• Only certain production types can be
produced
To put a new unit on the battlefield map, you must
"produce" a unit composed of specific weapons. Production
goes into the action phase, but the weapons produced cannot take
action as a unit until the next turn's action phase.
∙
Weapons that can be produced are limited to the production types
specified in the map condition settings. There are 8 production types
available in this game in advance, but each production type has the
following features.
Production type |
@ |
Characteristic |
|---|---|---|
Japan |
There are many expensive and excellent weapons, but they are mainly defensive. No aircraft carriers are available. |
|
U.S.A. |
In particular, airborne weapons are powerful and thick. Price is high. strongest. |
|
Russia |
Military power equal to the United States. Anti-aircraft vehicles are substantial. Ground weapons such as main battle tanks are excellent, but the sky and sea are poor. |
|
Germany |
Ground weapons such as main battle tanks are excellent, but the sky and sea are poor. |
|
England |
There are few types of weapons, but the balance is good. There is also a helicopter carrier. |
|
France |
There is only a major exporter of weapons. |
|
Israel |
Ground and air weapons are relatively good, but maritime weapons are deadly. |
|
China |
Has the latest weapons and is on par with Japan. |
Funds
In
order to produce it, you need funds for the price of the weapon.
Production takes place in a way that consumes this money, and of
course, it is not possible to produce more than the capital held at
that time.
Production
point
Production
can only be performed on certain buildings within 5 hexes of the
capital, and terrain around 6 hexes adjacent to the capital. Weapons
that have no production points on the battlefield map cannot be
produced on that map. For example, a battlefield map with no ports
cannot produce ships.
Capital |
FGround Force |
|---|---|
Around the capital (Plain, snowy, desert, road only ) |
FGround Force |
City |
FGround Force |
Airport |
FAir force |
Port |
FMaritime force |
Restrictions such as number of
production
A
side can have up to 50 units. If the number of troops has reached
the limit and you want to produce another troop, delete the extra
troops with [Disband] and start production.
Ground units and
aerial units are placed on the “ground” layer
immediately after production. Therefore, if another unit already
exists in the “ground” layer of the production terrain,
these units cannot be produced. Naval units are placed in the
“Marine” layer immediately after production. As a
result, you cannot produce a naval unit if another unit already
exists in the "sea" layer of the production terrain.
Click on a hex that can be produced during your side's Action Phase.
The [Production] dialog is displayed. The dialog lists the weapon type icons, weapon names, weapon types, and prices of weapons that can be produced there. The weapon displayed in red here means that it cannot be produced due to lack of funds.
From the weapons list, click to select the desired weapon. At this time, if you double-click the weapon, the "Weapon Detailed Information" dialog will be displayed.
Clicking the [OK] button while a weapon is selected closes the [Production] dialog box and places the weapon as a unit on the battlefield map. At the same time the production price is subtracted from the funds.
You can check the following weapon
parameters in the [Weapon Detailed Information] dialog that appears
when you double-click a weapon in the [Production] dialog.
* The
"Weapon Detailed Information" dialog box is also displayed
when you double-click a weapon in the [Weapon List] window.
*
Click the [Close] button at the top right of the dialog to close the
dialog.
Weapon name FA mini icon indicating the weapon name and weapon type is displayed.
Weapon
type FDetailed
weapon types are displayed for each application and characteristic.
Icons differ for each weapon type.
