TripleA/Units and their Special Abilities Overview

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Basic Units[edit | edit source]

The unit stats and special abilities here are Revised and later from a well known period game. Consult the game notes for the map you are playing (Help -> Game Notes...) for specifics. The 'Attacks at' and 'Defends at' combat values determine the chance the unit will score a hit in a round of combat. For each unit in combat, a six-sided die is rolled. If the result is less than or equal to the combat value, then it is a hit. Otherwise it is a miss. For example, when defending, infantry defends at 2. A roll of 1 or 2 would be a hit and a roll of 3-6 would be a miss.

Name Attacks at Defends at Movement Special Abilities
Infantry 1 2 1
Artillery 2 2 1 When attacking with an infantry unit, that infantry unit will hit on 1 or 2 instead of just 1.
Tank 3 3 2 Can 'Blitz' through an empty, enemy-controlled territory with its first movement point and move on to another territory with its second movement point.
Fighter 3 4 4 Can land on Aircraft Carriers.
Bomber 4 1 6 Can also strategically bomb industrial complexes.
Submarine 2 2 2 Shoots before other units in combat. Casualties caused by Submarines do not get to return fire. Can submerge at any time (including before a battle begins). Can move past hostile ships but does not block hostile ships.
Transport 0 0 2 Can carry any one land unit, plus one infantry. See Revised Edition cargo rules. Does not fire in combat, and chosen as a casualty only if there are no other eligible units.
Destroyer 2 2 2 Negates all enemy Submarine special abilities when in the same territory as an enemy Submarine.
Cruiser 3 3 2 Can conduct shore bombardment in amphibious invasions.
Aircraft Carrier 1 2 2 Can carry two Fighters.
Battleship 4 4 2 Can conduct shore bombardment during amphibious attacks (when land units on transports unload to attack a territory). In most versions it takes 2 hits to destroy a Battleship.