Yea you could say that. here are a few units that should be included:along with the new d12 system Note these are old notes… the values may have changed but the general idea is the same.
Light Infantry/Infantry: Infantry are the standard ground unit. Infantryâ€s attack is improved by the presence of attacking artillery at a 1/1 basis.
Mechanized Infantry: Are eligible to be dropped as paratroopers by Bombers.
One can be loaded in a regular Bomber, and two can be loaded in a Heavy Bomber. Note: Russia cannot paratroop any units.
Guard Mechanized Infantry: Elite Infantry formations of the Russian army.
U.S. Marines, Royal Marines, and Imperial Marines are special types of infantry that only the US, UK and Japanese player may purchase. Marines cost 4 IP and function like infantry, except that on amphibious assaults, they attack with a die roll modification of +1. With each artillery support on the amphibious assault, one Marine attacks with an additional die roll modification of +1 for each combat round.
S.S. Infantry: Germany can create these units and they may be redeployed at the cost of Â½ an SR point.
British Commandos: They can only be made by the United Kingdom and represent Special Forces which conduct raids behind enemy lines. They can move across any four spaces including sea zones. Commandos can move during any portion of your turn and may make one attack per turn. If occupied by enemy units, the attacker selects one enemy land or air unit as a target of the raid and gets one roll (attack value of 2). If the target is destroyed it does not get return fire. If the target is not destroyed then all defending units can each fire back but only at a combat value of two. After combat if the Commando has movement points left over it can move or stay. Commandos can control unoccupied enemy territories. If they failed in their mission, the defending player on their own turn can attack using normal combat values.
Light Armor: Each of these units can provide a movement boost to any class 1 Infantry unit that moves less than three and allow it to travel with the Armor up to its movement of 3 at a 1/1 basis.
Armor: Armor units may â€œblitzâ€ and move into two enemy territories if the first territory is vacant.
Tank destroyer: +4 die modifier against attacks on armored (class 2) units that move at least three spaces (Armor and Tanks). All hits must be taken from defenders class 2 units first.
Heavy Armor: They have increased fighting power than a regular armor unit.
Guards Tank: Russia can build these elite Armor formations.
Panzer Grenadiers: A heavier form of mechanized infantry and can be redeployed at Â½ an SR point.
S.S. Panzer Armor: These are the elite armor units of the German Army. Can be redeployed at the cost of Â½ an SR point.
Anti-Tank Gun: Provide excellent protection to infantry from most Armor (class 2) units. In combat they can only defend and get one roll for each attacking Armor unit that has a minimum of three movement points (Armor and Tanks). In many respects they perform as an AA gun against Tanks. But unlike them, they can move during either movement phase and secondly, their can be multiple Guns each defending against enemy Armor units. They can be transported by sea and count as â€œInfantryâ€ for this purpose.
Artillery: All Artillery class units provide infantry support when attacking at a 1/1 basis.
Heavy Artillery: (Germany, Japan and Russia only)
Heavy artillery cost 8 IP each. Heavy artillery attack at 6 and defend at 5.
AA Guns: AA guns provide anti-air defense against air attacks on territories and strategic bombing. AA guns may not be destroyed, but they may be captured. AA guns may only be moved in non- combat.
During Returning Air Movement, all air units move again to return to their territory or carrier of origin. All air units may then change air bases during the Base Change sequence.
Fighters: Fighters may escort bombers and naval units, intercept air and naval units, and provide coastal and strategic air defense. They can also land and take off from Carriers.
Torpedo Bombers: Torpedo Bombers have similar capabilities as normal fighters. In addition, up to three planes may be based on super-carriers. Two planes can be based on regular carriers and one plane can be based on a light carrier. However, when launching from carriers, the range is reduced to two during combat movement. Torpedo Bombers cost less than fighters, but attack and defend at a lower die roll (because they represent a smaller number of aircraft). However, against naval units only, Torpedo Bombers attack at a die roll of 6 and defend at a die roll of 8.
Dive Bomber: Available to Germany and is just like the Torpedo Bomber, but attacks Ground Units with the attack bonus rather than naval units (attacks at 6 and defends at 8 against land units). These planes can land on carriers but attack at the lower values against naval or air units.
