployed, they turn
into Ammo Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Ammo Depot buildings.
Price: 125
Upkeep: 5 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 54
Attributes: Vehicles
Unit Composition:
Humber Mk1 (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 15mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M16 MGMC (x4):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 20mm Polsten Mk1
30 Bullet Damage [Air]
Rate: Fast
- Anti-Aircraft units deployed from a Mechanized Division HQ. While these can
be more effective than Anti-Aircraft Batteries, you should keep in mind that
they are easier to destroy and reduce your available Regiment Limit. An
Engineer Brigade structure is required before you can recruit these units.
Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x5)
Health: 200
Speed: Slow
Defense: 1
Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Vickers Mk1 Machine Gun
15 Bullet Damage
Rate: Fast
Area: Small
M16 MGMC (x2):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 20mm Polsten Mk1
30 Bullet Damage [Air]
Rate: Fast
- Mobile anti-aircraft units. They can be effective if used carefully, but
you're going to want heavier units or Anti-Aircraft Batteries for most of the
heavy defenses.
*******************************************************************************
===========================
Anti-Aircraft Tank Regiment
===========================
Price: 225
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
M4 Sherman Firefly (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 76mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M3A1 Stuart (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
M16 MGMC (x2):
Health: 200
Speed: Very Fast
Defense: 3
Attack: 20mm Polsten Mk1
30 Bullet Damage [Air]
Rate: Fast
- These can be more effective than an Anti-Aircraft Battery if they're handled
properly. They can put out more damage in a shorter period of time, and if
they're in a supplied area, they can repair faster than a battery can. An
Engineer Brigade structure is required before you can recruit these units.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 90
Attributes: Vehicles
Unit Composition:
Humber Mk1 (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 15mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Vickers Mk1 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
Achilles (x2):
Health: 400
Speed: Medium
Defense: 7
Attack: 75mm Gun
75 Shell Damage
AT Hit for 1 Seconds
Paralyze
Rate: Slow
- These can be deployed from a Mechanized Division HQ. The Achilles can cause
severe damage, but the rest of the regiment is a little too weak to be very
effective. These are probably something you might want to use early on in a
mission, but you'll want to replace them with heavier units when you get the
chance. A Motor Pool structure is required before you can recruit these units.
Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x5)
Health: 200
Speed: Slow
Defense: 1
Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Vickers Mk1 Machine Gun
15 Bullet Damage
Rate: Fast
Area: Small
Anti-Tank Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: PIAT
50 Shell Damage
AT Hit for 1 seconds
Paralyze
Rate: Very Slow
- A Motor Pool structure is required before these can be recruited. They're
devastating against armored targets.
*******************************************************************************
=======================
Ark Royal Class Carrier
=======================
Health: 3000
Speed: Medium
Defense: 10
Production: 3 Regiment Limit
Upkeep: 5 Ammo, 5 Oil
- These aircraft carriers can launch two bombing attacks and four scouting
missions at a time when they're fully charged. A scouting mission will cost 25
Money, and a bombing mission will cost 100 Money. Additionally, they can
launch paradrop missions for 150 Money (either Airborne Infantry or Airborne
Heavy Infantry regiments).
Production: 12 Money, 5 Ammo, 8 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Armor Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Armor Division HQ buildings, which alters their stats. Check
the Buildings section of this guide for more information on Armor HQ buildings.
- Artillery Brigade Trucks have no offensive capabilities. When deployed,
they turn into Artillery Brigade buildings, which alters their stats. Check
the Buildings section of this guide for more information on Artillery Brigade
buildings.
Price: 150
Upkeep: 10 Ammo, 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 98
Attributes: Vehicles
Unit Composition:
Humber Mk1 (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 15mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Vickers Mk1 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
M3-A1 Artillery (x2):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Ordnance Q.F. 25pdr
40 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- Deployed from a Mechanized Division HQ, these are a weaker version of the
Artillery Tank regiments. Similar to the Anti-Tank Halftrack Regiments, you'll
want to replace these as soon as possible, if you even use them at all. An
Artillery Brigade structure is required before you can recruit these units.
*******************************************************************************
=======================
Artillery Tank Regiment
=======================
Price: 250
Upkeep: 25 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 100
Attributes: Vehicles
Unit Composition:
M4 Sherman Firefly (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 76mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M3A1 Stuart (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
M7 Priest (x2):
Health: 300
Speed: Medium
Defense: 4
Attack: 105mm Howitzer
50 Explosive Damage
1 Morale Lost
Rate: Very Slow
Area: Large
Bombard
- An Artillery Brigade structure is required before you can recruit these
units. They are probably the most effective armored unit (generally speaking)
for Britain. The artillery lets you slaughter infantry, and the tank/artillery
combination does fairly well against armored targets as well.
Attack: Mk3 GP Bomb #1 Mk3 GP Bomb #2
75 Explosive Damage 75 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
Mk3 GP Bomb #3 Mk3 GP Bomb #4
75 Explosive Damage 75 Explosive Damage
0.5 Morale Lost 0.5 Morale Lost
Rate: Slow Rate: Slow
Area: Large Area: Large
Bombard Bombard
- These are the bombers used by your airfields and aircraft carriers. They
cannot be recruited in any other way during normal gameplay. They drop four
bombs at a time, and they will make three bomb-dropping attacks each time
they're ordered at a target.
*******************************************************************************
==============
Corps HQ Truck
==============
Health: 500
Speed: Medium
Production: 12 Money, 10 Ammo, 5 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Corps HQ Trucks have no offensive capabilities. When deployed, they turn
into Corps HQ buildings, which alters their stats. Check the Buildings section
of this guide for more information on Corps HQ buildings.
*******************************************************************************
=================
Douglas Dakota IV
=================
Health: 500
Speed: Very Fast
Defense: 0
Upkeep: [Matches whatever it's transporting; doesn't require anything of
its own while it's in the air.]
- These are the transport planes that your Airborne Division HQ will use to
drop airborne units on the map. They cannot be constructed or controlled
during regular gameplay. (They're also used to drop other items.)
*******************************************************************************
============
Economic Aid
============
Health: 1500 (Does not deplete on its own, can be attacked.)
Defense: 0
Production: 15 Ammo, 15 Oil
- This is what your transport drops on the ground when you use the Economic
Aid Special Operation. While the crates exist, you will receive fifteen ammo
and fifteen oil into your current production.
- Engineer Brigade Trucks have no offensive capabilities. When deployed, they
turn into Engineer Brigade buildings, which alters their stats. Check the
Buildings section of this guide for more information on Engineer Brigade
buildings.
