Axis and Allies walkthrough part 3

- Glorified infantry units, but when it all comes down to it, they’re too
light to be very effective. They can deal with infantry targets fairly well,
but you’ll want something else to deal with anything larger than that.

*******************************************************************************
====================
Medium Tank Regiment
====================

Price: 200
Upkeep: 20 Ammo, 15 Oil, 1 Regiment Limit
Speed: Medium
Morale: 80
Attributes: Vehicles

Unit Composition:

M4 Sherman Firefly (x1):

Health: 400

Speed: Medium

Defense: 5

Attack: 76mm Gun
65 Shell Damage
Rate: Slow
Area: Small

M3 Grant (x3):

Health: 400

Speed: Medium

Defense: 6

Attack: 75mm Gun
65 Shell Damage
Rate: Slow
Area: Small

- A Motor Pool structure is required before you can recruit this unit. An
improvement on the Light Tank Regiment, but you’ll still want to use something
heavier for any serious operations.

*******************************************************************************
========================
Mortar Infantry Regiment
========================

Price: 65
Speed: Slow
Upkeep: 15 Ammo, 1 Regiment Limit
Morale: 45
Attributes: Infantry

Unit Composition:

Infantry Officer (x1):

Health: 200

Speed: Medium

Defense: 1

Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x5)

Health: 200

Speed: Slow

Defense: 1

Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small
Machine Gun Infantry (x1):

Health: 150

Speed: Slow

Defense: 1

Attack: Vickers Mk1 Machine Gun
15 Bullet Damage
Rate: Fast
Area: Small

Mortar Infantry (x2):

Health: 150

Speed: Slow

Defense: 1

Attack: 81mm Mortar
30 Explosive Damage
0.75 Morale Lost
Rate: Very Slow
Area: Medium
Bombard

- An Artillery Brigade structure is required before these can be recruited.
They work quite well against infantry and other soft targets.

*******************************************************************************
================
Motor Pool Truck
================

Price: 155

Health: 500

Speed: Medium

Production: 10 Oil

Upkeep: 1 Building Limit

Def. Value: 2

Attributes: Vehicles

- Motor Pool Trucks have no offensive capabilities. When deployed, they turn
into Motor Pool buildings, which alters their stats. Check the Buildings
section of this guide for more information on Motor Pool buildings.

*******************************************************************************
===============
Oil Depot Truck
===============

Price: 90

Health: 500

Speed: Medium

Production: 12 Oil

Upkeep: 1 Building Limit

Def. Value: 2

Attributes: Vehicles

- Oil Depot Trucks have no offensive capabilities. When deployed, they turn
into Oil Depot buildings, which alters their stats. Check the Buildings
section of this guide for more information on Oil Depot buildings.

*******************************************************************************
=======================
Recon Infantry Regiment
=======================

Price: 25
Speed: Slow
Upkeep: 5 Ammo, 1 Regiment Limit
Morale: 43
Attributes: Infantry, Lightly Equipped, Recon

Unit Composition:

Infantry Officer (x1):

Health: 200

Speed: Medium

Defense: 1

Attack: Sten Submachinegun Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
Infantry (x4)

Health: 200

Speed: Slow

Defense: 1

Attack: Enfield Mk1 Rifle Grenade
10 Bullet Damage 20 Explosive Damage
Rate: Medium Rate: Very Slow
Area: Small

- Very fast (and lightly armed) infantry units. Other than quick and
inexpensive scouts, there’s not much use for these.

*******************************************************************************
=====================
SAS Commando Regiment
=====================

Price: 100
Speed: Medium
Upkeep: 15 Ammo, 1 Regiment Limit
Morale: 45
Attributes: Infantry

Unit Composition:

SAS Commando Officer (x1):

Health: 250

Speed: Medium

Defense: 2

Attack: Sten Mk2(S) Grenade
14 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
SAS Commando (x6):

Health: 250

Speed: Medium

Defense: 2

Attack: Sten Mk2(S) Grenade
14 Bullet Damage 25 Explosive Damage
Rate: Fast Rate: Very Slow
Area: Small
SAS Sniper (x2):

Health: 200

Speed: Medium

Defense: 2

Attack: Enfield #4 Mk1(T)
10 Bullet Damage
+250 Extra Damage vs Infantry [Bullet]
Rate: Very Slow

- The SAS Commando technology from the Corps HQ building is required before
you can recruit these units. They’re devastating against enemy infantry.

*******************************************************************************
=============
Sea Transport
=============

Health: 50

Speed: Medium

Defense: 3

Upkeep: [Same as whatever it’s transporting, it doesn’t require any of its
own supplies.]

- These are the landing craft used to land your infantry units from your
battleships. These are the same landing craft used to land your Corps HQ
trucks as well.

*******************************************************************************
============
Secret Agent
============

Health: 200 (Constantly depletes until the unit is destroyed, can be
attacked.)
Speed: Slow

Defense: 1

Attributes: Infantry, Saboteur Decay

- These are what drop from your transport when you use the Secret Agent
Special Operation.