Bombers: Bombers cost 24 IP each. They attack twice on rolls of 8 or less and can carry one paratrooper Bombers may perform strategic bombing, intercept naval units, Paratroop Mechanized Infantry and provide coastal defense. Against air units, Bombersâ€ attack and defense is reduced to a die roll of two, while Heavy Bombers are reduced to four. Bombers cannot land on Carriers.
All naval units may move to or change naval bases during the Strategic Redeployment sequence (in non-combat).
Super-Battleship: Available to Japan, Germany, UK and USA (turn 10). Has superior firepower to any ship and can attack with both a primary and secondary attack factor and takes three hits to sink them. They have a one shot â€œshore bombardmentâ€ attack and provide infantry support during amphibious assaults during the first round of combat. They can be repaired while in port if damaged for IP equal to a single die roll (one d12).
Battleships/Battlecruisers: They also attack with both a primary and secondary attack factor and can also have a â€œshore bombardmentâ€ attack and provide infantry support during amphibious assaults during the first round of combat. Also, they take 2 hits before being sunk and can be repaired while in port if damaged for IP equal to a single die roll (one d12). Only UK, Japan and Germany can build Battlecruisers.
Hybrid Battleship / Carrier: Available to Japan only, and was a specialized Battleship that was retrofitted to carry a small number of aircraft. It can provide shore bombardment and carry one plane and takes two hits to sink.
Pocket Battleship: Available to Germany only and has a one hit capacity. They can attack with both a primary and secondary guns. Otherwise performs the same as a regular Battleship.
Up to three planes may be based on Super Carriers. Two planes can be based on Carriers and one plane can be based on a Light Carrier. Super/ Regular Carriers take two hits to sink, while a Light Carrier takes just one.
Light carriers: They have the capacity for one Dive-Bomber, Torpedo-Bomber or Fighter.
Heavy Cruisers: Both have a one shot â€œshore bombardmentâ€ attack and provide infantry support during amphibious assaults during the first round of combat.
Light Cruisers: They are excellent support ships but cannot provide shore bombardment shots.
Destroyers: Destroyers can move 5 spaces and also negate the surprise 1st shot from submarines. Note: they do not negate super submarines 1st shot however. In normal naval combat against surface ships, if a transport is sunk any Infantry (class 1) units that were cargo can be rescued at the rate of one unit per escort.
Escorts: Are an effective protection to transport convoys as follows: All enemy submarines must first engage them prior to attacking transports. Submarines do not get a surprise shot against escorts ( Super Subs do however).In normal naval combat against surface ships, if a transport is sunk any Infantry units that were cargo can be rescued at the rate of one unit per escort.
Submarines: Attacking subs have a 1st shot â€œsurprise attackâ€ against naval units, unless defending Destroyers or Escorts are present. Losses are applied immediately; lost units do not get to shoot back. Submarines cannot attack air units, nor can air units attack submarines without Destroyers (except UK and USA starting turn 9).Surface ships can only attack subs for one combat round per turn after which the subs can submerge and avoid further combat if they so choose.
(Type XXI class U-Boats)
They are not affected by Destroyers or Escorts and always have a surprise first shot. Super Subs cannot be attacked by any enemy ship or planes and those same ships can only defend against Super Sub attacks.
Landing Craft: Are used primarily for invasions and can carry up to two infantry class units.
Transports have no attack capability. However, transports can move up to 2 sea zones and load up to 2 ground units for amphibious assaults and 3 ground units when transporting to friendly territories. Note that armor units count as 2 for loading purposes. For example, a transport may move a sea zone, pick up an armor unit and infantry unit, move another sea zone, then unload onto another friendly territory or island. An amphibious assault occurs when transports unload ground units into enemy territory. A transportâ€s movement ends when it unloads.
Ground units may not move before loading into or after unloading from transports. During its turn, a transport may only load units from one territory and may only unload units into one territory. Transports may not load from or unload to an enemy-occupied sea zone, unless all enemy naval units have previously retreated/withdrawn from Naval Combat.
