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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.