armored division



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----- armored division (German only) -----

Point Value: 30

Side Attributes:
    Can belong to the following sides: Axis.

Actions and Action Points (ACP):
    Receives basic allotment of 48 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: 99 into sea, 0 into road, track, 48 into escarpment, 4 into clear.
    Needs MP to traverse terrain: -1 by default, 2 across track, 1 across road.
    Can enter independent units: false by default, true for minefield(a).
    Gets up to 4 free MP if needed to finish a move.

Hit Points (HP): 30.
Vanishes if in: false by default, true for sea.
Exerts ZOC out to: 1 by default, 0 for minefield(b), minefield(a), box, supply source(b), supply source(a), town, large-town.
MP to enter ZOC: 4 by default, -1 for minefield(b), minefield(a), box, supply source(b), supply source(a), town, large-town.
MP to leave ZOC: 24 by default, 0 for minefield(b), minefield(a), box, supply source(b), supply source(a), town, large-town.
MP to traverse ZOC: 100 by default, 0 for minefield(b), minefield(a), box, supply source(b), supply source(a), town, large-town.

Combat:
Can attack (ACP 16 vs all unit types).
Hit chances are 50% by default, 100% vs town, large-town, 70% vs garrison.
Damage is 1 by default, 0 vs supply source(b), supply source(a).
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs supply source(b), supply source(a), town, large-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.

Material Handling:
    supply-b (none)
    supply-a, 7 storage (7 at start of game), 1 basic consumption, receive from up to 30 cells away


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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