Fortifications: Not exactly a combat unit but represents the construction of a fortified defensive position at the cost of two IP to start for the first level, and one additional IP for each level up to a maximum of six .No more than three can be built during a game turn. Each level â€œadsorbsâ€ one hit during the combat phase which shields defending units from attack. Note: the fortifications only cover the area of the border between two adjacent territories. If an attack is conducted from yet another border from a different direction then the fortification has no effect of that combat. When the last level is reached the fortifications are considered destroyed and the defender must now start removing units that are hit during the combat round. Exceptions: In the 1939 scenario, France starts with a twelve level fortification along the Franco-German border which is removed once France falls. In the 1942 scenario, Germany has a nine level fortification known as the Siegfried line that extends from the Switzerland border to the end of the Belgium border. United Kingdom starts with two full (6) fortifications at Gibraltar and Malta.
These units can be added to any controlled territory for the cost of 10 IP and can defend only with two rolls each combat round with a defense value of 6/6.They â€œprotectâ€ the defending units from direct attack. The units inside the fortress cannot be affected by attacking combat rolls until the fortress is destroyed by a roll of 1-2 only. Once built they cannot move and if destroyed cannot be reused by enemy forces. The maximum number of fortresses is limited to the IP value of the territory and in the case of China is limited to one.
A Major Industrial Complex can build up to 10 units (any type) and 10 Infantry class units.
A Minor Industrial Complex can build up to 5 units (any type) and 5 Infantry.
Note: They cannot be moved except Russia can move each Complex once per game. They cannot be destroyed but only reduced by the use of an Atomic Bomb by the United States (see optional rules). Captured Industrial Complexes can be used to build units on the turn following capture.
DEVELOP ADVANCED WEAPONS
Each country may elect to spend a one-time research fee of ten IP for each available advanced weapon. The weapon then becomes available to buy on that players following turn. Weapons that become available on a specific turn can immediately then become available to purchase.
Rail Gun: (Germany only) can conduct one of two forms of attack on ground or naval units in an adjacent territory. They can support friendly units that are attacking and adjacent to the location of the Rail Gun firing twice (e.g. 8/8) each combat round as long as your forces are engaged in battle. An alternative form of attack is to send one â€œsalvoâ€ against adjacent enemy units. In this case, the defending units do not get to fire back. IF enemy units attack a Rail Gun it defends at one roll only (8). Rail Guns can only move by way of Strategic redeployment and cost 1 SR point.
Katyusha Rockets: (Russia only) operates more like artillery and has a devastating attack and better mobility (Note: they do not aid the attack or defense of infantry).
Jet Fighters: (Germany turn 10, U.K. turn 12)
Jet fighters cost 16 IP each. Jet fighters defend on rolls of 10 or less, and have a movement of 4. They can evade any Air interception or AA Gun attack.
Jet Bombers: (Germany only turn 12) cannot carry paratroopers but can evade any Air interception or AA Gun attack.
(U.S.A and U.K. only)
Heavy bombers cost 28 IP each. Heavy bombers attack twice on two rolls of 10 or less and can
carry up to two paratroopers. They also move 10 spaces. They defend against air units at 4.
V-2 Rockets: (Germany turn 10)
V-2 Rocket launchers cost 8 IP each. They do not provide anti-aircraft defense. Instead, they may launch rocket attacks against enemy Industrial Complexes. They may only move by rail and have a range of four. Each V-2 launcher may launch one rocket attack each turn. Multiple rocket launchers may occupy the same territory and may attack the same target. Hits are scored on rolls of 1-6 and inflict an amount of IP damage equal to what was rolled. Rolls of 7-12 have No Effect. Captured V-2 sites are removed from play and cannot be used by other players.
Super U-Boats: (Type XXI class U-Boats)
(Germany turn 7)
Super submarines cost 10 IP each. A super submarine attacks and defends on a die roll of 6 or less and moves at 5. Destroyers or Escorts cannot negate their first shot capabilities. No naval or air unit can directly attack a Super Sub and can only defend against attacks from these units.