Quantcast
Xbox 360 Playstation 3 Nintendo Wii Playstation Portable Computer PC Games Playstation 2 Games Gear and Accessories for Games Nintendo DS  
Archives Video Media Articles Games Cheats Files Forums

   GENERAL
  Game Reviews Index
  Community
  Upcoming Releases
  Latest Releases
  Game List
  Game Reviews
  Archives
   SECTIONS
  Game Files
  Game Blogs
  Video
  Game Cheats
  Top 10 Games
  Screenshots
   WEBSITE
  Submit Gaming News
  Submit a Review
  Submit Content
  Advertising
  Resources
  Pages
  Members
  Company List
  Signature Stats
Affiliated with:
GameZone.com
Index » Articles Send this page to a friend
Axis and Allies walkthrough part 3
Posted by Nick24444, 23 days ago 26/02 15:56
- 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
=================

Rating: 8.0, votes: 1
 
Comments
Rules
1. No cursing or swear words: Use proper language to express yourself.
2. No flooding or spamming the comment system, abuse will result in a ban.

You may not post comments as a guest. Please register or login to your account.
 

 Clive Barker’s Jericho walkthrough
Date Added:  Apr 8, 2008 14:19
Author:  Nick24444
Views:  380
Final Fantasy Tactics: War of th... 2 hours ago
Final Fantasy Tactics: War of Th... 2 hours ago
Final Fantasy Tactics: War of Th... 3 hours ago
Final Fantasy Tactics: War of Th... 3 hours ago
Final Fantasy Tactics: War of th... 3 hours ago
Final Fantasy Tactics: War of Th... 4 hours ago
Final Fantasy Tactics: War of th... 4 hours ago
Final Fantasy Tactics: War of th... 4 hours ago
Review: Ikaruga Yesterday
Review: Assault Heroes 2 2 days ago
1
Criterion Collection: Xbox 360 G...
Views:
89,495
2
In Case You Missed It: 5 Great G...
Views:
68,994
3
Shivering Isles Walkthrough
Views:
46,977
4
PS3 Anticipated Titles of 07
Views:
44,223
5
Trash Talking
Views:
31,349
6
Six Games That Show the PS3 is a...
Views:
29,982
7
Gaming’s Moral Influx?
Views:
20,119
8
In Case You Missed It: 5 Great X...
Views:
18,199
9
Everything You Always Wanted to ...
Views:
17,327
10
TGR: Top Ten Anticipated Xbox 36...
Views:
15,971
Game Reviews | Online Now | Submit News | Contact | Pages | Blogs | Forums | Downloads | Video | RSS | Privacy Policy
Terms and Conditions
Page generation time: 0.49 seconds
Top Games:  Blue Dragon | Two Worlds | Beowulf The Game | Rock Band | Halo 3 | Call of Duty 4 | Overlord | Bioshock xbox 360 | StrangleHold by John Woo | Gears of War