Price: 75
Speed: Medium
Upkeep: 5 Ammo, 5 Oil, 1 Regiment Limit
Morale: 35
Attributes: Infantry
Unit Composition:
Infantry Officer (x1):
Health: 200
Speed: Medium
Defense: 1
Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Engineer (x6):
Health: 200
Speed: Medium
Defense: 1
Attack: Enfield Mk1 Rifle Repair Construct
10 Bullet Damage 5 Repaired 5 Repaired [sic]
Rate: Medium Rate: Very Fast Rate: Very Fast
- An Engineer Brigade structure is required before these can be recruited.
They're not exactly useful in battle situations, but they can be used to repair
structures and construct defensive structures (Anti-Aircraft Batteries,
Artillery Batteries, and Bunkers).
*******************************************************************************
===================
Flame Tank Regiment
===================
Price: 225
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 120
Attributes: Vehicles, Tanks
Unit Composition:
M4 Sherman Firefly (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 76mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M4 Sherman Flametank (x3):
Health: 400
Speed: Medium
Defense: 7
Attack: Flamethrower
30 Flame Damage
0.5 Morale Lost
Rate: Medium
Area: Small
M3A1 Stuart (x2):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
- The Flame Tank technology from the Motor Pool structure is required before
you can recruit these units. They're fairly effective against infantry.
Price: 100
Upkeep: 15 Oil, 1 Regiment Limit
Speed: Very Fast
Morale: 70
Attributes: Vehicles
Unit Composition:
Humber Mk1 (x1):
Health: 250
Speed: Very Fast
Defense: 2
Attack: 15mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
M3-A1 (x4):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Vickers Mk1 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
- These are very light vehicle units deployed from the Mechanized Division HQ.
They're semi-effective against weak infantry units, but other than that, they
really don't serve much of a purpose.
*******************************************************************************
=======================
Heavy Infantry Regiment
=======================
Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x3)
Health: 200
Speed: Slow
Defense: 1
Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Anti-Tank Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: PIAT
50 Shell Damage
AT Hit for 1 seconds
Paralyze
Rate: Very Slow
Mortar Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
Machine Gun Infantry (x3):
Health: 150
Speed: Slow
Defense: 1
Attack: Vickers Mk1 Machine Gun
15 Bullet Damage
Rate: Fast
Area: Small
- An Artillery Brigade structure is required before these can be recruited.
They work quite well against infantry and other soft targets.
*******************************************************************************
===================
Heavy Tank Regiment
===================
Price: 250
Upkeep: 20 Ammo, 20 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles, Tanks
Unit Composition:
M4 Sherman Firefly (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 76mm Gun
65 Shell Damage
Rate: Slow
Area: Small
Mk IV Churchill (x3):
Health: 500
Speed: Medium
Defense: 8
Attack: 75mm Gun
80 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure and the Heavy Tanks technology from the Motor Pool
are both required before you can recruit these units. They are the heaviest
British unit, highly effective against armored targets. Artillery Tank
Regiments are more effective against infantry, but these will do quite well on
their own.
Production: 12 Money, 5 Ammo, 2 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Infantry Division HQ Trucks have no offensive capabilities. When deployed,
they turn into Infantry HQ buildings, which alters their stats. Check the
Buildings section of this guide for more information on Infantry Division HQ
buildings.
Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x6)
Health: 200
Speed: Slow
Defense: 1
Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: Vickers Mk1 Machine Gun
15 Bullet Damage
Rate: Fast
Area: Small
- Basic infantry unit. A couple units of these can easily deal with a tank
regiment or two if properly handled.
*******************************************************************************
==============================
King George V Class Battleship
==============================
Health: 5000
Speed: Medium
Defense: 15
Production: 5 Regiment Limit
Upkeep: 5 Ammo, 5 Oil
Attack: 14 Inch Guns (Turret 1) 14 Inch Guns (Turret 2)
100 Explosive Damage 100 Explosive Damage
1.5 Morale Lost 1.5 Morale Lost
Rate: Very Slow Rate: Very Slow
Area: Large Area: Large
Bombard Bombard
14 Inch Guns (Turret 3) 3.7cm Flak Cannon
100 Explosive Damage 40 Bullet Damage [Air]
1.5 Morale Lost Rate: Fast
Rate: Very Slow
Area: Large
Bombard
3.7cm Flak Cannon
40 Bullet Damage [Air]
Rate: Fast
- These battleships can cause major damage to stationary and mobile targets on
land, and they can also destroy water targets. They can deploy an infantry
unit for a cost of 50 Money, and they can deploy a Corps HQ for a cost of 400
Money. They're also quite effective as a supplementary anti-aircraft defense.
*******************************************************************************
===================
Light Tank Regiment
===================
Price: 150
Upkeep: 15 Ammo, 10 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles
Unit Composition:
M4 Sherman Firefly (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 76mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M3A1 Stuart (x3):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
- The lightest tank unit you can have as Britain, deployed from an Armor
Division HQ.
Production: 12 Money, 5 Ammo, 5 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Morale: 99
Def. Value: 2
Attributes: Vehicles
- Mechanized Division HQ Trucks have no offensive capabilities. When
deployed, they turn into Mechanized HQ buildings, which alters their stats.
Check the Buildings section of this guide for more information on Mechanized
Division HQ buildings.
Attack: 15mm Gun
12 Bullet Damage
Rate: Fast
Area: Small
Infantry (x4)
Health: 200
Speed: Slow
Defense: 1
Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Vickers Mk1 Machine Gun
15 Bullet Damage
Rate: Fast
Area: Small
M3A1 Stuart (x1):
Health: 300
Speed: Medium
Defense: 4
Attack: 37mm Gun
50 Shell Damage
Rate: Slow
Area: Small
M3-A1 (x2):
Health: 250
Speed: Very Fast
Defense: 3
Attack: Vickers Mk1 Machine Gun
14 Bullet Damage
Rate: Fast
Area: Small
- Glorified infantry units, but when it all comes down to it, they're too
light to be very effective. They can deal with infantry targets fairly well,
but you'll want something else to deal with anything larger than that.
*******************************************************************************
====================
Medium Tank Regiment
====================
Price: 200
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles
Unit Composition:
M4 Sherman Firefly (x1):
Health: 400
Speed: Medium
Defense: 5
Attack: 76mm Gun
65 Shell Damage
Rate: Slow
Area: Small
M3 Grant (x3):
Health: 400
Speed: Medium
Defense: 6
Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small
- A Motor Pool structure is required before you can recruit this unit. An
improvement on the Light Tank Regiment, but you'll still want to use something
heavier for any serious operations.
Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x5)
Health: 200
Speed: Slow
Defense: 1
Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):
Health: 150
Speed: Slow
Defense: 1
Attack: Vickers Mk1 Machine Gun
15 Bullet Damage
Rate: Fast
Area: Small
Mortar Infantry (x2):
Health: 150
Speed: Slow
Defense: 1
Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard
- An Artillery Brigade structure is required before these can be recruited.
