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UNIT & FACILITY REFERENCE SHEET

v2.0

Land Units
Infantry-Class Units Attack Defense Move Cost Infantry-cass Units (+1) Defense and Target Selection at 1 vs
Vehicle-class Units in a City.
Infantry 2 4 1 3 Capable of forming a Trench Line.

Militia 1 2 1 2 Build in any Home Country Land Zone complying with


Manpower Limits. May only move in Home Country.
Can be upgraded to Infantry for 2 IPP (max. 1 per
Turn, must be in Supply Path).

Colonial Troops 1 2 1 2 Build in any Land Zone outside the Home Country,
complying with Manpower Limits. Max 1 in Captured
Land Zones. Can be upgraded to Infantry for 2 IPP
(max 1 per Turn, must be in Supply Path to a Factory).

Specialist Infantry Attack Defense Move Cost Max 2 of each type per Turn.
Build in Home Country.
Mountain Infantry 2 4 1 4 +1 Defense and no Attack Penalty in Mountains.
Naval Infantry 2 4 1 4 No Double Casualties on Amphibious Assault; (9.7.6)
No River Penalty. May Combat Move across Narrow
Crossings.
Trench Fighters 2 2 1 2 Available for Germany, France, and Italy Spring 1916.
Available for all other Nations Fall-Winter 1916. First
strike against a Trench Line. Target Selection “1-2”
against Land Units.

Vehicle-Class Units Attack Defense Move Cost All Vehicle-class units have -2 Attack/Defense in Jungles and
Marshes.
Tank 4 2 1 5 Each Attacking Tank increases the number of Defend-
Must have Ar- ing Infantry needed to form a Trench Line by one. May
mored Vehicle not Move in Mountains. Retreat on Attack of 11-12.
Technology.
Cavalry 3 2 2 4 Movement not reduced in Mountains. Movement and
Combat reduced by -1 in Deserts.
Retreat on Attack of 12 in Deserts.
Camel Corps 3 2 2 4 Not subject to Desert Terrain Rules. Must be built in
or adjacent to a Desert. May not Move more than one
Territory from Deserts.
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Armored Car 3 3 2 4 Target Selection “1” including Fighters. May not Move
Must have Level in Mountains.
3 Armored Vehi-
cles.

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UNIT & FACILITY REFERENCE SHEET
v2.0

Land Units

Elite Units Attack Defense Move Cost Max 1 of Elite Infantry and Cavalry per Turn.
Jaeger 3 5 1 4 Each Attacking Jaeger removes one Defending Artil-
Germany lery’s ability to conduct First Strike. +1 Defense and no
Mountain Infantry Attack Penalty in Mountains.
Build in Home
Country.
Gurkha 3 5 1 4 Gurkha receives (+1) Defense in Jungle. +1 Defense
British Empire and no Attack Penalty in Mountains.
Mountain Infantry
Build in India.
Grenadier 3 5 1 4 Each attacking Grenadier removes one Defending
Austria-Hungary Artillery’s ability to conduct First Strike. Capable of
Build in Home forming a Trench Line.
Country.
Zouaves 3 5 1 4 +1 Defense and no Attack Penalty in Mountains.
France
Mountain Infantry
Build in Northern
Algeria or Tunisia.
Ottoman Guards 3 5 1 4 +1 Defense and no Attack Penalty in Mountains.
Ottoman Empire
Mountain Infantry
Build in Home
Country.
Cossacks 4 4 2 4 No River Penalty.
Elite Cavalry
Build in Home
Country.
Bersaglieri 3 5 1 4 +1 Defense and no Attack Penalty in Mountains.
Italy.
Mountain Infantry
Build in Home
Country.
U.S. Marine 3 5 1 4 No Double Casualties on Amphibious Assault;
U.S.A. (9.7.6) or River Penalty
Naval Infantry
Build in Home
Country.
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UNIT & FACILITY REFERENCE SHEET
v2.0

Land Units
Artillery-Class Units Attack Defense Move Cost
Artillery 4 4 1 5 First Strike. Pair to give Infantry-class Units, Cavalry
Attrition *1 and Camels (+1) Attack. No River Penalty.
Heavy Artillery 6 3 1 7 First Strike. Pair to give Infantry-class Units, Cavalry,
Attrition *2 and Camels (+1) Attack. No River Penalty.
Armored Train 4 4 6 6 First strike. Pair to give Infantry-class units, Cavalry,
Attrition *1 and Camels (+1) Attack. No River Penalty. *Does not
use Strategic Rail Movement.

Naval-Class Units
Naval-Class Units Attack Defense Move Cost Units may be designated In Port
Torpedo Boat 4 4 3 7 May pair 1:1 with Seaplane on Maritime Air Patrol
Destroyer in an Attack on a Submarine if it has Depth Charges &
Hydrophones Technology. Naval Mine clearing (9.7.8).
Cruiser 6 6 3 3/3/3 Shore Bombardment 2. Mine Warfare; (9.7.8).

