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Table of Contents
Troops
A.k.a subformation Types. Your troops and your equipment.
Infantry
Infantry are troops that exist out of men carrying their own light arms by muscle power. In general they are cheap to produce
General Infantry
General Infantry is the cheapest of all and has lower offensive value then defensive value.
Rifle I,II,III,IV
Standard general infantry.
SMG I,II,III,IV
General infantry equipped with submachine guns. Short range, higher firepower. They attack and defend better in forested and urban terrain and worse in plains,fields and mountains.
Militia I,II,III,IV
General infantry that is recruited from dubious age groups and is not as combat worthy as other regular infantry. Its even worse in offensive role then regular infantry. And should only be used in defensive roles.
Guerrilla I,II,III,IV
The Guerrilla is a specialized unit. It is the same as rifle infantry, but it moves a bit quicker and has excellent reconnaissance. Also the Guerrilla is able to hide itself; up to a certain extent they will not be visible to enemy reconaissance, especially if placed in a landscape with high hide factor.
Ranger I,II,III,IV
Are expensive to train but when recruited have elite morale to start with and will suffer less casualties in combat.
Mercenary I,II,III,IV
You can only receive mercenaries if you have a mercenary base. Mercenaries are equal to regular rifle infantry, but they startout with a high experience level.
Support Infantry
Support Infantry is more expensive then regular infantry and adds punch to your regular infantry troops.
Machinegun I,II,III,IV
Machineguns have very high defensive ratings versus infantry.
Mortar I,II,III,IV
Mortars are light artillery that can only be used from close up. Mortars add offensive punch against enemy infantry. Mortars are expensive but stay behind the frontline in combat and should thus suffer less casualties.
Bazooka I,II,III,IV
Bazookas have good ratings against enemy armour. Especially in defense.
Specialist Infantry
These specialists should not be used in direct combat role but for their own specific purposes.
Staff I,II,III,IV
Without staff a HQ is almost useless. Always make sure you have enough staff in your HQs to direct all the troops in the units that are subordinate to the HQs. Do not use in direct combat role, they fight rather weakly. They are the only subformation types that provide staff points.
Engineer
These are not combat engineers but construction and demolition specialists. Use them for engineering tasks behind the frontline. Its the only subformation type that provides EP points.
Guns
Since infantry is mainly defensive and can be very well entrenched guns are needed to break the spirit and entrenchment of the defenders before sending in the troops.
Artillery
(Regular) Artillery I,II,III,IV
Has a range of 2 hexes and can be used in artillery attacks.
Heavy Artillery I,II,III,IV
Has a range of 3 hexes and does a better job in doing structural damage then regular artillery.
Other Guns & Tactical rockets
Flak I,II,III,IV
Has a AA range of 1 hex and should be used to support airfields, industries, towns or formations under air attack.
Infantry Gun I,II,III,IV
Very much like a mortar. However it has larger range and also has range 1 for artillery attacks.
Anti Tank Gun I,II,III,IV
Use this in defensive role against armour.
Katushya I,II,III,IV
Katushya's are tactical rockets that when used can be compared to a very heavy artillery strike. However katushya's can only be used once.
Armour
To avoid a sitzkrieg you'll need to use armour to combine offensive power with speed.
Armoured Car
Only effective against infantry.
Light Tank
Best used against infantry and armoured cars.
Medium Tank
Best used against a combination of lighter tanks and infantry.
Assault Gun
Best used in AT role in defense.
Heavy Tank
Should only be used against enemy tank concentrations.
Super Heavy Tank
This monster tank should be used against other tanks only. Questions could be raised about its cost effectiveness.
Tankdestroyer
This tank is an expert in destroying other tanks.
Mobile/Transport
A number of subformation types enable you to motorize your units and provide transfer capacity points.
Truck
Provides land transfer capacity points in HQs and can motorize units as well.
Halftrack
Same as truck, but provides less transfer capacity points. It does however increase protection for its infantry passengers from hostile infantry, artillery and armour fire.
Train
Provides rail cap transfer points and can also directly “motorize” units to travel over rail.
Horse
Can be usefull to get artillery up to foot speed if you lack the resources to properly motorize. Or if the landscape is to tough for motorized transport.
Aircraft & Strategic Rockets
Aircraft are usually a big investment but once you manage to claim air superiority it will pay off.
Fighter I,II,III,IV
Use the figther to attain and keep air superiority.
Divebomber I,II,III,IV
Use the divebomber to attack enemy artillery and armour concentrations.
Levelbomber I,II,III,IV
Use the levelbomber versus parked enemy aircraft, mobile (but not armour) and infantry targets.
Strategic Bomber I,II,III,IV
Use the strategic bomber to reduce the anti-structural points of enemy production centers or fortifications.
Torpedo Bomber I,II,III,IV
Use the torpedo bomber against naval targets. Takes only half the space of regular aircraft on carrier.
Carrier Fighter I,II,III,IV
Use it to stock your aircraft carriers with. Takes only half the space from a regular fighter.
V-Weapon I,II,III,IV
A strategic rocket. It should be used to cause structural dammage on a target of choice.
Kamikazes
Gives even a single fighter attack a shot to sink a capitol ship. Keep in mind you always lose your aircraft in attack.
