UNIT REVIEW
With this potentially dizzying variety of technologies that unlock a variety of new units and offer many upgrades to the existing ones (and several alterations to the base stats on some of them), it would be helpful to go over each unit and which technologies interact with them.
Land Units
Infantry (A1/D2/M1/C3)
Synergies: +1A w/Artillery (Default), +1A w/Assault Gun (Self-Propelled Artillery), +1A w/Tactical Bomber (Close Air Support)
Still the backbone of every army. No technologies have a direct impact on Infantry stats, but several offer allow them to benefit from improved supporting units. Self-Propelled Artillery and Close Air Support are both available at tier 1 and allow the Infantry to receive attack support from additional units (the Assault Gun and the Tactical Bomber), while Airborne Operations and Destroyer Transports provide new options to transport them. At tier 2, Advanced Artillery will double the number of Infantry your artillery units can support, while Flying Boxcars, Heavy Transports, and the Armored Train offer further means of moving them around.
Militia (A0/D1/M1/C2)
Synergies: -
Unlocked with Deep Conscription (Tier 2)
An emergency stopgap unit to be pumped out in large numbers at low cost when one of your Major Factories is on the brink of being overrun. For the cost of 10 IPCs you could get 5 Militia instead of 3 Infantry, providing a little extra cannon fodder to shield any more valuable units you still have. Their population cap of 12, inability to receive artillery support, and innate weakness means they will never actually replace regular Infantry as the core of your army.
Marine (A1/D2/M1/C4)
Synergies: +1A w/Artillery (Default), +1A w/Assault Gun (Self-Propelled Artillery), +1A w/Tactical Bomber (Close Air Support)
Unlocked with Amphibious Operations (Tier 1)
Performs identically to the standard Infantry, with the added bonus of attacking at a 2 in amphibious assaults and being able to load onto Cruisers or Battleships. They also benefit from the same techs that offer new fire support or transportation options. The price of 4 per unit, however, makes them less cost effective to mass in large numbers, but still valid as a specialist unit. For 12 IPCs, you can buy 3 Marines or 2 Infantry and one Artillery; the Marines would roll three 2’s on an amphibious attack versus the Infantry + Artillery’s two 2’s and one 1, and the Marines can be more loaded more flexibly. The reduction of the Transport’s base speed to 1 (unless you research Fast Transports) makes the ability to load into faster Cruisers and Battleships an even greater advantage than normal.
Elite Infantry (A2/D2/M1/C5)
Synergies: +1M and Blitz w/Tank (Default), 1A w/Tactical Bomber (Close Air Support)
Unlocked with Special Forces (Tier 2)
The last and most expensive infantry class unit. At 5 IPCs, the Elite is a specialist unit, too costly to displace regular Infantry in their role (you can get 2 Infantry and 1 Artillery for the price of 2 Elites). The Elite also costs more than the Mechanized, with which it shares some overlap, being able to blitz or move two spaces when paired with a Tank. The Elite’s main advantage lies in its much greater transportation options compared to a Mechanized. You can load more of them into Transport ships, take advantage of Cruiser or Battleships, and put them in the Air Transport. While any infantry class unit can be airdropped into battle, the Elite is the only one that will attack at a 2 unsupported, making it ideal for airborne assaults. As for the Marine, the Elite has all the same abilities and more - but it costs one extra IPC, and it’s on Tier 2, making it tougher to unlock. For basic invasions of single island territories, the Marine is likely the better buy, while the Elite may be better suited for invasions of continental territories where you expect to move ahead and attack more territories after conquering your beachhead.
Mechanized Infantry (A1/D2/M2/C4)
Synergies: +1A w/Artillery (Default), Blitz w/Tank (Default), +1A w/Tank or Heavy Tank (Combined Arms Tactics), +1A w/Assault Gun (Self-Propelled Artillery), +1A w/Tactical Bomber (Close Air Support), +1M to Artillery or AA Gun (Prime Movers)
With a price at 4 IPCs, the Mechanized Infantry will suffer at first from low cost efficiency in comparison to standard Infantry, but it benefits from several technologies that allow it to synergize with other units. Combined Arms Tactics and Close Air Support allow the Mechanized Infantry to receive fire support bonuses from Tanks and Tactical Bombers, while Prime Movers offers the Mechanized the unique ability to tow Artillery two spaces into battle. The ability to tow AA Guns two spaces will become even more of an asset if you later research Dual Purpose Guns. All three of these technologies are at Tier 1 and thus easily accessible even to nations that don’t heavily invest in research.
