There is an elite army set for each of six colors. The elite unit set allows
an even greater flexibility with regard to combat as well as scenario design.
Numbers are: (Air:Naval:Ground:Movement)
Elite Fighters: 3:0:1:3
These units represent jet fighters produced late in the war. They possess both
exceptional speed as well as superior firepower. While expensive to produce (2PP
per step) they are 50% better than regular fighters. Team them with inexpensive
standard units to lessen their exposure to enemy fire or use them in defensive
situations where their ability to fire first can be best utilized.
Torpedo Bombers: 1:3:0:3
These units represent both carrier and land-based torpedo planes. They pose an
incredible danger to enemy ships - one or two of these in the right place can
ruin a battle fleet.
Medium Bombers: 1:2:1:5
These are best used for long range sea attacks, out of range of torpedo bombers.
They can also work well operating from an airbase in tandem with a fighter escort
from a nearby carrier.
Cruisers: 2:2:1:4
These represent late war cruisers. They are best used in tandem with other ships
to provide both additional air defense capabilities as well as significant naval
and ground combat
Destroyers: 1:1:0:4
These are the smaller ships that act as escort vessels. One significant attribute
is their 6/4/2/1 step system, giving them a six combat value when at their highest
step value. A 6cv Destroyer can take the two naval hits first two provide a screen
to protect other ships.
Artillery: 2:2:2:1
The great advantages of artillery are that it fires first in ground combat and
it can fire against any type of target. The disadvantage is that it moves very
slowly. With a move of 1, artillery must move adjacent to the enemy and then enter the hex on the following turn (if the enemy is still there).
Artillery are better suited in reserve so that you can move it strategically into a key position or use
it as a defensive unit.
Elite Armor: 1:0:3:3
Elite armor is a cousin to the elite fighters. It is expensive to produce (2 PP
per step) and 50% more potent. Again, use in combination with less expensive units
to maximize its higher combat value with less risk.
Mechanized: 1:0:2:3
Mechanized units have a response capability similar to air units - they may respond
one hex to help defend against an enemy attack. This ability makes them excellent
units to keep in reserve, both on the attack and in defensive situations. You
will also find it tempting to use these similarly to armor units.
Mountain: 1:0:2:3
Specialized mountain troops can be very effective on offense by their ability
to effectively ignore the mountain hex restrictions. This opens up another avenue
of attack against an opponent who is using a mountain hex defensively. Conversely
on defense, their abilities make them effective.
Engineer: 1:0:1:2
These specialized units can repair bridges or canals, construct air bases and
cross rivers without penalty. Use them just behind the front lines in a land type
game to provide additional air bases or in a river assault.
Supply: 0:0:0:2
These units are mobile supply centers - They provide production to units outside
production cities as well as for units that may be out of supply. Use them in
a thrust behind enemy lines to reduce supply attrition. Pre-position them at the
front before an attack to replenish damaged units. Supply Units are flexible since
they may be converted to any Army unit type as needed.
Resources: 0:0:0: Strategic Move only
These units represent merchant shipping. When delivered to production cities,
they are converted to PPs This makes them an important target as well as something
that must be defended. They are very handy for designing scenarios.
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