SoloMod Units INFANTRY Infantry units are the basic currency of conquest. While slow and weak compared to other units, Infantry is vital to victory as they are one of only a few units capable of capturing cities. An Infantry's biggest advantage lies in its ability to be produced rapidly. They are also capable of changing into Airbases. Combat Hit Damage - 1 Hit Points - 1 Attack - 2 Defense - 2 (Defend at 1 vs. attacks from Cruisers and Battleships) Sighting Range - 1 for Ground and 2 for Air Movement Range - NA Speed - 1 Production/Construction Time - 6/5 (City) Transporting Carried By - Transport, Truck, Airbase, City Carries - nothing. Portage Cost - 1 Portage Capacity – None. ARMOR Armor units play a vital role in land offenses. Their function is much the same as Infantry and they can do many of the same things. They are twice as fast and can take twice as much damage, but otherwise perform the same. When defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry. If an Armor unit takes a city, it will immediately produce an Infantry unit at that city. Entering forest, swamp, mountains or river squares reduces an Armor's Move to 1. Combat Hit Damage - 1 Hit Points - 2 Attack - 2 Defense - 2 (defend at 1 vs. attacks from Cruisers and Battleships) Sighting Range - 1 for Ground and 2 Air Movement Range - NA Speed - 2 Production/Construction Time - 12/10 (City) Transporting Carried By - Transport, Airbase, City Carries - nothing Portage Cost - 2 Portage Capacity - none ARTILLERY Artillery is capable of ranged fire on ground (land and sea) units. It is not capable of directly engaging other units in combat. The Artillery unit is able to move on its own and can basically go wherever Infantry can travel. Artillery units DO NOT get defensive fire, and cannot attack air units. Combat Hit Damage - 1 Hit Points - 1 Attack - 0 Defense - 1 Range Fire Range - 3 Range Fire Damage - 1 Sighting Range - 3 for Ground, 2 Air, Movement Range - NA Speed - 1 Production/Construction Time - 10/9 (City) Transporting Carried By - Transport, Truck, Air Transport, Airbase, City Carries - nothing Portage Cost - 2 Portage Capacity - none ANTI-AIRCRAFT The Anti Aircraft unit is used to defend a region from invading aircraft. It can only attack Air Transport, Fighter, and Bomber units. The Anti Aircraft unit is able to move on its own and can basically go wherever Infantry can travel. The Anti Aircraft unit is capable of defensive fire. The Anti Aircraft unit is weak on defense, depending on striking its enemy first, before being attacked. Combat Hit Damage - 1 Hit Points - 1 Attack - 1 Defense - 1 Range Fire Range - 2 Range Fire Damage - 1 * Can Defensive Fire * Sighting Range - 1 for Ground and 2 Air Movement Range - NA Speed - 1 Production/Construction Time - 9/8 (City) Transporting Carried By - Transport, Truck, Air Transport, Airbase, City Carries - nothing Portage Cost - 2 Portage Capacity - none TRUCK The truck is a very simple unit, capable of carrying three infantry type units as well as artillery or anti-air while moving at a faster speed. However, the truck does not offer a strong defense for the units inside and is very vulnerable to attacks. Trucks are not capable of offensive operations. Combat Hit Damage - 1 Hit Points - 1 Attack - 1 Defense - 1 Sighting Range - 1 for Ground and 1 for Air Movement Range - NA Speed - 3 Production/Construction Time - 4/4 (City) Transporting Carried By - Transport, Airbase, City Carries - Anti Aircraft, Flag, The General, Artillery, Infantry Portage Cost - 1 Portage Capacity - 3 FIGHTER Fighters are the swiftest units and mainly protect against bombers or can escort other air units. They can travel over land, water and fly over friendly units. They are deadly against bombers/air transports/trucks but are unable to attack many units. Combat Hit Damage - 1 Hit Points - 1 Attack - 2 Defense – 2 Sighting Range - 2 for Ground and 3 for Air Movement Range - 3 turns aloft Speed - 6 Production/Construction Time - 10/8 (City) Transporting Carried By - City, Airbase, Aircraft Carrier Carries - nothing Portage Cost - 1 Portage Capacity – none BOMBER While they are slower than Fighters, Bombers make up for this by their greater range and their ability to stay in the air longer. In addition to their unique bombing capability, Bombers do very well against most units but are very weak against fighters. They can also bomb cities, disrupting their production and damaging the production efficiency. Combat Hit Damage - 2 Hit Points - 1 Attack - 2 Defense - 2 Sighting Range - 2 for Ground and Air Movement Range - 6 turns aloft Speed - 4 Production/Construction Time - 14/12 (City) Transporting Carried By - City, Airbase, Aircraft Carrier Carries - nothing Portage Cost - 1 Portage Capacity - none AIR TRANSPORT The air transport is used to deliver up to 4 units where they are needed. It cannot directly unload units; instead it drops them in the square it is currently in (if there is no ground unit already there). Units that are dropped are not capable of moving until their next turn and cannot be dropped on enemy units. The Air Transport unit may only load units when it is on the ground in a city or airbase. Combat Hit Damage - 1 Hit Points - 1 Attack - 1 Defense - 1 Sighting Range - 2 for Ground and Air Movement Range - 6 turns aloft Speed - 4 Production/Construction Time - 36/32 (City) Transporting