Artillery (A2/D2/M1/C4)
Synergies: +1A to Infantry, Marine, Mechanized (Default), +1M w/Mechanized (Prime Movers)
Still your main unit for supporting Infantry on the attack, although it now has some competition from the Assault Gun should you choose to unlock it. The Artillery benefits immensely from Prime Movers at Tier 1, which allows the Mechanized Infantry to drag it an extra movement space, and from Advanced Artillery at Tier 2, which allows it to support two separate units. The Armored Train also offers an interesting option to move the slow Artillery unit around quickly through friendly territory. Artillery’s sole advantage over the Assault Gun is being 1 IPC cheaper, making it more cost effective.
AA Gun (A0/D0/M1/C5)
Synergies: +1M w/Mechanized (Prime Movers)
AA Guns may be taken as casualties during battle, but their only combat ability is to fire AA shots before a battle begins (1 shot each at up to 2 aircraft, hitting on a roll of 1 and destroying it immediately if successful). AA Guns benefit from three different technologies, one at each tier. The first is Prime Movers, allowing it to be towed two spaces when moving if paired with a Mechanized Infantry. The second is Anti-Aircraft Radar, which will double the attack value of its AA shots to 2, making it a much more potent threat to enemy aircraft. The final upgrade is Dual Purpose Guns, giving the AA Gun the ability to take shots at attacking Tanks or Heavy Tanks using similar rules to AA fire. The Armored Train, if unlocked, can load one AA Gun and move it up to three spaces in a turn. The Flying Fortresses tech should also be taken note of, as it will render enemy Strategic Bombers invulnerable to AA Guns if researched.
Assault Gun (A2/D2/M2/C5)
Synergies: +1A to Infantry, Marine, Mechanized (Default), +1D w/Tank or Heavy Tank (Default)
Unlocked with Self-Propelled Artillery (Tier 1)
An alternative choice for providing fire support. While the Artillery’s lower cost makes it the more cost effective choice for supporting slow masses of Infantry, the Assault Gun’s speed and ability to blitz makes it ideal for accompanying mixed formations of Mechanized and Tanks on deep attacks. Even if you research Prime Movers, regular Artillery still can’t accompany these units on a blitz. The Assault Gun’s other advantage is defending on a 3 when paired with a tank unit, which also gives it edge over the cheaper Mechanized Infantry in that situation.
Tank (A3/D3/M2/C6)
Synergies: +1A to Tactical Bomber (Default), +Blitz to Mechanized (Default), +1A to Mechanized (Combined Arms Tactics), +1D to Assault Gun (Self-Propelled Artillery), +1M and Blitz to Elite (Special Forces)
The main offensive shock unit. Combined Arms Tactics will allow them to provide fire support to Mechanized Infantry, while Self-Propelled Artillery and Special Forces unlock the Assault Gun and Elite Infantry, which both benefit from synergy with Tanks and can accompany it in blitz attacks. The role of the Tank changes little in the new system, but it will be operating alongside a greater variety of units.
Heavy Tank (A4/D4/M1/C9)
Synergies: +1A to Tactical Bomber (Default), +1A to Mechanized (Combined Arms Tactics), +1D to Assault Gun (Self-Propelled Artillery)
Unlocked with Heavy Tanks (Tier 3)
A “land battleship” with a very distinct role from the regular Tank. A slow unit that can’t blitz, but takes two hits to kill and dishes out more damage than any other land unit. At Tier 3, the Heavy Tank will not be available until later in the game and will require a substantial investment in upgrading your research level in order to unlock it, not to mention its own high price per unit. 3 Infantry can be bought for the same price, which is probably the better buy if you’re looking to defend - but the Heavy Tank definitely outperforms those 3 Infantry when it’s on the attack.
