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Military Units

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1 Military Units on Fri Aug 10, 2012 3:50 am

Shazere


Admin
Conscript Infantry Division:
Size: 30,000 troops
Hastily trained, poorly equipped and pressed into service, a conscript soldier isn't the most willing recruit. But if a nation is hard pressed in terms of money or desperate enough, a conscript division is a good choice to throw into the meatgrinder to slow the enemy down. But don't count on them to hold a critical point in the line.

Price: 5 IP, 4 Manpower


Infantry Division:
Size: 20,000 troops
The role of an Infantryman has hardly changed since the days of antiquity, just the weapons. As in days past, the infantry grunt is at the forefront of any advance and the man behind the trench to stop any attack. Infantry Division's are small armies unto themselves that are armed to the teeth and fight well in urban environments, unlike mechanized infantry but at the cost of being a slow moving mass.

Price: 10 IP, 2 Manpower.


Mechanized Infantry:
Size: 10,000 mounted troops; 400 armored vehicles
Mechanized Infantry are infantryman deployed with armored personnel carriers or infantry fighting vehicles for transport and combat. The advantages of mechanized troops are many. It allows for infantry units to traverse quickly and have much needed fire support once arriving on scene. It also has disadvantages. Mechanized infantry require a steady source of fuel, mechanics, and a massive supply train to keep moving. Which can leave them stretched out and vulnerable to enemy counterattack. In addition, in urban warfare APC's and IFV's can often become a handicap in narrow streets.

Price: 15 IP, 3 steel, 1 barrel of oil per turn, 3 Manpower.


*NOTE: APC's and IFV's are going to be pretty basic during WWIish days. Think armored trucks with a .50 caliber machine gun attached or half tracks.

Cavalry Division:
Size: 6,000 men
With the rise of the machine, the days of the cavalry charge are fading into the twilight. However, for countries that lack the means to field a vast mechanized force or that are steeped in tradition..the days of the horse soldier are not yet over. Cavalry brigades are a cheaper alternative to tanks and armored vehicles due to the fact that they are inexpensive compared to the former. Like a mobile fire brigade, they can quickly be used to reinforce a hole in the line or used to scout wide or flank. Despite the fact that they are archaic, they are a useful alternative. Though, they have little in the way of firepower to stand up to a tank.

Price: 12 IP, 1 MP

Artillery Division:
Size: 1,000 field guns; 10,000 men
While tanks and mechanized units might be new inventions, artillery has existed since ancient times and it's role remains unchanged. To crush the enemy with overwhelming firepower and support the infantries advance.

Price: 15 IP, 3 steel, 2 manpower


Armored Division:
Size: 400 tanks; 10,000 men
The tank is a new invention, the interior is often hell for the crews. Cramped, crowded, and often filled with fuel exhaust from the rudimentary engines. But for this cost, the Armored Division is a battlefield commander's dream if used properly. It can provide much needed fire support for slow moving infantry and can punch through enemy defenses to create a gap that the army can exploit.

Price: 20 IP, 4 steel, 2 barrels of oil per turn, 3 manpower.

Anti-Aircraft Division:
Size: 500 truck-mounted flak cannons; 10,000 men
With the rise of any new weapon come measures to counter it. A rudimentary step in this direction, mounting flak cannons on trucks brings some basic security to an army on the move. Of course, the trucks themselves are quite vulnerable to attack by anything on the ground, and therefore must be constantly guarded.

Price: 15 IP, 3 steel, 1 barrel of oil per turn, 3 manpower.

Naval:

Torpedo Boat:
Generally found in most brown water navies, a torpedo boat is not a truly ocean going vessel. But it is an effective stop gap measure for poorer navies and capable of packing quite a punch with it's set of mounted torpedoes that are more than capable of ripping through a ship hulls. On the downside, these ships do not have much in the way of personal protection and will go down quickly in a sustained engagement.

Price: 5 IP, 1 Steel, 1 barrel of oil per turn, 1 manpower

Size: Squadron Group of 5

Submarine:
Lurking beneath the waves, these sea wolves are the threat that any ship captain dreads. Striking without warning whether it's on unsuspecting battleships or convoys, a submarine using it's own underhanded methods can even the odds of even the most lopsided engagement.

Price: 15 IP, 2 steel, 2 barrels of oil per turn, 1 manpower.

Size: Squadron size of 3

Destroyer:
Small, fast, and generally the screen of any fleet or protecting valuable trade routes, the destroyer is the smallest vessel of any true surface fleet. But it has a role, and an important one to fill. Whether it's hunting for submarines or attempting to gun down bombers before they reach the main fleet, destroyers are integral. However, they lack a real surface gun that leaves them capable of actively engaging in ship to ship combat.

Price: 10 IP, 1 Steel, 1 barrel of oil per turn, 2 manpower.

Size: Squadron group of 3.

Frigate:
Larger than a destroyer, and more heavily armed, a frigate is a powerful addition to any fleet. It can deal with a variety of threats from submarines lurking underneath with depth charges, to aircraft in the clouds, but unlike a destroyer a frigate is capable of engaging surface ships with moderately powerful main guns.

Price: 15 IP, 3 Steel, 2 barrels of oil per turn, 2 manpower.

Size: Squadron Group of 2

Cruiser:
The largest class of vessel other than a battleship, a cruiser is often the flagship of a taskforce when a battleship is judged too valuable to send. Faster than battleships but more heavily armed than frigates, they are effective ship to ship fighters and can support battleships effectively with their powerful guns.

Price: 2 IP, 4 steel, 4 barrels of oil per turn, 2 manpower.

