User Guide
UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES
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Infantry Class: Engineer Abilities
There are two kinds of engineers: engineers and bridging engineers. Engineers
ignore any rugged defense that occurs from attacking enemies with high
entrenchment values, and can destroy bridges. When an engineer unit is adja-
cent to an unoccupied bridge hex, right-clicking on the bridge destroys the
bridge. This counts as an attack. Bridging engineers’ only ability is to act as
bridges when in river hexes. Units that are classified as engineers include:
Pionieres and Engineers.
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Recon Class: Phased Movement
Every unit in the Recon Class has the special ability of moving more than once
in a turn, called phased movement. For example, you may move a recon unit
several hexes, but so long as the unit has more than one point of movement
remaining, you may be able to move it again. Later that turn, you reselect the
unit; one point of movement is deducted as a penalty for moving again, and
the unit’s remaining movement points are used to determine if it can move
again. This can be repeated until the unit has no movement left; so in theory,
a Recon unit with six movement points in clear terrain can be moved three
times in one turn, provided it moved into one clear hex each time.
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Tactical Bomber Class: Continued Suppression
All points of suppression that a tactical bomber inflicts on another unit in a
turn lasts for the attacking player’s entire turn. In other words, if your tacti-
cal bomber attacks an infantry unit and inflicts three points of suppression, for
the rest of your turn, in every combat that the infantry unit is involved in, it
effectively has three fewer strength points to attack with.
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Tank Class: Overrun
Tank class units possess a special ability called Overrun; a powerful advantage
usable under certain conditions. A tank unit that conducts a devastating attack
on a weakened foe has the possibility of ‘rolling over’ its opponent. If the
tank’s attack eliminates the defender, an Overrun Attack message may appear in
the Information bar at the top of the Main Game screen. If this message
occurs, the tank is allowed to continue with its movement, and attack again.
This represents a tank unit’s ability to smash straight through weakened units.
With luck, and a line of weak defenders, a tank may attack and destroy two or
three lesser units in a single turn.
UNIT CLASS AND EQUIPMENT TYPE SPECIAL ABILITIES 98
Destroyer (DD)
The destroyer class consists of destroyers, destroyer escorts, patrol craft, and
torpedo boats. Destroyer class units are less expensive than capital ships, and
faster. They make effective scout ships, with greater spotting ranges, for hunt-
ing down enemy transports and locating capital ships, for attack by your own
capital ships and tactical bombers. Destroyers are vulnerable to heavy fire,
however, and are easily destroyed by capital ships. Use screens of destroyer
class vessels to protect heavier ships from enemy ships until your capital ships
can bring their weapons to bear.
Naval Transport (NTP)
Naval transport is extremely important in amphibious invasion scenarios. Naval
transport is non-organic transport which allows ground units to embark at
friendly port facilities, and disembark in any unoccupied coastal hex. See the
“Embarking and Disembarking Air and Naval Units” section on page 47 for more
information. Note that naval transports should be protected by naval and air
units because they are highly vulnerable to enemy naval units and, to a lesser
extent, to enemy tactical bombers.
97 UNIT CLASS DESCRIPTIONS: Naval Classes










