guards platoon



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Point Value: 1

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Receives basic allotment of 2 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 ocean, 0 into road.
    Needs MP to leave terrain: 1 by default, 0 in road.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 2.    Recovers by 0.50 HP each turn.
Vanishes if in: false by default, true for ocean, empty.

Combat:
Can attack (ACP 2 by default, 0 vs block).
Hit chances are 100% by default, 50% vs halftrack(g), SdKfz 234/1, Puma, SdKfz 234/4, Maultier, Wespe, Hummel, Gw 38, Wirbelwind, Stu H 42, Marder III, StuG III, Hetzer, Nashorn, Jgd Pz IV, Jgd Pz V, Jgd Pz VI, Lynx, PzKpfw IV, PantherADG, Tiger I, Tiger II, 10% vs Yak-1, Mig-3, BF109e, BF109k, 0% vs minefield.
Damage is 1 by default, 0 vs minefield.
If attacked, ACP to defend is 2 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs town.

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.
Can see units up to 3 cells away.
Vision is line-of-sight.
Effective eye height is 2 in all terrain types.
Chance to see if adjacent is 100% by default, 50% for minefield.
Chance to see in general is 100% by default, 0% for minefield.


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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