Losing a carrier to a sneaky submarine is painful. Especially if it was packed with aircraft...

Commanders can't actualy die, but when their parent unit get destroyed you're looking at a long recovery time.

Moderators: The Artistocrats, Order of Battle Moderators
They all have different "anti infantry", "anti tank" etc attack and defense values of course. And then there are the special traits and abilities: The Japanese infantry second row far right are "Lunge Miners" or kamikaze AT units. They will run into enemy tanks with mines on a pole, which is a one way ticket for the unit. Paratroopers can embark air transports and drop by parachute. Engineers destroy & build bridges and lay mines fields. Commandos can blow bridges, launch "sneak attacks" and remain hidden from distance spotting. Seabees improve the entrenchment of adjacent friendlies, ...What are the possible values/stats/aspects subject to different infantry types?
Yes.Mark50 wrote:Awesome graphics, Lukas! I have a question about the ships movement animation. When they move from one hex to the other will there be some water effect/trail to show this?
And the sound, Lukas, and the sound....adherbal wrote:We're put a lot of effort into all the movement, combat, idle, explosion, etc animations. That's the whole point of using a 3D engine really
The mechanics are similar to PzC: You board air transport on an airfield (which costs some resources), fly the aircraft to were you want, drop the paratroopers (dropzone can be missed by 1 hex). AI can use this too if it is set up in the scenario scripting.I know the AI had a problem using paratroopers in PzC`s, does this work in your game?