They work quite well against infantry and other soft targets.
*******************************************************************************
================
Motor Pool Truck
================
Price: 155
Health: 500
Speed: Medium
Production: 10 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- Motor Pool Trucks have no offensive capabilities. When deployed, they turn
into Motor Pool buildings, which alters their stats. Check the Buildings
section of this guide for more information on Motor Pool buildings.
- Oil Depot Trucks have no offensive capabilities. When deployed, they turn
into Oil Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Oil Depot buildings.
Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x4)
Health: 200
Speed: Slow
Defense: 1
Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
- Very fast (and lightly armed) infantry units. Other than quick and
inexpensive scouts, there's not much use for these.
*******************************************************************************
=====================
SAS Commando Regiment
=====================
Price: 100
Speed: Medium
Upkeep: 15 Ammo, 1 Regiment Limit
Morale: 45
Attributes: Infantry
Unit Composition:
SAS Commando Officer (x1):
Health: 250
Speed: Medium
Defense: 2
Attack: Sten Mk2(S) Grenade
14 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
SAS Commando (x6):
Health: 250
Speed: Medium
Defense: 2
Attack: Sten Mk2(S) Grenade
14 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
SAS Sniper (x2):
Health: 200
Speed: Medium
Defense: 2
Attack: Enfield #4 Mk1(T)
10 Bullet Damage
+250 Extra Damage vs Infantry [Bullet]
Rate: Very Slow
- The SAS Commando technology from the Corps HQ building is required before
you can recruit these units. They're devastating against enemy infantry.
*******************************************************************************
=============
Sea Transport
=============
Health: 50
Speed: Medium
Defense: 3
Upkeep: [Same as whatever it's transporting, it doesn't require any of its
own supplies.]
- These are the landing craft used to land your infantry units from your
battleships. These are the same landing craft used to land your Corps HQ
trucks as well.
Attack: 7.7mm Machine Gun
75 Bullet Damage
Rate: Very Fast
Area: Small
- These are the fighters that your airfields and carriers use. They cannot be
recruited through other means during regular gameplay. (They're also used as
scouts.)
Upkeep: None (Building does not add to your total building count)
Def. Value: 2
Attributes: Vehicles
- Supply Depot Trucks have no offensive capabilities. When deployed, they
turn into Supply Depot buildings, which alters their stats. Check the
Buildings section of this guide for more information on Supply Depot buildings.
Each country's buildings have slightly different statistics and weaponry as
well as technology upgrades. A few of them also support differing numbers of
regiments, such as German and Soviet Armor Division HQs compared to US,
British, and Japanese ones. I've tried to get all of these differences down
correctly, but it wasn't an easy task, so it's quite possible I made a few
mistakes. If you find something that you think is incorrect, please notify me.
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Airborne HQ buildings are used to create supply zones and deploy airborne
infantry units. Three airborne units can be attached to an American Airborne
HQ building at the same time. This structure can be sold for 125 units of
money.
- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it's fully "charged." This
structure can be sold for 200 units of money.
*******************************************************************************
==========
Ammo Depot
==========
Health: 750
Stockpile: 60
Production: 25
Upkeep: 1 Building Limit
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 50 units of money.
Attack: Browning M2 Gun
40 Bullet Damage [Air]
Rate: Fast
- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.
Production: 30 Money, 10 Ammo, 15 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Three armored units can be attached to an American Armor
Division HQ building at the same time. This structure can be sold for 175
units of money.
Attack: 105mm Howitzer
60 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large
- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Generally speaking, these things are so weak that they aren't worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.
*******************************************************************************
========
Corps HQ
========
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 250
units of money, although I can't think of a good reason you'd want to do that.
Researches: Oil Production, Ammunition Production, Proximity Fuses,
Construction Battalions
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Engineer Brigades are primarily used to advance your technology. You'll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you'll need it to build an Airfield. This structure can be sold for
50 units of money.
Production: 30 Money, 10 Ammo, 5 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Five infantry units can be attached to an American Infantry
Division HQ building at the same time. This structure can be sold for 125
units of money.
Production: 30 Money, 10 Ammo, 10 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to an American
Mechanized Division HQ building at the same time. This structure can be sold
for 150 units of money.
*******************************************************************************
==========
Motor Pool
==========
Health: 750
Stockpile: None - Does not create supply zone
Production: 20 Oil
Upkeep: 1 Building Limit
Researches: Flamethrower Infantry, Mechanical Reliability, Mechanized
Production, Improved AT Weapons, Heavy Tanks
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- The Motor Pool building is used to advance your technology. You'll need it
to build some higher-end units, including heavy tanks. You'll also need it to
build an airfield. This structure can be sold for 63 units of money.
- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 63 units of money.
Upkeep: None (Building does not add to your total building count)
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- These produce five ammo and five oil each, and they don't count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they're perfect for stretching your base to an
enemy base. This structure can be sold for 25 units of money.
Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small
- Airborne Division HQ buildings are used to create supply zones and deploy
airborne infantry units. Three airborne units can be attached to a Soviet
Airborne Division HQ building at the same time. This structure can be sold for
125 units of money.
- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it's fully "charged." This
structure can be sold for 200 units of money.
*******************************************************************************
==========
Ammo Depot
==========
Health: 750
Stockpile: 60
Production: 25 Ammo
Upkeep: 1 Building Limit
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 50 units of money.
Attack: 37mm M39 Gun
40 Bullet Damage [Air]
Rate: Fast
- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.
Production: 30 Money, 10 Ammo, 15 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small
- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Three armored units can be attached to a Soviet Armor Division
HQ building at the same time. This structure can be sold for 175 units of
money.
Attack: 76.2mm Field Gun
50 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large
- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.
Attack: SG43 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Generally speaking, these things are so weak that they aren't worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.
*******************************************************************************
========
Corps HQ
========
Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small
- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 250
units of money, although I can't think of a good reason you'd want to do that.
Researches: Ammunition Production, Improved Fortifications, Entrenchment,
Construction Battalions
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Engineer Brigades are primarily used to advance your technology. You'll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you'll need it to build an Airfield. This structure can be sold for
50 units of money.
Production: 25 Money, 10 Ammo, 5 Oil, 6 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small
- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Six infantry units can be attached to a Soviet Infantry
Division HQ building at the same time. This structure can be sold for 125
units of money.
Production: 25 Money, 10 Ammo, 10 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small
- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to a Soviet Mechanized
Division HQ building at the same time. This structure can be sold for 150
units of money.
