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Getting Started
Historical Setting
Game Overview
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Units
Units
Casualty Priorities
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SUPER Battlecruisers

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Attack

  • Paratroopers
  • Transports
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    Board vs Online
    Super Battle Cruiser

  • Casualty Priorities
    Ground Units Class Cost MoveAttDefDescription
    2 Infantry soldier 3 1 1 2 Inexpensive and relatively good at defense. Weak attack value. (more info)
    3 Tank vehicle 5 2 3 2 Powerful attack piece and can move up to 2 spaces per turn. (more info)
    1 Artillery vehicle 5 1 2x3 1 Launch a powerful bombardment of an adjacent country. (more info)
    10 General hero 0 1 0 3 Doubles the attack strength of all infantry in the battle. (more info)
    11 National Ruler hero 0 1 0 1 Boosts income by 10 I.C. as long as he is alive and outside the capital. Also all tanks & infantry defend at 3 if leader is present. (more info)
    Air Units Class Cost MoveAttDefDescription
    6 Fighter fighter 10 4 3 4 Good at attack and defense. Must return to the same territory after attacking. (more info)
    7 Bomber bomber 15 6 4 1 Powerful attack, but weak defense. Can also carry up to 2 infantry as paratroopers. (more info)
    14 Nuclear Missile missile 20 1 4x4 0 Destroys between 4-24 pieces instantly when used. (more info)
    13 Air Defense aa 5 1 0 0 Defense against planes and nukes. (more info)
    Sea Units Class Cost MoveAttDefDescription
    4 Transport transport 8 2 0 1 Used to carry troops over water (more info)
    5 Submarine ship 8 2 2 2 Attacks and defends sea zones. (more info)
    8 Aircraft Carrier transport 12 2 1 3 Strong defense plus can carry up to 2 fighter planes. (more info)
    9 Battle Cruiser ship 15 2 4 4 Kings of the sea, have extremely strong attack and defend capabilities. (more info)
    12 Super Battle Cruiser ship 15 2 4 4 Mighty upgradable battleship. Limit 1 per player. (more info)
    Buildings Class Cost MoveAttDefDescription
    15 Factory building 15 0 0 0 Acts as gateway for new pieces. Add a second factory to boost your income by 5 IC per turn. (more info)
    19 Economic Center building 15 0 0 0 Boosts income by 5 IC per turn. (more info)
    Specialty Units (Sergeant) Class Cost MoveAttDefDescription
    20 Humvee vehicle 4 2 2 3 United States: Inexpensive, mobile with a strong defense. (more info)
    21 Sniper soldier 3 1 3 1 European Union: Can only hit soldiers. Casualties do not get to return fire. (more info)
    22 Mig 29 fighter 5 2 3 2 Russian Republic: Inexpensive with half the range of a fighter. (more info)
    23 Kamakazi Plane fighter 5 4 6 1 Imperial Empire: Attacks a single transport, plane or vehicle choosing a target at random. No other ships or pieces can be targets. Both units are casualties. (more info)
    24 Missile Launcher vehicle 7 1 2x5 1 Communist Dynasty: Attacks same as artillery except 4 dice needing 3 or less to hit. Upgradable with technology. Requires Infantry or tanks as spotters. Insurgents cannot be spotters. (more info)
    25 Jihad Bomber soldier 5 1 6 1 Middle East Federation: Instantly kills self and 2-3 enemy units when attacking. Cannot attack from transports. (more info)
    26 RPG Soldier soldier 4 1 2 2 African Coalition: Targets tanks on attack and defense. (more info)
    27 Destroyer ship 10 3 3 3 Latin Alliance: Fast with strong attack and defense. All ships in fleet Can return fire when hit by a submarine. (more info)
    Specialty Units (Warrant Officer) Class Cost MoveAttDefDescription
    28 Medic soldier 5 1 0 1 United States: Heals 1 infantry casualty per battle on offense or defense. Will return to previous country after healing a unit. Once used, he will not be able to heal again until your next turn. (more info)
    29 Helicopter chopper 6 2 2 1 European Union: Attacks on land, sea and air. Subject to air defense. Can occupy a territory by itself. (more info)
    30 Stinger Soldier soldier 4 1 2 2 Russian Republic: Will target planes first, but can hit any piece encountered. (more info)
    31 Flame Thrower soldier 3 1 2x2 1 Imperial Empire: Strong attack piece with 2 dice, but can only hit soldiers. (more info)
    32 Insurgent Mob soldier 2 1 0 1 Communist Dynasty: Cheap, disposable pieces used for cannon fodder that can only hit soldiers. When accompanied by a general or when attacking with 8 or more, they will attack at a 1, otherwise no attack at all. Cannot be spotters. (more info)
    33 Scud Launcher vehicle 8 1 3x4 1 Middle East Federation: Fights like artillery only with 4 dice needing 3 to hit. Upgradable with technology. Requires infantry or tank spotters. (more info)
