- 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.
*******************************************************************************
========================
Mortar Infantry Regiment
========================
Price: 65
Speed: Slow
Upkeep: 15 Ammo, 1 Regiment Limit
Morale: 45
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
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 Truck
===============
Price: 90
Health: 500
Speed: Medium
Production: 12 Oil
Upkeep: 1 Building Limit
Def. Value: 2
Attributes: Vehicles
- 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.
*******************************************************************************
=======================
Recon Infantry Regiment
=======================
Price: 25
Speed: Slow
Upkeep: 5 Ammo, 1 Regiment Limit
Morale: 43
Attributes: Infantry, Lightly Equipped, Recon
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
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.
*******************************************************************************
============
Secret Agent
============
Health: 200 (Constantly depletes until the unit is destroyed, can be
attacked.)
Speed: Slow
Defense: 1
Attributes: Infantry, Saboteur Decay
- These are what drop from your transport when you use the Secret Agent
Special Operation.
*******************************************************************************
===============
Spitfire Mk. 22
===============
Health: 100
Speed: Very Fast
Defense: 0
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.)
*******************************************************************************
==================
Supply Depot Truck
==================
Price: 22
Health: 500
Speed: Medium
Production: None
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.
*******************************************************************************
-----------------------------------------------------------------------------
| |
| |
| 6.00) 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.
-----------------------------------------------------------------------------
| |
| |
| 6.01) BUILDINGS - USA |
| |
| |
-----------------------------------------------------------------------------
*******************************************************************************
====================
Airborne Division HQ
====================
Health: 2000
Stockpile: 90
Production: 25 Money, 10 Ammo, 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
- 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.
*******************************************************************************
========
Airfield
========
Health: 1000
Stockpile: None - Does not create supply zone
Production: None
Upkeep: 15 Ammo, 15 Oil, 1 Building Limit
Researches: Self-Sealing Fuel Tanks, Increased Payload, Aircraft
Superchargers, Napalm
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
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.
*******************************************************************************
=====================
Anti-Aircraft Battery
=====================
Cost: 30
Health: 1000
Upkeep: 5 Ammo
Def. Value: 5
Attributes: Bunkers, Buildings
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.
*******************************************************************************
=================
Armor Division HQ
=================
Health: 2000
Stockpile: 90
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.
*******************************************************************************
=================
Artillery Battery
=================
Cost: 40
Health: 1000
Upkeep: 7 Ammo
Def. Value: 5
Attributes: Bunkers, Buildings
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.
*******************************************************************************
=================
Artillery Brigade
=================
Health: 750
Stockpile: None - Does not create supply zone
Production: 20 Ammo
Upkeep: 1 Building Limit
Researches: Improved Fire Control, Long Range Artillery, M7 Rifle Grenades,
Gryostabilized Tank Guns
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- These are used to develop technologies for improved units. This structure
can be sold for 75 units of money.
*******************************************************************************
======
Bunker
======
Cost: 25
Health: 1250
Upkeep: 3 Ammo
Def. Value: 10
Attributes: Bunkers, Buildings
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
========
Health: 3500
Production: 30 Money, 20 Ammo, 10 Oil
Upkeep: 1 Building Limit
Researches: Improved Logistics, Improved Machine Guns, Advanced Infantry
Training, Special Forces, Garand Semi-Auto Rifle
Def. Value: 5
Attributes: Buildings
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.
*******************************************************************************
================
Engineer Brigade
================
Health: 750
Stockpile: None - Does not create supply zone
Production: 10 Ammo, 10 Oil
Upkeep: 1 Building Limit
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.
*******************************************************************************
====================
Infantry Division HQ
====================
Health: 2000
Stockpile: 90
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.
*******************************************************************************
======================
Mechanized Division HQ
======================
Health: 2000
Stockpile: 90
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.
*******************************************************************************
=========
Oil Depot
=========
Health: 750
Stockpile: 60
Production: 25 Oil
Upkeep: 1 Building Limit
Researches: None
Def. Value: 5
Attributes: Buildings
Attack: Structure has no offensive capabilities
- 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.
*******************************************************************************
============
Supply Depot
============
Health: 750
Stockpile: 60
Production: 5 Ammo, 5 Oil
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.
*******************************************************************************
-----------------------------------------------------------------------------
| |
| |
| 6.02) BUILDINGS - USSR |
| |
| |
-----------------------------------------------------------------------------
*******************************************************************************
====================
Airborne Division HQ
====================
Health: 2000
Stockpile: 90
Production: 25 Money, 10 Ammo, 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
- 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.
*******************************************************************************
========
Airfield
========
Health: 1000
Stockpile: None - Does not create supply zone
Production: None
Upkeep: 15 Ammo, 15 Oil, 1 Building Limit
Researches: Self-Sealing Fuel Tanks, 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: 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.
*******************************************************************************
=====================
Anti-Aircraft Battery
=====================
Cost: 30
Health: 1000
Upkeep: 5 Ammo
Def. Value: 5
Attributes: Bunkers, Buildings
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.
*******************************************************************************
=================
Armor Division HQ
=================
Health: 2000
Stockpile: 90
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.
*******************************************************************************
=================
Artillery Battery
=================
Cost: 40
Health: 1000
Upkeep: 7 Ammo
Def. Value: 5
Attributes: Bunkers, Buildings
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.
*******************************************************************************
=================
Artillery Brigade
=================