*******************************************************************************
==========
Motor Pool
==========
Health: 750
Stockpile: None - Does not create supply zone
Production: 20 Oil
Upkeep: 1 Building Limit
Researches: Diesel Engines, Mechanical Reliability, Improved AT Weapons,
Heavy Tanks
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- The Motor Pool building is used to advance your technology. You'll need it
to build some higher-end units, including heavy tanks. You'll also need it to
build an airfield. This structure can be sold for 63 units of money.
- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 63 units of money.
Upkeep: None (Building does not add to your total building count)
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- These produce five ammo and five oil each, and they don't count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they're perfect for stretching your base to an
enemy base. This structure can be sold for 25 units of money.
Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small
- Airborne Division HQ buildings are used to create supply zones and deploy
airborne infantry units. Three airborne units can be attached to a German
Airborne Division HQ building at the same time. This structure can be sold for
125 units of money.
Researches: Self-Sealing Fuel Tanks, Air Superiority, Improved Reconnaissance,
Aircraft Superchargers
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it's fully "charged." This
structure can be sold for 200 units of money.
*******************************************************************************
==========
Ammo Depot
==========
Health: 750
Stockpile: 60
Production: 30 Ammo
Upkeep: 1 Building Limit
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 50 units of money.
Attack: 3.7mm Flak Cannon
40 Bullet Damage [Air]
Rate: Fast
- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.
Production: 20 Money, 10 Ammo, 15 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small
- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Four armored units can be attached to a German Armor Division
HQ building at the same time. This structure can be sold for 175 units of
money.
Attack: 105mm Leichte FeldHaubitze
55 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large
- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.
Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small
- Generally speaking, these things are so weak that they aren't worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.
*******************************************************************************
========
Corps HQ
========
Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small
- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 250
units of money, although I can't think of a good reason you'd want to do that.
Researches: Ammunition Production, Oil Production, Proximity Fuses,
Construction Battalions
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Engineer Brigades are primarily used to advance your technology. You'll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you'll need it to build an Airfield. This structure can be sold for
50 units of money.
Production: 25 Money, 10 Ammo, 5 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small
- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Five infantry units can be attached to a German Infantry
Division HQ building at the same time. This structure can be sold for 125
units of money.
Production: 25 Money, 10 Ammo, 10 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small
- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to a German Mechanized
Division HQ building at the same time. This structure can be sold for 150
units of money.
*******************************************************************************
==========
Motor Pool
==========
Health: 750
Stockpile: None - Does not create supply zone
Production: 25 Oil
Upkeep: 1 Building Limit
Researches: Goliath Remote Bombs, Diesel Engines, Panzerfausts, Schurzen,
Heavy Tanks
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- The Motor Pool building is used to advance your technology. You'll need it
to build some higher-end units, including heavy tanks. You'll also need it to
build an airfield. This structure can be sold for 63 units of money.
- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 63 units of money.
Upkeep: None (Building does not add to your total building count)
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- These produce five ammo and five oil each, and they don't count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they're perfect for stretching your base to an
enemy base. This structure can be sold for 25 units of money.
Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Airborne Division HQ buildings are used to create supply zones and deploy
airborne infantry units. Three airborne units can be attached to a Japanese
Airborne Division HQ building at the same time. This structure can be sold for
125 units of money.
Researches: Air Superiority, Aircraft Superchargers, Improved Reconnaissance,
Self-Sealing Fuel Tanks
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it's fully "charged." This
structure can be sold for 200 units of money.
*******************************************************************************
==========
Ammo Depot
==========
Health: 750
Stockpile: 60
Production: 25 Ammo
Upkeep: 1 Building Limit
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 50 units of money.
Attack: 75mm Flak Gun
40 Bullet Damage [Air]
Rate: Fast
- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.
Production: 25 Money, 10 Ammo, 15 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Three armored units can be attached to a Japanese Armor
Division HQ building at the same time. This structure can be sold for 175
units of money.
Attack: 75mm Type 38 Field Gun
50 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large
- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.
Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Generally speaking, these things are so weak that they aren't worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.
*******************************************************************************
========
Corps HQ
========
Health: 3500
Production: 25 Money, 20 Ammo, 10 Oil
Upkeep: 1 Building Limit
Researches: Foraging, Improved Logistics, Sniper Rifles, Military Surplus,
Special Forces
Def. Value: 5
Attributes: Buildings
Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 250
units of money, although I can't think of a good reason you'd want to do that.
Researches: Oil Production, Improved Fortifications, Entrenchment,
Construction Battalions
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Engineer Brigades are primarily used to advance your technology. You'll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you'll need it to build an Airfield. This structure can be sold for
50 units of money.
Production: 25 Money, 10 Ammo, 5 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Five infantry units can be attached to a Japanese Infantry
Division HQ building at the same time. This structure can be sold for 125
units of money.
Production: 25 Money, 10 Ammo, 10 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to a Japanese
Mechanized Division HQ building at the same time. This structure can be sold
for 150 units of money.
*******************************************************************************
==========
Motor Pool
==========
Health: 750
Stockpile: None - Does not create supply zone
Production: 25 Oil
Upkeep: 1 Building Limit
Researches: Tankette, Diesel Engines, Improved AT Weapons, Mechanized
Production
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- The Motor Pool building is used to advance your technology. You'll need it
to build some higher-end units, including heavy tanks. You'll also need it to
build an airfield. This structure can be sold for 63 units of money.
- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 63 units of money.
Upkeep: None (Building does not add to your total building count)
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- These produce five ammo and five oil each, and they don't count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they're perfect for stretching your base to an
enemy base. This structure can be sold for 25 units of money.
Attack: Vickers Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Airborne Division HQ buildings are used to create supply zones and deploy
airborne infantry units. Three airborne units can be attached to a British
Airborne Division HQ building at the same time. This structure can be sold for
113 units of money.
Researches: Self-Sealing Fuel Tanks, Increased Payload, Air Superiority
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it's fully "charged." This
structure can be sold for 180 units of money.
*******************************************************************************
==========
Ammo Depot
==========
Health: 750
Stockpile: 60
Production: 25 Ammo
Upkeep: 1 Building Limit
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 45 units of money.
Attack: 20mm Polsten Mk1
40 Bullet Damage [Air]
Rate: Fast
- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.
Production: 20 Money, 10 Ammo, 15 Oil, 3 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Vickers Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Three armored units can be attached to a British Armored
Division HQ building at the same time. This structure can be sold for 175
units of money.
Attack: Ordnance Q.F. 25pdr
50 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large
- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.
Attack: Vickers Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Generally speaking, these things are so weak that they aren't worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.
*******************************************************************************
========
Corps HQ
========
Health: 3500
Production: 25 Money, 20 Ammo, 10 Oil
Upkeep: 1 Building Limit
Researches: Improved Logistics, Foraging, Special Forces, Military Surplus,
Improved Machine Guns, SAS Commandos
Def. Value: 5
Attributes: Buildings
Attack: Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 225
units of money, although I can't think of a good reason you'd want to do that.