Armored Train (A0/D3/M3/C9)
Synergies: -
Unlocked with Armored Trains (Tier 2)
The Armored Train offers a unique hybrid role of mobile bunker and fast land transport (same capacity as a sea Transport, 2 infantry type units or 1 infantry type + 1 heavy). It is the only land unit with a speed of 3, although it is limited to traveling in friendly territory and in non-combat turns. With 2 hit points and defense rolls at a 3, the Armored Train has the same combat stats as a Bunker, but is much more expensive. It is also slightly disadvantaged in having to return to a factory in order to repair, while a Bunker may repair battle damage as long as one of your infantry units is present in the same territory. The Armored Train also has an advantage in that it cannot be destroyed through strategic bombing the way a Bunker can. Compared to the Air Transport, which can also be used to shuttle units across land territories, the Armored Train has less movement range, costs more, and is unable to cross water obstacles or invade enemy territories - but on the plus side, it carries more units (even with Flying Boxcars researched, an Air Transport still can’t carry units like Artillery or Tanks) and serves as a powerful defensive unit in battle.
Bunker (A0/D3/M0/C5)
Synergies: -
Unlocked with Modern Fortifications (Tier 2)
The Bunker is an immobile defensive unit. With 2 hit points and a roll of 3, it outperforms any unit short of a Heavy Tank in fighting a defensive battle. Its obvious downside is that it is solely capable of defending one territory. Bunkers are relatively cheap, but construction is limited to one per territory each turn (and capped by the province’s IPC value if you’re building more than one in the same place over successive turns). Bunkers cannot replace Infantry entirely as defensive units, since Infantry must be present in order to place and repair them. Note that they are vulnerable to strategic bombing raids; they can be targeted by both Tactical and Strategic Bombers, and it only takes takes 5 points of damage to knock them out. Be especially wary if your enemy has researched Heavy Bombers; attacking with two dice allows one Strategic Bomber to reliably wipe out a Bunker on each raid. Researching Anti-Aircraft Radar at Tier 2, which allows your Bunkers to fire back during strategic bombing raids with a roll of 2, can help make Bunkers more resilient against this type of attack.
Air Units
Fighter (A3/D4/M4/C10)
Synergies: +1A to Tactical Bomber (Default)
Fighters remain excellent general purpose units that can take part in combat on land or at sea, and be used to intercept or escort strategic bombing raids. Fighters benefit from several different techs. Improved Interceptors and Escort Fighters, both available in Tier 2, improve the Fighter’s abilities to shoot down enemy bombers or protect your own during strategic bombing raids, while the more powerful upgrades are available at tier 3: Long Range Aircraft, which extends their short range, and Jet Fighters, which raises their attack value to a 4, and their defense to a 5 when defending a territory with a friendly Air Base (Jet Fighters in this circumstance are the only unit in the game that is able to roll that high). Note that researching the Escort Carrier in Tier 1 also unlocks another ship that the Fighter can land on.
Tactical Bomber (A3/D3/M4/C11)
Synergies: +1A w/Fighter or Tank (Default), +1A to Infantry, Marine, Mechanized, or Elite (Close Air Support), +1A w/Heavy Tank (Heavy Tanks)
With a higher price and lower defense stat than the Fighter, the Tactical Bomber may be a less desirable option at first, but can be improved with a variety of techs to become a highly versatile unit. Close Air Support allows the Tactical Bomber to serve as a substitute for Artillery when it is not available while Torpedo Bombers gives it a unique first strike ability against enemy ships. Both are available at Tier 1 and thus easily accessible, while Tier 2 offers Night Fighters, allowing Tactical Bombers to join Fighters in defending against strategic bombing raids. Finally, Long Range Aircraft at Tier 3 extends the Tactical Bomber’s range to 6 and allows it to threaten deeper targets. The Tactical Bomber is also capable from the start of being used in strategic bombing raids, though it can only target bases or Bunkers (or the Atomic Bomb), not enemy factories, and will not benefit from the Heavy Bombers or Flying Fortresses researches.
