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
GERMAN INVASION OF POLAND specific documentation
Pz1, Pz2: Various tank divisions, Panzer I Division is not considerably stronger than infantry.
German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.
Light Infantry Mountain unit: German Gebirgsjäger division. Extra bonus (on top of possible high-ground bonus) when fighting in mountains and no extra movement penalty when moving into a mountain hexagon.
WSS: Strong elite motorized infantry, two move points.
Motorized Infantry: Infantry with two move points.
An air force unit can bombard enemies, recon unknown areas, airsupply encircled units, and protect nearby units from enemy strafing. To bombard, select an enemy within range (shown as a circle) and use full move points. Bombardment may reduce HP, MPs, or increase fatigue but may also be ineffective. Larger or mobile units in open terrain are easier targets, while swamps/forests provide cover. Bombarding hexes with multiple units improves hit chances. If attacked, air units may withdraw, losing MPs and turns. Recon reveals enemy areas by selecting a hexagon, identifying nearby units. Airsupply an encircled unit by tapping it, reducing siege turns and adding 1 MP (which may not result in positive MPs if negative). Bombing range is shown as a circle, while airsupply/rebase ranges are slightly larger. Air units also reduce the risk of enemy strafing for nearby units, with effectiveness varying by campaign scale and proximity.
Dugouts: Defense structure: Must be placed on the border of a fully controlled province. Dugouts located too far away from the active front line might be either removed from play or returned to the resource pool. Dugout completely surrounded by deep enemy area might either surrender or break out (=turn into infantry unit with limited MP capacity). Dugouts cannot be moved or receive resources, and, usually, they cannot receive replacements (+1 HP).
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
POLISH UNIT TYPES:
Local Militia: Weaker more local Militia units, more likely to withdraw when under pressure.
Infantry: Regular Polish infantry unit.
Tank Unit: Small tank or tankette unit.
Motorized: Infantry with two move points.
Cavalry: Fast but weak Polish units.
Fort: Strong immobile defence units.
Border Dugouts: Weaker defenses.
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.
Antitank Gun unit - Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack.
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 MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).