Researches: Proximity Fuses, Entrenchment, Construction Battalions, Improved
Fortifications
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- Engineer Brigades are primarily used to advance your technology. You'll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you'll need it to build an Airfield. This structure can be sold for
45 units of money.
Production: 25 Money, 10 Ammo, 5 Oil, 5 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Vickers Machien Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Five infantry units can be attached to a British Infantry
Division HQ building at the same time. This structure can be sold for 113
units of money.
Production: 25 Money, 10 Ammo, 10 Oil, 4 Regiment Limit
Upkeep: 1 Building Limit
Researches: None
Morale: 99
Def. Value: 5
Attributes: Buildings
Attack: Vickers Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small
- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to a British
Mechanized Division HQ building at the same time. This structure can be sold
for 135 units of money.
*******************************************************************************
==========
Motor Pool
==========
Health: 750
Stockpile: None - Does not create supply zone
Production: 20 Oil
Upkeep: 1 Building Limit
Researches: Diesel Engines, Mechanical Reliability, Heavy Tanks, Flame Tanks,
Mechanized Production
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- The Motor Pool building is used to advance your technology. You'll need it
to build some higher-end units, including heavy tanks. You'll also need it to
build an airfield. This structure can be sold for 58 units of money.
- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 56 units of money.
Upkeep: None (Building does not add to your total building count)
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- These produce five ammo and five oil each, and they don't count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they're perfect for stretching your base to an
enemy base. This structure can be sold for 23 units of money.
This section will give details on the various research upgrades that can be
purchased from several buildings in the game. Some of these researches are
almost completely useless, but others are a huge benefit to your forces.
*******************************************************************************
==========================
Advanced Infantry Training
==========================
Cost: 75
Affects: Infantry
+1 to Current Morale
- This can be purchased from the Corps HQ building. It's just a tiny boost in
morale... who knows, it might help you control your units in a tight situation
sometime.
- This can be purchased from the Airfield building.
*******************************************************************************
=====================
Ammunition Production
=====================
Cost: 150
Affects: Ammunition Production
+5 to Current Ammo Production
- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current ammo supply.
*******************************************************************************
=======================
Construction Battalions
=======================
Cost: 75
Affects: Engineers
+3 to Repair Ability
- This can be purchased from the Engineer Brigade building. It's not always
necessary, but sometimes, that extra repair speed can be a life saver.
- This can be purchased from the Corps HQ building. It increases the rate of
fire of any infantry unit using the Garand rifle.
*******************************************************************************
========================
Gyrostabilized Tank Guns
========================
Cost: 150
Affects: Tanks
+10 to Attack Value
- This can be purchased from the Artillery Brigade building. It increases the
firepower of your armored units by a significant amount.
*******************************************************************************
===========
Heavy Tanks
===========
Cost: 100
Affects: Armor HQ
- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ.
*******************************************************************************
===================
Improved AT Weapons
===================
Cost: 75
Affects: AT Infantry
+10 to Attack Value
- This can be purchased from the Motor Pool building. It will increase
the damage caused by anti-tank infantry units.
*******************************************************************************
=====================
Improved Fire Control
=====================
Cost: 125
Affects: Artillery
+20% to Attack Speed
- This can be purchased from the Artillery Brigade building. It will increase
the rate of fire on your artillery units. It also affects your Artillery
Batteries.
- This can be purchased from the Airfield building. It will increase the
damage inflicted by your bombers.
*******************************************************************************
====================
Long Range Artillery
====================
Cost: 75
Affects: Artillery
+6 to Projectile Ability Range
+6 to Bombard Ability Range
- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries.
- This can be purchased from the Airfield building. It'll increase the speed
of your aircraft, which will be quite useful when you're attacking a well
defended enemy base.
*******************************************************************************
==========================
Advanced Infantry Training
==========================
Cost: 75
Affects: Infantry
+1 to Current Morale
- This can be purchased from the Corps HQ building. It's just a tiny boost in
morale... who knows, it might help you control your units in a tight situation
sometime.
*******************************************************************************
=====================
Ammunition Production
=====================
Cost: 150
Affects: Ammunition Production
+5 to Current Ammo Production
- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current ammo supply.
- This can be purchased from the Corps HQ building. It'll reduce the price of
infantry units by twenty percent. Worth it if you plan on using a lot of
anti-tank units or something.
*******************************************************************************
=======================
Construction Battalions
=======================
Cost: 75
Affects: Engineers
+3 to Repair Ability
- This can be purchased from the Engineer Brigade building. It's not always
necessary, but sometimes, that extra repair speed can be a life saver.
- This can be purchased from the Engineer Brigade structure. This will make
your units entrench themselves faster. Seeing as most of your units won't be
entrenched during combat anyway, this is rarely an issue.
*******************************************************************************
========================
Gyrostabilized Tank Guns
========================
Cost: 150
Affects: Tanks
+10 to Attack Value
- This can be purchased from the Artillery Brigade building. It increases the
firepower of your armored units by a significant amount.
*******************************************************************************
===========
Heavy Tanks
===========
Cost: 100
Affects: Armor HQ
- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ.
*******************************************************************************
===================
Improved AT Weapons
===================
Cost: 75
Affects: AT Infantry
+10 to Attack Value
- This can be purchased from the Motor Pool building. It will increase
the damage caused by anti-tank infantry units.
- This can be purchased from the Engineer Brigade structure. It will increase
the defensive values of your Artillery Batteries, Anti-Aircraft Batteries, and
Bunkers.
- This can be purchased at the Airfield structure. It will allow your planes
to reveal a larger area as they fly towards their targets.
*******************************************************************************
====================
Long Range Artillery
====================
Cost: 75
Affects: Artillery
+6 to Projectile Ability Range
+6 to Bombard Ability Range
- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries.
*******************************************************************************
=====================
Marksmanship Training
=====================
Cost: 75
Affects: Infantry
+2 to Attack Value
- This can be purchased from the Corps HQ building.
- This can be purchased from the Artillery Brigade structure. It will allow
you to recruit Rocket Truck and Armored Rocket Truck regiments from
Mechanized Division HQs and Armor Division HQs (respectively).
- This can be purchased from a Corps HQ building. It will allow you to
recruit Sniper Infantry units from an Infantry Division HQ.
*******************************************************************************
===============
Tank Production
===============
Cost: 150
Affects: Armor HQs
-10% to Recruit Cost
- This can be purchased from the Artillery Brigade structure. If you're in a
prolonged battle where you're likely to need more than ten Heavy Tank
regiments, this will likely pay for itself eventually. >_>
*******************************************************************************
=========================
Advanced Armored Training
=========================
Cost: 75
Affects: Vehicles
+3 to Current Morale
- This can be purchased from the Corps HQ building. It's a small boost in
morale for your vehicles.