Pre-Dreadnought 7 7 1 3/3/3 Shore Bombardment 3.


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Dreadnought 8 8 2 4/4/4 Shore Bombardment 4. Capital Ship (2 hits).
4
Coastal Subma- 2 2 1 5 Multiple Special Rules (9.7.1).
rine
Submarine 3 3 3 6 Multiple Special Rules (9.7.1). Mine Warfare; (9.7.8).
Naval Transport N/A N/A 2 7 Carries 1 Infantry-class Unit + 1 other Land/Air-class
Unit.

German Cruiser 1 1 3 N/A Exchange 1 Cruiser for 2 Cruiser Raiders. Shore


Raider Bombardment 1. Convoy Raiding +1 Modifier.
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UNIT & FACILITY REFERENCE SHEET
v2.0

Air-Class Units
Air-Class Units Attack Defense Move Cost Only one Ability is used in any one Round of Combat (Attack or
Defend).

Fighter 1914 N/A N/A 2 2 Observation.

Fighter 1916 2 2 2 3 Upgrade free with Technology.


Upgrade 2 IPP Observation. Dog Fighting.
Fighter 1917 3 (1) 3 (1) 3 5 Upgrade free with Technology.
Upgrade 2 IPP Observation, Dog Fighting, Interception. Ground
Strike.
Fighter 1918 5 (2) 5 (2) 3 7 Upgrade free with Technology.
Upgrade 2 IPP Observation, Dog Fighting, Interception. Ground
Strike, Naval Strike.
Strategic Bomber 2* (1) (1) 6 7 Strategic Bombing 2D6. Carpet Bombing 3D12@2.
(Technology)

Seaplane 3 3 4 6 May Attack Submarines and Naval Transports. Ob-


servation pair 1:1 with a Naval Warship. Maritime Air
Patrol Range: 2.
German Zeppelin 1-4 N/A 5 7 Strategic Bombing 1D6.
Interception (1) Observation Pair 1:1 with Artillery and Heavy Artillery
for (+1) Attack. Observation pair 1:1 with Naval War-
ship and Coastal Artillery on Defense (+1).
Air Ships 1-3 N/A 5 7 Strategic Bombing 1D6.
Interception (1) Observation pair 1:1 with Artillery and Heavy Artillery
for (+1) Attack. Observation pair 1:1 with Naval War-
ship and Coastal Artillery on Defense (+1). Attack at
1-4 1D6 with Strategic Bomber
Technology,
Observation N/A N/A 1 1 Observation pair 1:1 with Artillery and Heavy Artillery
Balloon for (+1) Attack. Observation pair 1:1 with Naval War-
ship and Coastal Artillery on Defense (+1).

Markers
Specialized Markers Attack Defense Move Cost
Coastal Artillery N/A 3 N/A 6 Build on a Land/Sea Zone Border to Defend against
Amphibious Assaults. Defense roll at “3” per Attacking
Ship conducting Shore Bombardment and/or unload-
ing Units in the Amphibious Assault up to a maximum
of 3 shots.
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Mine Marker N/A 3 N/A 2 Placed for Closed Straits and for Mine Warfare; (9.7.8).
Poison Gas +1 N/A N/A 2 Move with Artillery. Place with Artillery in a Supply
Path. Multiple Types of Gas; (7.8.2).

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UNIT & FACILITY REFERENCE SHEET
v2.0

Factories
Factories Minor Medium Major
Production 1 Unit per Turn 3 Units per Turn 5 Units per Turn
Improved Factory +1 Unit +2 Units +3 Units
Technology
Maximum Damage 5 10 20
A Damaged Factory can’t A Damaged Factory can’t Each Damage Point
be used until repaired. be used until repaired. reduces the number of
Units that can be Pro-
duced by 1.
Building & Upgrading Can be built in any Land Can only be built or upgrad- Can only be built in
Factories Zone with an IPP-Value, ed in Home Country with a Home Country on a
with Manpower Value of Manpower Value of 2. Territory with Manpower
1 and in Supply Path to Value of 3.
Major Factory in Home
Country. May only be up-
graded in Home Country.
Capture Yes Yes. A Captured Medium Yes. A Captured Major
Factory functions as a Mi- Factory functions as a
nor Factory. Minor Factory.
Inherent Anti-Aircraft Yes Yes 4
Cost 5 5/5 5
Upgrade to Medium Fac- Upgrade to Major Factory
tory: 5 IPP and 1 Man- for 5 IPP and 1 Manpower.
power.