    34 Rocket Buggy vehicle 6 2 4 2 African Coalition: Strong attack piece and weak defender. Targets tanks when fighting. (more info)
    35 Special Ops soldier 3 1 4 1 Latin Alliance: These units sneak into enemy territory and place exposives then return before the battle begins. The are immune to enemy fire and cannot occupy a territory. (more info)
    Specialty Units (Lieutenant) Class Cost MoveAttDefDescription
    36 Apache chopper 10 2 3 3 United States: Attacks in air, sea and land. Can occupy a territory by itself. (more info)
    37 Nuke Cannon vehicle 10 1 4x4 1 Russian Republic: Rolls 4 dice needing 4 or less to hit. (more info)
    38 Cruiser ship 10 2 3 3 Imperial Empire: Attacks and defends at a 3. Comes equiped with an AD gun and cruise missiles. (more info)
    39 Chemical Bomb vehicle 10 1 6 6 African Coalition: Destroys itself and 5-9 soldiers when attacking. Kills only one soldier on defense. (more info)
    40 Hijacker soldier 10 1 6 3 Middle East Federation: Converts 1 plane or vehicle when attacking, then retreats back to previous country. Normal defense. (more info)
    41 Predator Drone bomber 10 6 3x2 1 Latin Alliance: Can fly out 3 spaces and attack any land territory with 2 dice, needing 3 or less to hit. Can ONLY be shot down by Air Defense when attacking. Makes single attack, then flies home. Targets vehicles with technology. (more info)
    42 Battlemaster vehicle 10 1 4x3 4 Communist Dynasty: Powerful tank. 3 dice on attack, defends at a 4. (more info)
    43 Striker vehicle 10 2 3x2 4 European Union: 2 dice on attack. Has air defense built in and targets vehicles. (more info)
    Custom Units (General) Class Cost MoveAttDefDescription
    44 Terminator
    16: Lieutenant General Activity Level High.
Last login: Saturday 07/31 01:24:48 AM
Ave hours to take turn: 7 Rick
    soldier 11 1 4x3 2 Powerful attack piece that targets soldiers. (more info)
    45 Navy Seal
    17: General Activity Level Medium.
Last login: Friday 07/30 09:05:53 PM
Ave hours to take turn: 3Fast Response time
Ave hours to take turn: 3 General Robb
    soldier 10 2 4x2 1 Precision attack piece, can overwelm a defense quickly. (more info)
    46 A-10 Warthog
    16: Lieutenant General Activity Level High.
Last login: Friday 07/30 08:32:52 PM
Ave hours to take turn: 17Turtle: Slow Response time
Ave hours to take turn: 17 Motown
    fighter 15 4 3x3 3 A heavily armed fighter with mulitiple attacks that targets tanks. (more info)
    49 Artillery Killer
    14: Brig General Activity Level Medium.
Last login: Friday 07/30 10:49:03 PM
Ave hours to take turn: 11Turtle: Slow Response time
Ave hours to take turn: 11 General Jeeman
    chopper 18 2 3x5 1 A chopper that targets artillery first. (more info)
    51 Lockheed AC-130
    14: Brig General Not Active -- Last login: 04/28/10
Turtle: Slow Response time
Ave hours to take turn: 32 Elite-Mod
    fighter 17 6 4x3 1 The AC-130 gunship is a heavily-armed ground attack airplane (more info)
    52 AH-64D Longbow
    16: Lieutenant General Activity Level High.
Last login: Saturday 07/31 04:13:27 AM
Ave hours to take turn: 7 Emperor
    chopper 20 2 4x3 5 Fast moving tank killer (more info)
    53 Sea King
    17: General Activity Level Medium.
Last login: Friday 07/30 09:05:53 PM
Ave hours to take turn: 3Fast Response time
Ave hours to take turn: 3 General Robb
    chopper 10 2 5 3 A fast and agile offensive weapon (more info)
    55 RAH-66
    15: Major General Activity Level Medium.
Last login: Saturday 07/31 08:04:19 AM
Ave hours to take turn: 24Turtle: Slow Response time
Ave hours to take turn: 24 Ahmed
    chopper 22 2 4x3 4 A fast and strong attack and defence chopper (more info)
    56 The Ninja
    15: Major General Activity Level Medium.
Last login: Friday 07/30 07:42:39 PM
Ave hours to take turn: 19Turtle: Slow Response time
Ave hours to take turn: 19 TacticalNinja
    bomber 18 3 3x3 1 Sneaky and Tactical (more info)
    57 Cobra Rattller
    14: Brig General Activity Level Medium.
Last login: Friday 07/30 05:49:49 PM
Ave hours to take turn: 7 Cobra Commander
    fighter 22 3 5x3 3 Hell bent on World Ctrl.. (more info)
    58 Hvy. Missile Cruiser
    14: Brig General Activity Level High.
Last login: Saturday 07/31 04:59:03 AM
Ave hours to take turn: 8 Bishop
    ship 22 2 4x4 2 A heavy offensive vessel with shore bombardment capabilities but a relatively weak defense. (more info)
    59 Sea Shadow
    18: Grand General Activity Level High.
Last login: Friday 07/30 11:30:18 PM
Ave hours to take turn: 3Fast Response time
Ave hours to take turn: 3 TGB
    ship 22 3 5x2 3 A stealth submarine armed with multiple SAMs and SSMs. Primarily designed as a swift and deadly First Strike weapon to neutralize opposing air force. Prepare your coffins... (more info)