*******************************************************************************
==========================
Advanced Infantry Training
==========================
Cost: 75
Affects: Infantry
+1 to Current Morale
- This can be purchased from the Corps HQ building. It's just a tiny boost in
morale... who knows, it might help you control your units in a tight situation
sometime.
- This can be purchased from the Airfield building.
*******************************************************************************
===============
Air Superiority
===============
Cost: 75
Affects: Fighter
+10 to Attack Value
+5 to Defense Value
- This can be purchased from the Airfield structure. It gives your fighters a
significant increase in attack and defense.
*******************************************************************************
=====================
Ammunition Production
=====================
Cost: 150
Affects: Ammunition Production
+5 to Current Ammo Production
- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current ammo supply.
*******************************************************************************
=======================
Construction Battalions
=======================
Cost: 75
Affects: Engineers
+3 to Repair Ability
- This can be purchased from the Engineer Brigade building. It's not always
necessary, but sometimes, that extra repair speed can be a life saver.
- This can be purchased from the Motor Pool structure. It will allow you to
recruit Goliath Infantry from an Infantry Division HQ.
*******************************************************************************
========================
Gyrostabilized Tank Guns
========================
Cost: 150
Affects: Tanks
+10 to Attack Value
- This can be purchased from the Artillery Brigade building. It increases the
firepower of your armored units by a significant amount.
*******************************************************************************
===========
Heavy Tanks
===========
Cost: 100
Affects: Armor HQ
- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ.
*******************************************************************************
=====================
Improved Fire Control
=====================
Cost: 125
Affects: Artillery
+20% to Attack Speed
- This can be purchased from the Artillery Brigade building. It will increase
the rate of fire on your artillery units. It also affects your Artillery
Batteries.
- This can be purchased at the Airfield structure. It will allow your planes
to reveal a larger area as they fly towards their targets.
*******************************************************************************
===============
King Tiger Tank
===============
Cost: 150
Affects: Armor HQ
- This can be purchased from the Motor Pool structure after you've purchased
the Heavy Tank technology. It will allow you to recruit King Tiger Tank
Regiments from an Armor Division HQ building.
*******************************************************************************
=====================
Marksmanship Training
=====================
Cost: 75
Affects: Infantry
+2 to Attack Value
- This can be purchased from the Corps HQ building. It increases the attack
power of your soldiers.
*******************************************************************************
==============
Oil Production
==============
Cost: 150
Affects: Oil Production
+5 to Current Oil Production
- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current oil supply.
- This can be purchased from the Airfield building. It increases the defense
value of your planes, making them harder to shoot down.
*******************************************************************************
===============
Tank Production
===============
Cost: 150
Affects: Armor HQs
-10% to Recruit Cost
- This can be purchased from the Artillery Brigade structure. If you're in a
prolonged battle where you're likely to need more than ten Heavy Tank
regiments, this will likely pay for itself eventually. >_>
- This can be purchased from the Artillery Brigade structure. It will allow
you to recruit Banzai Infantry regiments from an Infantry Division HQ.
*******************************************************************************
=======================
Construction Battalions
=======================
Cost: 75
Affects: Engineers
+3 to Repair Ability
- This can be purchased from the Engineer Brigade building. It's not always
necessary, but sometimes, that extra repair speed can be a life saver.
- This can be purchased from the Engineer Brigade structure. This will make
your units entrench themselves faster. Seeing as most of your units won't be
entrenched during combat anyway, this is rarely an issue.
- This can be purchased from the Engineer Brigade structure. It will increase
the defensive values of your Artillery Batteries, Anti-Aircraft Batteries, and
Bunkers.
- This can be purchased at the Airfield structure. It will allow your planes
to reveal a larger area as they fly towards their targets.
*******************************************************************************
====================
Long Range Artillery
====================
Cost: 75
Affects: Artillery
+6 to Projectile Ability Range
+6 to Bombard Ability Range
- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries.
*******************************************************************************
=====================
Mechanized Production
=====================
Cost: 100
Affects: Mechanized HQ
-15% to Recruit Cost
- This can be purchased from the Motor Pool building. It will decrease the
amount of money required to purchase any of the Mechanized HQ units.
*******************************************************************************
================
Military Surplus
================
Cost: 150
Affects: Money Production
+5 Money Production
- This can be purchased from the Corps HQ building. It will permanently
increase your money prodution by five.
*******************************************************************************
==============
Oil Production
==============
Cost: 150
Affects: Oil Production
+5 to Current Oil Production
- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current oil supply.
- This can be purchased from the Motor Pool structure. It allows you to
recruit Tankette regiments from either a Mechanized Division HQ or an Armored
Division HQ.
*******************************************************************************
===============
Air Superiority
===============
Cost: 75
Affects: Fighter
+10 to Attack Value
+5 to Defense Value
- This can be purchased from the Airfield structure. It gives your fighters a
significant increase in attack and defense.
*******************************************************************************
=======================
Construction Battalions
=======================
Cost: 75
Affects: Engineers
+3 to Repair Ability
- This can be purchased from the Engineer Brigade building. It's not always
necessary, but sometimes, that extra repair speed can be a life saver.
- This can be purchased from the Engineer Brigade structure. This will make
your units entrench themselves faster. Seeing as most of your units won't be
entrenched during combat anyway, this is rarely an issue.
- This can be purchased from the Corps HQ structure. It will increase the
rate at which your units heal themselves.
*******************************************************************************
===========
Heavy Tanks
===========
Cost: 100
Affects: Armor HQ
- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ.
*******************************************************************************
=====================
Improved Fire Control
=====================
Cost: 125
Affects: Artillery
+20% to Attack Speed
- This can be purchased from the Artillery Brigade building. It will increase
the rate of fire on your artillery units. It also affects your Artillery
Batteries.
- This can be purchased from the Engineer Brigade structure. It will increase
the defensive values of your Artillery Batteries, Anti-Aircraft Batteries, and
Bunkers.
- This can be purchased from the Airfield building. It will increase the
damage inflicted by your bombers.
*******************************************************************************
====================
Long Range Artillery
====================
Cost: 75
Affects: Artillery
+6 to Projectile Ability Range
+6 to Bombard Ability Range
- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries.
These are displayed at the top of your unit or structure's status bar in the
form of a small icon. They can be either good or bad, and they can be caused
by several things (for example, being surrounded by terrain such as trees,
having an upgrade purchased, or simple entrenchment earned over a period of
time).
There are likely dozens of these that I've missed, since some of them are rare.
If you know of any that aren't in my list, I'd appreciate it if you contacted
me with information about how to make them appear so I can copy down their
information.
