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TripleA/Units and their Special Abilities Overview
Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.
Basic Units
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.