infantry(a)



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----- Allied infantry division -----

Notes:
Allied infantry is slow but steady. It can be carried by transports, but can't unload just anywhere; it must get off either across a beach or in a port.

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Receives basic allotment of 3 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, 9999 into sea, estuary, 2 into mountains, river, 3 into Rhine-river, -90 into beach.
    Needs MP to leave terrain: 0 by default, 90 in sea.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 12.    Recovers by 0.50 HP each turn.
Vanishes if in: false by default, true for sea, estuary.
Exerts ZOC out to: 1 by default, 0 for train, bomber, v2-launcher, airbase, port, fortification, town, city.
Exerts ZOC into: true by default, false in sea, river, Rhine-river, beach, road, railroad.
MP to enter ZOC: 7 by default, -1 for train, transport, battleship, bomber, v2-launcher, airbase, port, fortification, town, city.
MP to leave ZOC: 2 by default, 0 for train, transport, battleship, bomber, v2-launcher, airbase, port, fortification, town, city.
MP to traverse ZOC: -1 by default, 0 for train, transport, battleship, bomber, v2-launcher, airbase, port, fortification, town, city.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 60% by default, 10% vs train, 0% vs transport.
Damage is 2d4 by default, 1 vs train, 0 vs transport.
Ammo needed to hit unit: 0 by default, 1 vs missile.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs v2-launcher, airbase, port, fortification, city, 100% vs town, 80% vs train.
Combat never reduces defender's HP below 0 by default, 1 vs airbase, port, fortification, town, city.

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:
    supply, 4 storage (4 at start of game), 1 basic consumption, needs 1 to act at all, receive from up to 6 cells away
    missile (none)


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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