-------------------------
Advanced Armored Training
-------------------------
Affects: Vehicles
+3 to Current Morale
- A small boost in morale for your vehicles. This attribute is added to your
vehicle regiments after you purchase the Advanced Armored Training technology
from the Corps HQ building. (Germany)
--------------------------
Advanced Infantry Training
--------------------------
Affects: Infantry
+1 to Current Morale
- A small morale boost for your infantry units. This is attached to your
infantry units when you purchase the Advanced Infantry Training technology from
a Corps HQ. (USA, USSR, Germany)
- This can only be purchased from the Airfield building. It'll make your
planes move faster, which often allows them to move through heavily contested
areas relatively free of harm. (USA, USSR, Germany, Japan)
---------------
Air Superiority
---------------
Affects: Fighter
+10 to Attack Value
+5 to Defense Value
- This can be purchased from the Airfield structure. It gives your fighters a
significant increase in attack and defense. (Germany, Japan, Britain)
---------------------
Ammunition Production
---------------------
Affects: Ammunition Production
+5 to Current Ammo Production
- This can be purchased from the Engineer Brigade building. It will only
affect the Engineer Brigade building, changing its ammo production by five.
(USA, USSR, Germany)
---------------
Banzai Infantry
---------------
Affects: Infantry HQ
- This can be purchased from the Artillery Brigade structure. It will allow
you to recruit Banzai Infantry regiments from an Infantry Division HQ.
---------
Buildings
---------
+20% Resistance to Shell Damage
Immune to Radiation
- This attribute is automatically on any building, including defensive guns,
bunkers, and anti-aircraft guns.
-------
Bunkers
-------
+20% Resistance to Bullet Damage
+20% Resistance to Explosive Damage
- All bunker units, including anti-aircraft guns, automatically have this.
----
City
----
Affects: Infantry
+4 to Defense Value
+20% Shell Resistance
- All infantry within city limits will receive these bonuses automatically.
----
City
----
Affects: Vehicles
+20% Vulnerability to Bullet Damage
- Any vehicles within city limits will automatically suffer from this.
------------
Conscription
------------
Affects: Infantry HQ
-20% to Recruit Cost
- This can be purchased from the Corps HQ building. It'll reduce the price of
infantry units by twenty percent. Worth it if you plan on using a lot of
anti-tank units or something. (USSR)
-----------------------
Construction Battalions
-----------------------
Affects: Engineers
+3 to Repair Ability
- This can be purchased from the Engineer Brigade building. It's not always
necessary, but sometimes, that extra repair speed can be a life saver.
(USA, USSR, Germany, Japan, Britain)
--------
Decaying
--------
10 Damage Every Second
- This is what makes a lot of your parishable items slowly deplete, such as
Supply Drops and so forth.
--------------
Diesel Engines
--------------
Affects: Tanks
+15% to Maximum Speed
- This attribute will affect your tanks after you purchase the Diesel Engine
technology from the Motor Pool. (USSR, Germany, Japan, Britain)
-------
Engaged
-------
+25% to Maximum Speed
- Your units gain this attribute when they're attacking a target.
------------
Entrenchment
------------
Affects: All Regiments
+25% to Entrenchment Rate
- Your regiments will all have this attribute once you purchase the
Entrenchment technology from an Engineer Brigade. (USSR, Japan, Britain)
-----------
Flame Tanks
-----------
Affects: Armor HQ
- This can be purchased from the Motor Pool structure. It will allow you to
recruit Flame Tank Regiments.
- This can be purchased from the Motor Pool building. Having this research
allows you to deploy Flamethrower Infantry regiments from an Infantry HQ.
(USA)
--------
Foraging
--------
Affects: All Regiments
+15% to Resupply Rate
- This can be purchased from a Corps HQ building. It will increase the rate
at which your units heal themselves. (Japan, Britain)
------
Forest
------
Affects: Infantry
Speed Limit is Slow
+4 to Defense Value
+20% Resistance to Shell Damage
- Infantry units will automatically gain this attribute when they enter an
area with trees in it.
------
Forest
------
Affects: Vehicles
Speed Limit is Slow
+20% Vulernability to Bullet Damage
- Vehicles will automatically be inflicted with this attribute when they enter
an area with trees in it.
- This can be purchased from a Motor Pool structure. It will enable you to
recruit Goliath Infantry regiments from the Infantry Division HQ structure.
(Germany)
------------------------
Gyrostabilized Tank Guns
------------------------
Affects: Tanks
+10 to Attack Value
- This can be purchased from the Artillery Brigade building. It increases the
firepower of your armored units by a significant amount. (USA, USSR, Germany)
-----------
Heavy Tanks
-----------
Affects: Armor HQ
- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ. (USA, USSR, Germany,
Britain)
-------------------
Improved AT Weapons
-------------------
Affects: AT Infantry
+10 to Attack Value
- This can be purchased from the Motor Pool building. It will increase
the damage caused by anti-tank infantry units. (USA, USSR, Japan)
---------------------
Improved Fire Control
---------------------
Affects: Artillery
+20% to Attack Speed
- This can be purchased from the Artillery Brigade building. It will increase
the rate of fire on your artillery units, including your Artillery Batteries.
(USA, Germany, Britain)
- This can be purchased from the Engineer Brigade structure. It will increase
the defensive values of your Artillery Batteries, Anti-Aircraft Batteries, and
Bunkers. (USSR, Japan, Britain)
- This will increase the visual range of your units as well as the size of
your green supply zone circle. It can be purchased from the Corps HQ building.
(USA, Germany, Japan, Britain)
- This can be purchased from the Corps HQ building. It will increase the
damage inflicted by your maching gun units and structures. (USA, Germany,
Britain)
- This can be purchased from the Artillery Brigade structure. It will improve
the attack power and speed of your Mortar Infantry regiments. (Germany, Japan,
Britain)
- After infantry units sit still for a short period of time, they become
entrenched. This entrenchment improves their defensive capabilities.
------
Jungle
------
Affects: Infantry
Speed Limit is Slow
+4 to Defense Value
+20% Shell Resistance
- This automatically affects your infantry when they enter a jungle area.
------
Jungle
------
Affects: Vehicles
+20% Bullet Vulnerability
- This automatically affects your vehicles when they enter a jungle area.
---------------
King Tiger Tank
---------------
Affects: Armor HQ
- This can be purchased from the Motor Pool structure after you've purchased
the Heavy Tank technology. It will allow you to recruit King Tiger Tank
Regiments from an Armor Division HQ building. (Germany)
- This atribute is automatically on Recon Infantry Regiments.
--------------------
Long Range Artillery
--------------------
Affects: Artillery
+6 to Projectile Ability Range
+6 to Bombard Ability Range
- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries. (USA, USSR, Japan, Britain)
- This can be purchased from the Artillery Brigade building. Having this
research allows you to deploy Assault Infantry regiments from an Infantry HQ.
