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"There is a New Age of War, the Total War."

Alliances
Axis Allies
Germans Russians
Italians French
Yamamoto Chinese
Hisaichi British
Anzac
Dutch
Finns
Romanians
Thai Americans



(Nations listed in their Turn Order. Alternatively, refer to the "Stats" tab.)




Land Units
Unit name att def move cost size special abilities
Infantry 1 2 1 2 S isSupportable Marine 2 2 1 3 S isSupportable
Elite 3 2 1 4 S isSupportable ArmoredCar 2 1 2 3.5 S canBlitz, (get 2 for 7)
Artillery 2 2 1 3.5 L givesSupport, (get 2 for 7) Mot.Inf 1 3 3 5 L canBlitz, givesSupport
Mech.Inf 2 2 3 6 L canBlitz, givesSupport Tank 3 3 2 5 L canBlitz
AAGun 0 1 1 5 L isAA Mot.Inf. 3 1 3 5 L canBlitz
Factory 0 0 0 15 H isFactory
Unit name att def move cost size special abilities


Air Units
Unit name att def move cost special abilities
EarlyFighter 2 3 4 8 canLandOnCarrier Fighter 3 4 4 10 canLandOnCarrier STUKA 3 1 4 8 Art.Support
Bomber 4 1 6 14 canDoSBR
Unit name att def move cost special abilities


Naval Units
Unit name att def move cost special abilities
T.boat 2 1 1 6 Transport up to 1 S unit Transport 0 1 2 6 Transport up to 1 S + 1 S/L unit
B.Transport 0 1 2 8 Transport up to 4 S or 1S/2L unit Submarine 2 2 2 7 isSubmarine
Destroyer 2 2 2 8 isDestroyer Cruiser 3 3 2 10 Transport up to 1 S unit, canBombard
Carrier 1 3 2 14 Transport up to 2 air units Battleship 4 4 2 20 isTwoHit, canBombard
Unit name att def move cost special abilities



Special RED DOT Units</b> CAN N0T BE BOUGHT BEFORE ROUND 4
Unit name att def move cost size special abilities
Me262 4 2 4 12 LandOnCarrier/SBR B.Carrier 1 3 2 20 Two Hit, 3x Fighters
S.Sub 3 1 3 9 Transport up to 1 S unit L.Fighter 3 4 6 12
NakajimaG5N 5 2 8 18 canDoSBR/Art.Support Lancaster 5 2 8 18 canDoSBR/Art.Support
B29 5 2 8 18 canDoSBR/Art.Support Bunker 0 3 0 6 isTwoHit, read below *
Katyusha 3 1 3 6 L Art.Support HeavyTank 4 4 2 7 L canBlitz
Unit name att def move cost size special abilities

*-For every territory, owned at the start of the turn, a maximum of ONE Bunker can be purchased PER TURN.





Multiple Capitals

Most allied nations (excluding Anzac and China) have multiple capitals.


If one of these Capitals is Captured, the attacker gains the Whole PUs of


the owner Country.


After his next turn the defender can collect income again and produce


the next round, if he holds at least one of his capitals.


Russia however may still collect income and even produce after all three capitals are captured.

Canals are shown by Blue Dots
(You have to Own both sides to pass trough Canals)


Not all Canals work Propper(engine problem), but they are Visible,


so play them as they work...

Rule Clarifications


Default Rules for Disputable Situations:

Unloading of Transports from a COMBAT SEAZONE into a friendly territory, PRIOR to combat, is possible, due to a TripleA bug, but considered illegal.



Manually flying over Neutral territory is technically possible, but considered illegal.




Differences due to the New Phase Order:

Under the New Phase Order, one knows any air losses from AA fly-overs during combat movement before his purchase.


Special Thanks To:

Kaleun, Spinello, Reissdorf, Ice
Wirkey, Axisgeneral, KruppStahl, Clonky,
Ready, Niklas, Kesselring, Godking...


Changelog: 1.1.6 (all done by Veqryn)

Correct price of Katyusha to 6.


Renamed to remove special characters from folder and xml names.


Coded and Added new low luck options.


Coded and Added "Battleships repair at beginning of round" as an option, which if true will have Battleships and Bunkers (any 2-hitpoint unit) only repair damage at the beginning of their owner's turn.


Updated WAW to take advantage of triggered rule changes to have red dot units and bunkers not appear for purchasing during beginning turns, and the ability to turn them off completely by deselecting "Use Triggers".


Bunkers (Constructions) code updated to work differently. New game properties listed below (all On by default).


- "More Constructions with/without Factory" - If ON then you may have a total number of bunkers up to the PU value of a territory (minimum 1), in territories with/without factories. If OFF then you may have only 1 total bunker per territory.


- "Unlimited Constructions" - If ON it over-rides above 2 game properties to allow infinite total bunkers per territory. If OFF then things are determined by the above 2 game properties.


- No matter what, you can only place 1 bunker per territory per round. Bunkers do not take up a factory slot when being placed.




Changelog: 1.1.5

Game notes updated, officially released.




Changelog: 1.1.4

U.K. +1 Inf. in E.Egypt


Removed Strat. Bomb from STUKA


+1 Bomber in C.U.S for America




Changelog: 1.1.3

Falckland connect removed.


Us -1 Bomber,-1 E.fighter in S.F


Pearl -1 PU


Anzac -1 PU in S.Australia


Anzac -1 Destroyer in sz 77


China -1 inf. in Nancheng


China -2 Produktion


Marines correctet.


Some more Detailed Notes




Changelog: 1.1.2

Mot.inf raised to 5 Pus


Mech.Inf raised to 6 Pus


Ukrainskay raised to 4


Subs. 2/2/2/7


+1 Carrier+2EF in sz95 for Yama


Fixed B.Carrieres 2Hit


Fixed Neutral Charge




Changelog: 1.1.1

More Historic Pearl Situation


+1 T.boat for UK in sz19


+2Pus in Korea


Moved 2 uk Fighters to London and Wales


+3 Pus in N.Japan


+3 Inf.for Germ.


South Africa/Cape to UK




Changelog: 1.1

-1 brit inf. in malaya


-1 Dutch sub in sz108


3 pus for Iwo jima


replaced german fighter in Berlin with 2 STUKA


Removed Anzac BB




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SIEG 2010


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World at War

World at War

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