Weapons types include:
šAerial weapons |
|
|---|---|
—vŒ‚‹@ |
Suitable for local defense such as airports and aircraft carriers. Specialized in aircraft interception. |
Fighter |
The protagonist of air combat. A wealth of weapons, essential for destroying enemy air units. |
Fighter attack aircraft |
[Replacement] A fighter that can be used for air battle and ground attack. |
Attack aircraft |
Good at hitting ground units with guided bombs and ground rockets. |
VTOLMachine |
Vertical take-off and landing aircraft. You can land on terrain other than the airport. |
Bomber |
A large aircraft that excels at ground attack with powerful large bombs. |
Anti-submarine patrol aircraft |
Patrol the submarine. There is a wide range of enemy search to the underwater hierarchy. |
Electronic Warfare Device |
Disable the enemy's search ability with ECM. |
Recon Aircraft |
Move fast, mainly for front-line reconnaissance missions. |
Early Alert |
A reconnaissance aircraft with a wide range of search enemies, especially at high altitudes and hollow tiers. |
Conveyor |
Airborne troops such as vehicles and infantry are available. |
Refueling machine |
Aerial refueling can refuel allied aircraft. |
Attack helicopter |
An anti-ground helicopter. Equipped with anti-tank missiles. |
Anti-submarine helicopter |
Anti-submarine battle helicopter. The search range of the undersea hierarchy is wide. |
Aerial Mobile Infantry |
A soldier helicopter capable of performing [occupation] the next turn after landing. |
Transport helicopter |
Airborne troops such as vehicles and infantry are available. |
šGround weapon |
|
Main battle tank |
The main weapon in ground warfare. Indispensable to maintain the front. |
Light tank |
Lightweight and easy to transport tanks. The ability is inferior to that extent. |
Reconnaissance vehicle |
Ideal for front-line patrol missions due to its wide search range. |
Tank destroyer |
Armed with the ability to defeat main battle tanks, but with poor defense. |
Self-propelled artillery |
Enemies are hit indirectly by long-range fire. |
Self-propelled rocket cannon |
Indirect attack weapon. Mega attack possible with multiple launchers. |
Self-propelled anti-aircraft gun |
Helicopter is the main target because of its short range. Ground fighting to some extent. |
Self-propelled anti-aircraft missile |
Can fire short-range missiles against enemy air units. |
Artillery vehicle |
[Transformation] Then, it becomes an artillery and anti-aircraft artillery position and can attack. |
Missile artillery vehicles |
[Deformation] Then, indirect attack with anti-aircraft missile is possible. |
Infantry fighting vehicle |
Armored vehicle with strong armament. [Occupation] is possible before [Move]. |
Mobile infantry |
Although combat ability is low, [occupation] can be performed before [move]. |
Infantry |
Can occupy, but the difficulty is its low mobility. |
Air force |
[Descent] is possible from the aircraft in transit. There is also occupation ability. |
Special forces |
[Descent] possible from aircraft. It has occupation ability and strong armament. |
Supply vehicle |
Fuel and ammunition can be supplied to ground units, helicopters and VTOL. |
Conveyor |
Can transport infantry, paratroopers and special units. |
Artillery position |
Form of artillery vehicle. You cannot move. Indirect attack possible. |
Anti-aircraft base |
Form of artillery vehicle. An indirect attack is possible with an anti-aircraft gun. |
Anti-aircraft missile base |
Position of the missile artillery vehicle. Long range anti-aircraft attack possible. |
šMaritime weapons |
|
Cruiser |
A sea fortress with abundant anti-ship and anti-aircraft weapons. |
Destroyer |
Escorts for large ships. High anti-air and anti-air capabilities. |
Frigate |
Underwater visibility is wide. Protect large ships from marines and submarines. |
Aircraft Carrier |
Essential for carrying aircraft and helicopters. |
Helicopter Carrier |
HelicopterEVTOL - A small carrier that can be mounted only. |
Landing Ship |
Ground units can be loaded at the harbor and unloaded at the harbor / shallows. |
Transport Ship |
Ground units can be loaded and unloaded at the port. Poor defense. |
Supply Ship |
It can supply fuel and ammunition to the Marine Corps. |
Submarine |
It is equipped with anti-ship torpedoes. Put in the underwater level. |
Arms FThe rough classification of aircraft, helicopters, vehicles, infantry, ships, and submarines is displayed. Weapon accuracy depends on the type of target being attacked.
Production type FThe weapon's country of origin is displayed as the type of production. For more information, see the rules for "production".
Search range FThe number of hexes within the view range that can be looked around by search enemies.
CostFThe price for the production of one unit. / The price per unit if units were produced with that weapon.
Number of formation FThe number of aircraft per unit if units were produced with that weapon. Normally there are 10 aircraft, but two large aircraft such as transport aircraft and one ship are included. The number of formations lost in battle can be recovered by replacement. Units with a formation of "0" will disappear from the battlefield map.
Special Power FThe unique abilities of the weapon are displayed. There are the following 10 types of special abilities.
Jamming |
You can take the [jamming] action that disables the enemy unit's search ability. |
|---|---|
MEGA |
Equipped with a weapon that can attack mega hexes. |
Occup. |
You can perform an Occupation after a unit has moved. |
è—Ì‘O |
You can only perform an Occupation before a unit moves. |
Variation |
You can switch between vehicle form and base form with [Variation]. For weapons that can be transformed, a [Transform] button is added to the weapon column in the "Detailed weapon information" dialog. Click this button to compare and display the weapon data before and after deformation. |
A.Low |
When boarding a transport aircraft, you can [descent] from a low altitude level to the ground without having to land at the airport. |
A.Mid |
When boarding a transport, etc., you can [descent] from a hollow level to the ground without having to land at the airport. |
Board |
Can be transported with another unit. |
Supply |
Fuel and ammunition can be replenished to adjacent units and on-board units. |
Repair |
If the durability of the unit's aircraft is impaired, it can be repaired. |
Boarding
type FIndicates
what type of weapon the unit will be treated as when entering the
transport unit. If this boarding type is not included in the
"Loadable" type of the transport unit, [Boarding] cannot
be performed.