Strategic Bomber (A3/D1/M6/C12)
Synergies: -
The Strategic Bomber’s attacking ability in battles has been reduced from 4 to 3, making it no better than the Fighter or Tactical Bomber, and less cost efficient than either, while being all but useless in the defense. It makes up for this with its ability to target enemy factories and infrastructure. Strategic Bombers will have a fairly easy time of it at first, but struggle as nations begin moving into Tier 2 and fielding technologies like Anti-Aircraft Radar, Improved Interceptors, and Night Fighters (with Industrial Advancements also capable of mitigating damage inflicted on factories by making it cheaper to repair). They will experience a renaissance in the late game, however, with Heavy Bombers, Flying Fortresses, and Long Range Aircraft offering dramatic improvements to their ability to inflict damage, avoid defensive fire, and reach faraway targets. Not to mention the Atomic Bomb, for any nation that manages to develop it, a super weapon that will require a Strategic Bomber to deliver.
Air Transport (A0/D0/M5/C6)
Synergies: -
Unlocked by Airborne Operations (Tier 1)
The Air Transport comes at the same price as its naval counterpart (unless Shipyard Improvements is researched) and has advantages as well as disadvantages. The first advantage is speed; it can move many more spaces in the same turn, especially before Fast Transports is researched. It is untouchable by enemy Submarines, and it can move over both land and water territories. Its main disadvantage is its lack of carrying capacity, being capable of lifting only one infantry class unit by default. Flying Boxcars (at Tier 2) allows for a second infantry unit, but the Air Transport still can’t lift heavy artillery or vehicle units, while Heavy Transports, available at the same tier, allows the sea Transport to carry three infantry units. The Air Transport will also be fired upon by enemy AA Guns, and an airborne assault cannot take advantage of naval bombardment or the Marine’s +1 attack boost like a landing by sea. Both Special Forces, which unlocks the Elite Infantry, and Long Range Aircraft should be researched if you plan to rely heavily on airborne assault tactics.
Sea Units
Transport (A0/D0/M1/C6)
Synergies: -
The humble Transport begins the game at a big disadvantage compared to the standard version, with its speed reduced from 2 to 1. It can still move 2 spaces with the aid of a Naval Base, and is somewhat compensated by enemy Submarines being similarly reduced (at least until they themselves are upgraded), but long distance convoy trips will be slower and more perilous than they were before. Powers like the US, Britain, and Japan that have to ship a lot of units across the ocean will find Fast Transports an essential tech to research early (fortunately, is Tier 1 and available immediately). Transports can also be upgraded at Tier 2 with Heavy Transports, allowing them to carry an additional infantry class unit on top of their normal capacity. Finally, as with all naval vessels, Shipyard Improvements (Tier 2) will make the Transport available at a lower price of 5 IPCs.
Escort (A0/D1/M1/C5)
Synergies: +1A w/Cruiser (Default), +1A w/Destroyer (Destroyer Bombardment)
Unlocked by Destroyer Escorts (Tier 1)
The cheapest naval vessel, the Escort is not available right away, being locked behind the Destroyer Escorts option. The Escort has the lowest fighting power of any ship, but it does share the Destroyer’s ability to suppress an enemy submarine. The Escort is handicapped severely by its low speed - while Transports and Submarines can both be upgraded to move 2 spaces, the Escort is stuck at 1. In spite of its ASW ability, the Escort will actually be at a disadvantage when fighting a Submarine in a one on one - the Sub will roll at 2 and the Escort only at 1 when the Escort is attacked, and the Escort can’t kill the Submarine at all when attacking on its own. Destroyers can also unlock the ability to bombard or transport a unit through research, while the Escort cannot. All this to say, the Escort will not make the Destroyer obsolete - but it can still be effective as a cheaper stopgap or as a supporting asset to other units. Apart from anti-submarine defense, the Escort may also be used as a cheap cannon fodder unit to absorb damage and screen more important vessels. The Escort is useless at attacking on its own, but it can attack at a 1 when paired with a Cruiser (or with a Destroyer, if you also research Destroyer Bombardment). Escorts benefit strongly from the Sonar technology in Tier 1, which allows their ASW ability to affect two Subs instead of just one, and from the price reduction to 4 IPCs from Shipyard Improvements in Tier 2 (you can buy 3 of them for the price of 2 Submarines after that).