Battleship:
The teeth of any fleet, these prized vessels are the pride of the navy and stuff of an Empire's sea lore. Thick skinned with heavy plates of armor and packing powerful guns to destroy other surface ships, it does however lack effective point defense weapons to deal with aircraft. But it's main guns more than make up for this and if it is adequately protected, it is more than capable of boosting the capabilities of any Navy.

Price: 25 IP, 6 steel, 5 barrels of oil per turn, 3 manpower.

Aircraft Carriers:
While some Admirals still scoff at the notion that aircraft carriers have any value, naval innovators have nonetheless been experimenting with new tactics. The result is the aircraft carrier. A mobile strike force capable of attacking land and sea targets. But aircraft carriers are large, bulky, expensive, and absolutely cannot take a hit.

Price: 35 IP, 12 Steel, 8 barrels of oil per turn, 4 manpower.

Air:

Fighter Wing:
Size: 300 fighters; 5,000 men
Price: 15 IP, 4 steel, 2 barrels of oil per turn, 2 MP.

Bomber Wing:
Size: 100 bombers; 6,000 men
Price: 20 IP, 8 steel, 3 barrels of oil per turn, 3 MP.


Dive Bombers:
Size: 300 dive bombers; 5,000 men
Price: 15 IP, 6 steel, 2 barrels of oil per turn, 2 MP.

Agent:
Price: 20 IP



Last edited by Shazere on Sun Aug 19, 2012 6:42 am; edited 12 times in total

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2 Re: Military Units on Fri Aug 10, 2012 3:53 am

Shazere


Admin
Specialist Unit:
Specialist Units are units that fill specially designed niches. They are VERY good at one particular thing, and each has their own limitations and weaknesses. They are not as versatile as standard units and are expensive. But for some obstacles and operations they can turn the tide of battle.

Land:
Imperial Guard- Specialist Elite Troops
- Unit will never defect or surrender
- Unit has unbreakable morale
- Unit has improved combat capability.
- Can form into both Infantry and Cavalry formations
- Requires Imperial Guard Barracks

Price: 15 IP / 2 steel / 4 MP

Size: 10,000 troops


Partisan Force - Specialist Stealth Infantry
- If operating behind enemy lines, carries six turns of supplies and can gain more through raids.
- Unit has bonus movement and combat ability in rough terrain
- Unit has low morale

Price: 12 IP / 4 MP

Size: 15,000 troops

Paratrooper Division- Specialist Paratroopers
- Can drop behind enemy lines
- Can only carry six turns worth of food and fuel before they begin to become combat ineffective.
- Requires Jump School Construct

Price: 15 IP / 4 Steel / 1 Barrel of Oil / 3 MP

Size: 10,000 troops

Chemical Weapons Battalion-
- Deploys Mustard Gas and other chemical variants
- Risk of chemical weapons being exposed to friendly troops upon deployment
- Requires Chemical Weapons Manufacturing Construct

Price: 20 IP / 1 Steel / 2 Barrels of Oil / 2 MP

Size: 1,000 men

Shock Troops - Specialist Assault infantry.
- Unit has high morale and offensive ability
- Very effective against entrenched units.

Price: 18 IP / 4 Manpower

Size: 10,000 troops


Experimental Siege Artillery Battery- Specialist Artillery Unit
- Very long-range, extreme firepower artillery unit
- Requires spotters for accurate fire
- Very slow rate of fire

Price: 20 IP / 6 Steel / 2 Barrels of Oil / 5 manpower

Size: 100 siege guns

Rocket Artillery- Specialist Artillery
- Powerful mass rocket barrages that can cover a wide area
- Short range and inaccurate fire compared to standard artillery

Price: 15 IP / 4 Steel / 1 Barrel of Oil / 2 Manpower

Size: 100 rocket units; 2,000 men

Dual Purpose AA Gun- Specialist Artillery Division
- Artillery pieces that can be used for either anti-aircraft fire or as field guns
- Rapid fire compared to standard artillery

Price: 15 IP / 3 Steel / 4 MP

Size: 500 guns; 10,000 men

Naval:
AIP enabled Submarines
- Enables submarines to operate underwater longer and remain undetected.

Size: 2 Submarines

Price: 20 IP, 3 steel, 3 barrels of oil per turn, 2 manpower.


Marines - Specialist Amphibious Infantry Divison.
- Can commit to amphibious assaults.
- High Morale.
15 IP / 2 Manpower / 1 Steel / 1 Oil
Maintenance: 6 Income

Size: 15,000 men


Frogmen -
- Can board and operate from submarines
- Can sabotage enemy ships at anchor and coastal facilities.

Price: 15 IP

Size: 30 men / 1 MP

Dreadnoughts -
- Increase effectiveness in ship to ship combat
- Increased range during shore bombardment.

Price: 50 IP / 10 Steel / 4 barrels of oil / 6 Manpower

Size: 1 Dreadnought

Light Armor Division:
-Increased mobility and speed
-Decreased logistics cost when on the move
-Exchanges armor for speed; less effective against regular and heavily armored tanks.

Size: 350 tanks; 12,000 men

Price: 25 IP, 5 Steel, 1 barrel of oil per turn, 4 Manpower.

Heavy Armor Division:

Size: 300 tanks; 10,000 men
- Increased effectiveness in combat against tanks
- Increased effectiveness against breaking open fortifications
- Heavier armor means this tank is slower in combat and consumes more oil.

Price: 25 IP, 3 barrels of oil per turn, 4 Manpower

Air:
Advanced Dive Bombers -
-Increased accuracy when bombing targets
-Ability to fight off fighters and other air to air advesaries.

20 IP / 6 Steel / 2 barrels of oil / 3 Manpower

Size: 200 Dive Bombers

Experimental Fighter Jets -
-Increased range and effectiveness in air to air combat.

25 IP / 10 Steel / 4 barrels of oil / 4 Manpower

Size: 100 Fighter Jets

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