There are seven types of boarding types: "ship
mounted", "VTOL", "heli", "heavy
vehicle", "vehicle", "light vehicle" and
"infantry".
Weapons with a blank boarding type cannot
be boarded.
Can be
installed FThis
indicates the type and number of weapons that the transport unit can
carry. If this column displays "ship mounted", the types
that can be mounted include the lower types "VTOL" and
"Heli". Similarly, "VTOL" includes "heli".
The
same applies to ground units, and “heavy vehicles”
include the lower-level types “vehicles”, “light
vehicles” and “infantry” “Vehicle”
includes “light vehicle” and “infantry”, and
“light vehicle” includes “infantry”.
Search range FIt shows the hex range where you can search around and find enemies with radar. Here, the search range set by altitude level is displayed. The number in the "Hierarchy" column indicates the number of hierarchies that can be searched for in hierarchies with different altitudes. For example, if a unit is on a high altitude level and the “level” is “+ 3−3”, it can search up to the ground level three levels below (−3), but can search the marine level (−4). can not.
Mobile consumption FThis is a list of movement power consumption by movement type and terrain. When you select the altitude tier button on the left side, the name of the "movement type" applied when moving to that altitude tier and the consumption movement power by specific terrain are displayed. If the altitude hierarchy button itself is dark and cannot be selected, it means that the altitude hierarchy cannot be entered. You cannot enter the terrain where "-" is displayed.
Evasion by classFIf the enemy unit is attacked while the weapon is at a certain altitude, it shows how much it can evade.
Armed pack FThe contents of the weapon pack that can be equipped with the weapon. If you select the [Pack1 ~ 3] button at the bottom of this column, the display contents of the armed pack will be switched. If the button itself does not exist, it means that the weapon pack is not available.
Armed |
The name of the weapon included in the weapon pack. "Number" shows the number of ammunition. |
|---|---|
Maximum durability |
It is the durability of each machine at the time of the armed pack. If this becomes "0", the units that make up the unit will be lost. Durability can be restored by repair. |
Fuel |
This is the maximum fuel for the weapon pack. Each time you spend one movement, you also lose one fuel. Aerial units always consume one-fourth their normal movement fuel per turn, even if they are not moving, unless they land or land. Fuel will be restored to full by refueling. |
Normal movement |
It is a numerical value that shows how much you can normally move in one turn with the armed pack. Basically, you can move the same number of hexes as your movement, but you will need to spend extra movement depending on the terrain you pass, so you will have less hexes to advance. |
High speed movment |
When moving faster (farther), fast moving force is applied. When this movement is spent, it consumes twice as much fuel. |
ECM Evasion |
It shows the ECM's ability at the time of the armed pack. A large ECM value can be expected to reduce the hit rate of missile attacks from enemies. |
Weapon information FA summary of the performance of each weapon that can be equipped. Weapons displayed in bright bands indicate that they are included in the currently selected weapon pack.
Weapon name |
The name of the weapon. |
|---|---|
Firepower |
Basic attack power. The higher the number, the more damage you can do to your opponent. |
Hit rate |
It shows how much accuracy you can expect for each type of service. The higher the number, the higher the hit rate. |
Range |
It shows how many hexes away enemy units can be attacked at each elevation level. The number in the “Hierarchy” column indicates how far you can attack at different altitudes. For example, if the unit is on a hollow level and the “level” is “+ 1−1”, you can attack enemies in the high level one level above (+1) and the low level one level below (−1). |
Attack performance |
The
abbreviations indicate the characteristics of the weapon.
|
Adjacent |
u›vIf it is marked, it can also be used for combat between adjacent hexes (including different altitude levels). |
Mobile |
u›vIf so, you can use the weapon after moving. |
In the [Weapon List] window displayed in the
[Information Table] >> [Weapon List] menu, the [Weapon Type],
[Weapon Name], [Number of Units], [Price], and [Production] of all
weapons appearing in this game Type "can be checked in list
format.
At this time, you can call up the “Detailed weapon
information” dialog by double-clicking on each weapon column.