Submarine (A2/D1/M1/C7)
Synergies: -
Submarines begin the game at a handicap, with a speed reduction to 1, while their nemesis the Destroyer remains capable of moving 2 spaces. But this penalty is offset by a great advantage: the Destroyer can no longer suppress an unlimited number of Submarines, just one of them (until Sonar is unlocked). This change makes mass production of Submarines much more viable as a strategy. Powers investing in Submarines have two techs they can research right away in Tier 1 to improve their capabilities - Fast Submarines and Submarine Wolfpacks. While the benefit from Submarine Wolfpacks may be limited, making a difference of 1 or 2 IPCs per convoy raid, it becomes much stronger if you later research Super Subs - which allows convoy raiding to deal double the normal damage. Super Subs also raises the Submarine’s attack to 3, making it a much more dangerous threat to other ships, but at Tier 3, it will not be easy to get to. Shipyard Improvements reduces the Sub’s cost to 6. Submarine operators should also be aware of technologies that affect their enemy’s ability to defend against them - Destroyer Escorts and Escort Carriers both unlock a new ship with ASW capability, while Sonar allows each ASW ship to affect two Submarines. All three can be unlocked in Tier 1.
Destroyer (A2/D2/M2/C8)
Synergies: +1A to Escort (Destroyer Bombardment)
The Destroyer is the only ASW vessel available immediately, although both the Escort and the Escort Carrier can be unlocked through research. Destroyers are capped to suppressing one Submarine at the start of the game, making Sonar an essential tech to research if you’re up against a foe relying heavily on Subs. While the Escort is cheaper, and the Escort Carrier can land a plane, the Destroyer has more innate fighting ability than either, and be further upgraded through research. In addition to Sonar, the Destroyer can be enhanced through Destroyer Transports, allowing them to carry 1 infantry type unit, and Destroyer Bombardment, which lets them fire a bombardment shot in amphibious invasions. Destroyer Bombardment also allows the Destroyer to pair with the Escort and provide it with an attack of 1 (it normally has 0), allowing for new attack strategies. All three of these techs can be researched in Tier 1. Shipyard Improvements will reduce the price of the Destroyer to 7 IPCs.
Escort Carrier (A0/D1/M1/C9)
Synergies: -
Unlocked by Escorts Carriers (Tier 1)
The Escort Carrier is half the ship for a little more than half the price, in comparison to the standard Aircraft Carrier, with the added benefit of the Destroyer’s ASW ability. The Escort Carrier can be constructed in just one turn, while prior to Shipyard Improvements, an Aircraft Carrier takes two, making the Escort Carrier more expedient if building in a hurry is essential. Before the Armored Flight Decks tech is researched, two Escort Carriers actually makes for a more durable option to base two planes than one Aircraft Carrier. Their speed of just 1 is a severe limitation, however, particularly in the Pacific where objectives are many spaces apart. The Escort Carrier is thus more of a defensive option or a cheap stopgap, not a viable offensive replacement for the Aircraft Carrier - all the more so if the Aircraft Carrier is upgraded with Armored Flight Decks or Super Carriers. The Escort Carrier will benefit from researching Sonar, which allows it suppress two Submarines, and Shipyard Improvements, with reduces its price to 8 IPCs.
Cruiser (A3/D3/M2/C12)
Synergies: +1A w/Battleship (Fleet Operations), +1A to Escort (Destroyer Escorts)
A middleweight fighting vessel that can support amphibious invasions with bombardment, the Cruiser lacks the durability of the Battleship, but can built in only one turn while a Battleship will take two (before researching Shipyard Improvements). Cruisers begin the game with questionable cost effectiveness, but can be enhanced with several different technologies. Fleet Operations, available in Tier 1, allows the Cruiser to attack and bombard at a value of 4 when paired with a Battleship. The Marine can also be unlocked early with Amphibious Operations, providing a unit that can be loaded and transported using the Cruiser (the Elite Infantry, available through Special Forces at Tier 2, can also do so). If Destroyer Escorts is researched, the Cruiser can support an Escort and allow it to attack at 1. Shipyard Improvements will reduce the cost of the Cruiser to 10 IPCs. Shipborne Radar, also available in Tier 2, will provide the Cruiser with a new fleet air defense role, allowing it to take AA shots at enemy planes before a battle begins. While the Battleship unlocks the same ability, the Cruiser is the more cost effective of the two for that purpose.
