NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
Here is a link to
GENERIC DOCUMENTATION
...also see
TERMS and MARKERS,
Battle Support Explained,
FAQ, and
Privacy Policy
Game webpage
OKINAWA specific documentation
Battleships act as a resource depot, from where various resources can be requested by the player.
Fuel = How many times Hellcat fighters can move in total before they must be back at an Aircraft carrier to refuel. Refuel from Aircraft Carrier. Any Hellcat without fuel between turns will crash.
NCO = One NCO is consumed each time a unit changes it attacks or defense tactics. You can request more of NCOs from the request menu on Battleships.
AMERICAN UNIT TYPES:
Infantry: Regular U.S. Army infantry unit.
M4 (Sherman) tank unit: Regular tank unit.
Marines: Marines infantry unit (The United States Marine Corps (USMC) is a branch of the U.S. Armed Forces responsible for conducting amphibious operations with the United States Navy).
Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.
Battleship: Battleship can either bombard enemy units (including kamikaze) or (if it has full MPs at the end of the turn) deliver the requested resources. Battleships lose HPs with each Kamikaze hit, and this in turn reduces the amount of resources they will supply.
Aircraft Carrier: Hellcat fighters can refuel by flying over an Aircraft carrier unit. Please note: You CANNOT refuel a fighter unit by moving an aircraft carrier into the same hexagon. Has limited (range 2) AA fire ability against incoming kamikaze planes.
Hellcat fighter: Can be used to attack kamikaze fighters. Hellcat has 3/4 chance of victory against a kamikaze plane, plus attacking from the rear direction gives extra bonus. Refueling happens by moving into the same hexagon as an Aircraft Carrier. Please notice: Any Hellcat fighter unit without fuel between the turns will crash. You cannot end turn unless every single Hellcat fighter has less than 3 MPs left (they cannot just passively hang in midair). You can use an unknown number of MPs to ´Turn` the Hellcat fighter around, allowing it to move to the direction it came from.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
JAPANESE UNIT TYPES:
Infantry: Regular infantry unit, backbone of the Japanese Imperial Armed Forces.
Weak Infantry: Weak infantry unit, more likely to withdraw under pressure.
Aux Battalion: Very weak infantry unit, more likely to scatter or withdraw under pressure.
Tank Unit : Tank formation with Type 97 tanks.
Bunker : Immobile defense structure. Troops in the bunker can break out.
Pillbox : Weak immobile defense structure. Troops in the pillbox can break out.
Kamikaze: Attack American battleships (which supply units) and aircraft carriers (which refuel Hellcat fighters).
Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it.
Capturing might give some resources as a reward.
AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).