Batteries. (USA)
---------------------
Marksmanship Training
---------------------
Affects: Infantry
+2 to Attack Value
- Infantry are given this attribute when the Marksmanship Training technology
is purchased from a Corps HQ building. (USSR, Germany)
- This can be purchased from the Motor Pool building. It will increase the
maximum health of your vehicles, including the various truck units.
(USA, USSR, Britain)
---------------------
Mechanized Production
---------------------
Affects: Mechanized HQ
-15% to Recruit Cost
- This can be purchased from the Motor Pool building. It will decrease the
amount of money required to purchase any of the Mechanized HQ units.
(USA, USSR, Japan, Britain)
----------------
Military Surplus
----------------
Affects: Money Production
+5 Money Production
- This can be purchased from the Corps HQ building. It will permanently
increase your money prodution by five. (USSR, Japan, Britain)
------
Napalm
------
Affects: Bombers
+15 to Attack Value (Flame Damage)
- This can be purchased from the Airfield building. It increases the power of
your bomber strikes. (USA)
---------
No Upkeep
---------
No Upkeep
- Like it's name suggests, this attribute means that whatever it's attached to
will not suffer the usual upkeep penalties. For example, if you start a
mission with some defensive guns, they often have this attribute so you won't
lose ammo or money supply right from the start of the mission. There is no way
to deliberately inflict this attribute on your units or buildings.
--------------
Oil Production
--------------
Affects: Oil Production
+5 to Current Oil Production
- This can be purchased from the Engineer Brigade building. It will only
affect the Engineer Brigade building, changing its oil production by five.
(USA, Germany, Japan)
------------
Panzerfausts
------------
Affects: AT Infantry
+15 to Attack Value
- This can be purchased from the Motor Pool structure. It will increase the
attack power of your Anti-Tank Infantry regiments. (Germany)
- This can be purchased from the Artillery Brigade structure. It will
increase the rate at which your units heal themselves. (Japan, Britain)
---------------
Proximity Fuses
---------------
Affects: Anti-Aircraft
+10 to Attack Value
- This can be purchased from the Engineer Brigade building. This is an
invaluable increase in the attack power of your anti-aircraft forces.
(USA, Germany, Britain)
-----
Recon
-----
+12 to Detection Range
+3 to Current Morale
- This attribute is automatically on Recon Infantry Regiments. It gives them
a longer visual range on the map and increases their morale.
---------
Repairing
---------
5 Healed every second
- This is a property held by city buildings. While cities can be temporarily
neutralized to stop their supply zones, they can never be completely destroyed.
The buildings will always repair themselves over a period of time.
------------
Rocket Truck
------------
Affects: Division HQs
- This can be purchased from the Artillery Brigade structure. It will allow
you to recruit Rocket Truck and Armored Rocket Truck regiments from
Mechanized Division HQs and Armor Division HQs (respectively). (USSR)
--------------
Saboteur Decay
--------------
2 Damage Every Second
No Upkeep
- This is an attribute attached to Secret Agents from the moment they hit the
ground after being paradropped.
----
Sand
----
Affects: Infantry
Speed limit is slow
- Infantry walking through sand will be inflicted with this.
----
Sand
----
Affects: Vehicles
Speed limit is Medium
- Vehicles driving through sand will be inflicted with this.
-----------
Sand Bagged
-----------
+40% Bullet Resistance
+40% Shell Resistance
+40% Explosive Resistance
- This will affect your buildings when you use the Sandbagging Special
Operation.
-------------
SAS Commandos
-------------
Affects: Airborne HQ
- This can be purchased from the Corps HQ building. It will allow you to
recruit SAS Commando Regiments from an Airborne Division HQ. (Britain)
--------
Schurzen
--------
Affects: Tanks
+15% Shell Resistance
- This can be purchased from the Motor Pool building. It increases the
defense on your armored units. (Germany)
- This can be purchased from the Airfield building. It increases the defense
value of your planes, making them harder to shoot down. (USA, USSR, Germany,
Japan. Britain)
-------------
Sniper Rifles
-------------
Affects: Infantry HQ
- This can be purchased from a Corps HQ building. It will allow you to
recruit Sniper Infantry units from an Infantry Division HQ. Note that they are
called Commando Infantry for Japan for some reason. (USSR, Japan)
--------------
Special Forces
--------------
Affects: Infantry
+1 to Attack Value
+1 to Defense Value
+10% to Health
- This can be purchased from the Corps HQ building. It increases the attack,
defense, and energy of your infantry units. (USA, Japan, Britain)
--------
Stealthy
--------
+40% Bullet Resistance
- Russian Saboteur's have this attribute.
--------
Tankette
--------
Affects: Division HQs
- This can be purchased from the Motor Pool structure. It allows you to
recruit Tankette regiments from either a Mechanized Division HQ or an Armored
Division HQ.
---------------
Tank Production
---------------
Affects: Armor HQs
-10% to Recruit Cost
- This can be purchased from the Artillery Brigade structure. If you're in a
prolonged battle where you're likely to need more than ten Heavy Tank
regiments, this will likely pay for itself eventually. >_> (USSR, Germany)
-----
Tanks
-----
+20% Bullet Resistance
+20% Explosive Resistance
- This attribute is automatically on all tank units.
- This attribute will be added to vehicles after they sit still for a long
enough period. As soon as they move, the entrenchment will be lost until the
unit sits still for a while again.
--------
Vehicles
--------
+40% Resistance to Bullet Damage
+20% Resistance to Explosive Damage
- This attribute is automatically on any vehicle unit, including things like
Corps HQ Trucks.
-----------------------------------------------------------------------------
| |
| |
| 9.00) END |
| |
| |
-----------------------------------------------------------------------------
-------------------------------------------------------------
| |
| 9.01) VERSION HISTORY |
| |
-------------------------------------------------------------
----------------
June 11th, 2005:
----------------
- Submitted the first version of the guide. The walkthrough, Special
Operations, Commanders, Units, Buildings, Researches, and Attributes are all
complete. I hope... >_>
I'm aware that this guide contains some flaws. Please, if you find something
as minor as a typo, let me know about it. I'm also very open for suggestions
on content, format, and so forth.
If you have a suggestion, comment, complaint, request, or if you just want some
help, please let me know.
You can find me on The Brink from about 6pm to 2am CST almost every day of the
week. Just make a post anywhere, and I'll find it:
http://thebrink.us/boards
Otherwise, you can drop me an email at cmstale@ilstu.edu or try me on AIM at
"Deuce ex Defcon". Thanks for checking out the guide, and enjoy the game.
X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
DEUCE EX DEFCON
X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X