Battleship (A4/D4/M2/C18)
Synergies: +1A to Cruiser (Fleet Operations)
The most powerful fighting ship, with 2 hit points and the ability to bombard during amphibious assaults, the Battleship has been handicapped with a longer construction time - if you buy one, it cannot be deployed until the end of your next turn, not the end of your current turn. This makes Shipyard Improvements at Tier 2 a crucial technology to aim for if you intend to focus on Battleships - it not only reduces their price to 16 IPCs, but also reduces their build time to the standard one turn of other units. With Fleet Operations research, the Battleship will provide gunfire support to Cruisers, giving them +1 attack. Researching Amphibious Operations or Special Forces will allow you to produce Marines or Elites that can load onto Battleships, and researching Shipborne Radar will provide the Battleship with an AA shot capability.
Aircraft Carrier (A0/D2/M2/C16)
Synergies: -
Aircraft Carriers begin the game with two handicaps compared to the standard version - they take 2 turns to build, and they only have 1 hit point. Both disadvantages can eliminated through Tier 2 researches; Armored Flight Decks will provide a second hit point, while Shipyard Improvements will reduce build time to one turn (and cost to 14 IPCs). Unlocking the Escort Carrier in Tier 1 may provide a useful auxiliary or alternative until these techs can be researched. At Tier 3, Super Carriers will provide the Aircraft Carrier the ability to land a third Fighter or Tactical Bomber. While Shipborne Radar (in Tier 2) provides no immediate benefits to Aircraft Carriers, if you research both Shipborne Radar and Super Carriers, the Aircraft Carrier will gain an AA ability like that of the Cruiser and the Battleship. Finally, Torpedo Bombers in Tier 1 should be noted; while providing no direct benefit to the Carrier, it improves the ability of any Tactical Bombers it launches to attack other ships.
Facilites
Major Factory (C30)
Industrial Advancements will allow the Major Factory to place 12 units instead of 10 and halve the price of repairing damage, while Anti-Aircraft Radar will allow it to fire back at Strategic Bombers on a roll of 2 instead of 1. Both are available in Tier 3. Finally, researching Total War Economy in Tier 3 will bring a massive price reduction to the Major Factory (from 30 IPCs down to 20), and also reduce the cost of upgrading a Minor Factory into a Major one (only 12 IPCs instead of 20).
Minor Factory (C12)
Minor Factories may place 4 units instead of 3 and repair damage at half cost after researching Industrial Advancements, and fire on Strategic Bombers with a roll of 2 instead of 1 with Anti-Aircraft Radar. Total War Economy will reduce the price of the Minor Factory from 12 IPCs to 10, and make it much cheaper to convert the Minor Factory into a Major Factory.
Air Base (C15)
Air Bases will defend on a roll of 2 against Strategic Bombers after researching Anti-Aircraft Radar, and be reduced in cost from 15 IPCs to 12 with Total War Economy. If you research Strategic Rockets, Air Bases will become rocket launching facilities, able to target one enemy facility per turn with a strategic bombing raid at a distance of up to 4 spaces. Finally, researching Jet Fighters will allow the Air Base to support your Fighters, making them defend on a 5 when they’re in the same territory.
Naval Base (C15)
Air Bases will defend on a roll of 2 against Strategic Bombers after researching Anti-Aircraft Radar, and be reduced in cost from 15 IPCs to 12 with Total War Economy. If the Battleship or the Aircraft Carrier (after researching Armored Flight Decks) take damage, they must spend a turn in a zone adjacent to a Naval Base in order to repair it.