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
Tinian: SEIZING THE RUNWAYS 1944 specific documentation
Reef: Coral reef hexagons cannot be moved into. Please note that the location of reef hexagons might be constantly evolving (changing between reef and water) to represent the changes in tide, currents, and such. It is possible that the variation creates situations in which coral reef appear under the unit between turns, this approach is chosen on purpose to prevent players from parking units on certain hexagons to keep them from turning into reefs.
AMERICAN UNIT TYPES:
Landing Ramp: When a landing ramp unit moves from water to land hexagon, it will transform a few hexagons into the southward direction of the landing spot into a road. The landing hexagon cannot be enemy controlled, city, or already has a road or a railway network on it.
Marines: US Marine 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).
Flamethrower Tank Unit: Small specialized tank formation, massive bonus vs enemy dugouts and forts. Does not get replacements, so do not waste HPs on fighting infantry.
Tank Battalion: Stuart and Sherman Tank formation.
Dugouts: Immobile Defense structure (cities, defence lines, some key bridges, etc).
Supply Depots are formed by landing Supply Ships. If you are really low on supplies, existing Supply Depots can receive extra supplies via following methods: seizing a noteworthy city, Looting carried out by a General, or Flying In supplies with an Air force unit.
Supply Ship: After landing, Supply Ships turn into Supply Depots, which are the only source of supplies for American troops. Supply ship can ONLY land on hexagons which are clear (no forest, no swamp) and have at most one unit in them.
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 the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
JAPANESE UNIT TYPES:
Naval Infantry: Japanese Imperial Navy infantry unit.
Infantry: Regular Japanese Imperial infantry unit.
Auxiliary: Weak infantry unit, more likely to withdraw under pressure.
Tank: Japanese light tank unit.
Dugout: Defense structure to slow down enemy progress.
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).