infantry
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----- marches around and captures things -----
Point Value: 1
Notes:
The infantry division is the slowest of units, but it can go almost anywhere. It is also quick to produce. Infantry is the staple of campaigns - a little boring perhaps, but essential to success.
Side Attributes:
Can belong to the following sides: .
Actions and Action Points (ACP):
Receives basic allotment of 1 new ACP per turn.
Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
Uses a minimum of 1 ACP per move.
Needs MP to enter terrain: 1 by default, 99 into sea, shallows.
MP to enter unit: 1 into all unit types.
Gets up to 1 free MP if needed to finish a move.
Hit Points (HP): 1.
Vanishes if in: false by default, true for sea, shallows, ice.
Construction points (CP): 4.
Construction:
ACP to create: 0 by default, 1 for base.
ACP to build: 0 by default, 1 for base.
Can build at own location.
Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 20% vs fighter, destroyer, submarine, carrier, 50% vs infantry, 40% vs armor, city, 100% vs nuclear bomb, 80% vs base, 60% vs town, 30% vs troop transport, 15% vs bomber, 9% vs battleship.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs ammo.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 70% vs base, 50% vs town, 30% vs city.
Chance to capture indep: -1% by default, 100% vs base, 80% vs town, 50% vs city.
Protection of occupants/transport is *1.00 by default, *0.05 for town, city, *0.15 for base.
Other Actions:
Can be disbanded (1 ACP).
Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.
Material Handling:
fuel, 1 basic production, 6 storage (6 at start of game), 1 basic consumption, needs 1 to move, 1 consumed per move
ammo, 6 storage (6 at start of game), 1 (ammo) consumed per attack
Productivity adjustment for terrain is *1.00 by default, *0.00 in desert, mountains.
Can auto-repair lost HP of other units: 0 by default, 10 for town, city, 1 for base.
Range of auto-repair: -1 for all unit types.
Fate if side loses: 100% chance to vanish.
AI Attributes:
Requires >= 30 accessible, liquid cells to build naval units.
Requests a total wartime garrison of 1 units.
Range within which enemies will cause an alert is 6.
Basic tactical computation range is 12.
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File produced by Xcscribe for Xconq version 7.5pre (July 2004).