Bases
Bases Seaplane Base Airship Base Submarine Base

Production N/A N/A 2 Submarines


Maximum Damage 1 2 3
A Damaged Base can’t be A Damaged Base can’t be A Damaged Base can’t
used until repaired. used until repaired. be used until repaired.
Supply-Path No No No
Movement Bonus Seaplanes (+1) Move- Zeppelin, Airship, and Stra- Submarines (+1) Move-
ment. tegic Bomber (+1) Move- ment.
Does not extend Maritime ment. Other Units (+0)
Patrol Range. Does not extend Maritime Movement.
Other Units (+0) Move- Patrol Range.
ment. Other Units (+0) Movement.
Inherent Anti-Aircraft Yes Yes Yes
Cost 2 2 2
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Upgrade N/A N/A N/A


Placement Any Land Zone Any Land Zone Any Land Zone
Scramble Up to 3 Seaplanes can N/A N/A
Scramble to an adjacent
Naval Battle.

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UNIT & FACILITY REFERENCE SHEET
v2.0

Ports
Shipyards Minor Port Major Port

Maximum Damage 3 5
A Damaged Port may not be used A Damaged Port may not be used until
until repaired. repaired.
Supply Path Maximum 4 IPP (can only send/re- Unlimited IPP.
ceive Lend-lease Units worth 4 IPP).
Movement Bonus 0 Ship Movement (+1)
Seaplane Movement (+1)

Inherent Anti-Aircraft Yes Yes


Cost 3 3/3

Upgrade May be upgraded to Major for 4 IPP. N/A


Placement Any Land Zone Any Land Zone

Shipyards
Shipyards Minor Shipyard Major Shipyard

Production 1 Ship of any type per Turn. 5 Ships of any type per Turn.
Repairs May repair 1 hit per Turn. Takes up Can repair 5 hits per Turn. Each repair
the only Production Slot available. takes up one Production Slot.
Maximum Damage 8 10
A Damaged Shipyard may not be A Damaged Shipyard may not be used
used until repaired. until repaired.
Supply-Path Maximum 4 IPP (can only send/re- Unlimited IPP
ceive Lend-lease Units worth 4 IPP).
Movement Bonus 0 Ship Movement (+1)
Seaplane Movement (+1)
Inherent Anti-Aircraft Yes Yes
Cost 3/3 5/5
Upgrade May be upgraded to Major for 5 IPP. N/A
Placement Any Land Zone connected to a Fac- Only in Home Country
tory via Railroad.
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UNIT & FACILITY REFERENCE SHEET
v2.0

Dockyards
Dockyards Minor Dockyards Major Dockyards

Repair 1 hit per Turn 5 hits per Turn


Maximum Damage 3 6
A Damaged Dockyard may not be A Damaged Dockyard may not be used
used until repaired. until repaired.
Supply-Path Maximum 4 IPP (may only send/re- Unlimited IPP
ceive Lend-lease Units worth 4 IPP).
Movement Bonus 0 Ship Movement (+1)
Seaplane Movement (+1)
Inherent Anti-Aircraft Yes Yes
Cost 2/2 4/4
Upgrade May be upgraded to Major for 5 IPP. 5 IPP to Major Shipyard if in Home Coun-
try.
Placement Any Land Zone Any Land Zone

Fortifications •
with Rail.
If you want to build a Railroad on a Border into
A Fortification represents major defensive networks another Nation’s Territory, you must be at Peace
established to prevent invasion. with that Nation and get verbal permission from
• Fortifications are placed in a Land Zone and the Nation’s Owner.
protect from Attacks from any Border. • Non-controlled Minor Powers do not allow Rail-
• Cost 3/3/2/2 to build. roads to be built into their Land Zone.
• Only 1 Fortification per Land Zone. • A Railroad may be Damaged.
• Fortifications Defend the First Round of Combat
2D12 @5 First Strike rolls. Railroad Cost
• Add +2 Defense to all other Infantry-class Units
in the Zone on First Round of Combat. Normal Terrain 2
• Fortifications may not be Damaged by Strategic Desert/Jungle/Marsh/Mountain/Tundra 4
Bombing or Selected as a Casualty.
• A Fortification is removed if the Zone is Con-
quered.
Coastal Artillery
Coastal Artillery represents Artillery emplacements
• A Fortification is not cumulative with other Ter- along a Land/Sea Zone Border to Defend against
rain Modifiers/Penalties (including Trench Lines) Amphibious Assaults.
in the same Land Zone on the same Round of • Cost 6 IPP.
Combat. • Multiple Coastal Artillery may be built on the
same Border.
Special Fortification Areas • Each Coastal Artillery gets one Defense Roll at
Some areas on the Map are so small that a single “3” per Attacking ship conducting Shore Bom-
Coastal Artillery protects the entire Land Zone re- bardment and/or unloading Units in the Amphib-
gardless of how many Sea Zones they Border: ious Assault (up to a maximum of 3 shots).
• All City Land Zones. • The Attacker chooses Casualties as normal.
• Panama • Coastal Artillery is removed if the Zone is Con-
• British Malaya quered.
• Crimea
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• May not be Damaged by Strategic Bombing or


Railroads Selected as a Casualty.
• New Railroads are built on Land Zone Borders.
• If a Land zone has a Border with a crossing Rail-
road, the entire Zone is deemed to be “covered”

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