Carried By - City, Airbase Carries – Infantry, Armor, Artillery, Anti-Air, Flag, The General Portage Cost - NA Portage Capacity - 4 TRANSPORT Transports are capable of carrying various unit types over water and are an effective way to capture cities on other land masses when carrying Infantry or Armor. Transports start with a hold capacity of 8. If they are damaged, their hold capacity is reduced by two for every increment of damage taken. If the number of units held on a Transport exceed its holding capacity, the excess units are eliminated. If a Transport is sunk, all units of the Transport are destroyed as well. Transports fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Transport can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Transports are always targets of opportunity. Submarines are the bane of all Transports. Combat Hit Damage - 1 Hit Points - 3 Attack - 1 Defense - 1 Sighting Range - 1 for Ground, 2 for Air Movement Range - NA Speed - 2 Production/Construction Time - 30/25 (City) Transporting Carried By - City Carries - Anti Aircraft, Armor, Flag, The General, Artillery, Infantry, Truck Portage Cost - NA Portage Capacity - 8 DESTROYER Swift and agile, Destroyers perform a variety of tasks well but none superbly. Their fast Production time makes them relatively easy to amass in large numbers. While they cannot shore bombard land units, Destroyers are excellent for chasing down weak or damaged enemy ships, escorting Transports, protecting friendly shorelines from incursions by enemy Transports, and hunting down enemy Submarines. They can detect Submerged Submarines. Combat Hit Damage - 1 Hit Points - 3 Attack - 2 Defense – 2 AA Range Fire Range – 1 AA Range Fire Damage – 1 Can Defensive Fire Sighting Range - 1 for Ground, 2 for Air, 3 for Subs Movement Range - NA Speed - 3 Production/Construction Time - 24/20 (City) Transporting Carried By - City Carries - nothing Portage Cost - NA Portage Capacity - none SUBMARINE The Submarine waits for hapless Transports to cruise by. It also can spoil the day for Battleships and Cruisers with its heavy damage capability. Only Cruisers and Submarines can detect it one square away. Destroyers can detect it 3 squares away. Bombers will engage it if they enter the same square. Combat Hit Damage - 3 Hit Points - 2 Attack - 2 Defense - 2 Sighting Range - 1 for Ground, 1 for Sub, 0 for Air Movement Range - NA Speed - 2 Production/Construction Time - 24/20 (City) Transporting Carried By - City Carries - nothing Portage Cost - NA Portage Capacity - none AIRCRAFT CARRIER Almost as hard to produce as a Battleship, Carriers are a vital part of any major fleet action. Carriers are as durable as Cruisers but do not have the same innate offensive ability. The strength of a Carrier lies in its ability to transport Fighters and Bombers to vital areas on the map. Carriers have a Combat Air Patrol which helps against bomber attacks. Carriers can hold up to 12 Fighters and/or Bombers at any one time. Each increment of damage inflicted on a Carrier reduces the number of planes it can carry by 1. Any excess planes over that amount at the time the damage is taken are eliminated. Carriers are difficult to replace and the loss of one may also mean the loss of many other units. Because of this, Carriers should be protected almost as well as Transports. Carriers function best when fully loaded with Fighters/Bombers and escorted by other capital ships. Combat Hit Damage - 1 Hit Points - 8 Attack - 1 Defense - 2 Sighting Range - 2 for Ground and 3 for Air, Movement Range - NA Speed - 2 Production/Construction Time - 50/45 (City) Transporting Carried By - City Carries - Fighter, Bomber Portage Cost - NA Portage Capacity - 12 CRUISER Cruisers are the easiest and quickest to produce of the capital ships. They fight well and are capable of shore bombardment. They are excellent for escorting Transports and Carriers, weakening enemy land defenses and Submarine hunting. (They can detect Submerged Submarines). The Cruiser's cannons can also allow it to engage the enemy without getting damaged via range fire combat, and disrupt city's production. Combat Hit Damage - 2 Hit Points - 8 Attack - 2 Defense - 2 AA Range Fire Range - 2 AA Range Fire Damage - 1 Can Defensive Fire Sighting Range - 1 for Ground, 2 for Air, 1 for Subs Movement Range - NA Speed - 2 Production/Construction Time - 36/30 (City) Transporting Carried By - City Carries - nothing Portage Cost - NA Portage Capacity - none BATTLESHIP Battleships are the largest and most powerful of all the ground units in the game. The large amounts of damage they can take make them durable and very hard to kill. Battleships are best used to gain sea superiority by sinking enemy ships. They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability. Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort. The Battleship also has very powerful cannons to conduct range fire combat. These cannons can disrupt a city's production. Combat Hit Damage - 3 Hit Points - 12 Attack - 2 Defense - 2 AA Range Fire Range - 2 AA Range Fire Damage - 2 Can Defensive Fire Sighting Range - 1 for Ground and 2 for Air Movement Range - NA Speed - 2 Production/Construction Time - 60/50 (City) Transporting Carried By - City Carries - nothing Portage Cost - NA Portage Capacity - none Also you might want to check the unitdb for attack percentages.