*******************************************************************************
===============
Spitfire Mk. 22
===============

Health: 100

Speed: Very Fast

Defense: 0

Attack: 7.7mm Machine Gun
75 Bullet Damage
Rate: Very Fast
Area: Small

- These are the fighters that your airfields and carriers use. They cannot be
recruited through other means during regular gameplay. (They’re also used as
scouts.)

*******************************************************************************
==================
Supply Depot Truck
==================

Price: 22

Health: 500

Speed: Medium

Production: None

Upkeep: None (Building does not add to your total building count)

Def. Value: 2

Attributes: Vehicles

- Supply Depot Trucks have no offensive capabilities. When deployed, they
turn into Supply Depot buildings, which alters their stats. Check the
Buildings section of this guide for more information on Supply Depot buildings.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 6.00) BUILDINGS |
| |
| |
-----------------------------------------------------------------------------

Each country’s buildings have slightly different statistics and weaponry as
well as technology upgrades. A few of them also support differing numbers of
regiments, such as German and Soviet Armor Division HQs compared to US,
British, and Japanese ones. I’ve tried to get all of these differences down
correctly, but it wasn’t an easy task, so it’s quite possible I made a few
mistakes. If you find something that you think is incorrect, please notify me.

-----------------------------------------------------------------------------
| |
| |
| 6.01) BUILDINGS - USA |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
====================
Airborne Division HQ
====================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Airborne HQ buildings are used to create supply zones and deploy airborne
infantry units. Three airborne units can be attached to an American Airborne
HQ building at the same time. This structure can be sold for 125 units of
money.

*******************************************************************************
========
Airfield
========

Health: 1000

Stockpile: None - Does not create supply zone

Production: None

Upkeep: 15 Ammo, 15 Oil, 1 Building Limit

Researches: Self-Sealing Fuel Tanks, Increased Payload, Aircraft
Superchargers, Napalm

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it’s fully "charged." This
structure can be sold for 200 units of money.

*******************************************************************************
==========
Ammo Depot
==========

Health: 750

Stockpile: 60

Production: 25

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 50 units of money.

*******************************************************************************
=====================
Anti-Aircraft Battery
=====================

Cost: 30

Health: 1000

Upkeep: 5 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: Browning M2 Gun
40 Bullet Damage [Air]
Rate: Fast

- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.

*******************************************************************************
=================
Armor Division HQ
=================

Health: 2000

Stockpile: 90

Production: 30 Money, 10 Ammo, 15 Oil, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Three armored units can be attached to an American Armor
Division HQ building at the same time. This structure can be sold for 175
units of money.

*******************************************************************************
=================
Artillery Battery
=================

Cost: 40

Health: 1000

Upkeep: 7 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: 105mm Howitzer
60 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large

- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.

*******************************************************************************
=================
Artillery Brigade
=================

Health: 750

Stockpile: None - Does not create supply zone

Production: 20 Ammo

Upkeep: 1 Building Limit

Researches: Improved Fire Control, Long Range Artillery, M7 Rifle Grenades,
Gryostabilized Tank Guns

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These are used to develop technologies for improved units. This structure
can be sold for 75 units of money.

*******************************************************************************
======
Bunker
======

Cost: 25

Health: 1250

Upkeep: 3 Ammo

Def. Value: 10

Attributes: Bunkers, Buildings

Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Generally speaking, these things are so weak that they aren’t worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.

*******************************************************************************
========
Corps HQ
========

Health: 3500

Production: 30 Money, 20 Ammo, 10 Oil

Upkeep: 1 Building Limit

Researches: Improved Logistics, Improved Machine Guns, Advanced Infantry
Training, Special Forces, Garand Semi-Auto Rifle

Def. Value: 5

Attributes: Buildings

Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 250
units of money, although I can’t think of a good reason you’d want to do that.

*******************************************************************************
================
Engineer Brigade
================

Health: 750

Stockpile: None - Does not create supply zone

Production: 10 Ammo, 10 Oil

Upkeep: 1 Building Limit

Researches: Oil Production, Ammunition Production, Proximity Fuses,
Construction Battalions

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Engineer Brigades are primarily used to advance your technology. You’ll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you’ll need it to build an Airfield. This structure can be sold for
50 units of money.

*******************************************************************************
====================
Infantry Division HQ
====================

Health: 2000

Stockpile: 90

Production: 30 Money, 10 Ammo, 5 Oil, 5 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Five infantry units can be attached to an American Infantry
Division HQ building at the same time. This structure can be sold for 125
units of money.

*******************************************************************************
======================
Mechanized Division HQ
======================

Health: 2000

Stockpile: 90

Production: 30 Money, 10 Ammo, 10 Oil, 4 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Browning M1919 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to an American
Mechanized Division HQ building at the same time. This structure can be sold
for 150 units of money.

*******************************************************************************
==========
Motor Pool
==========

Health: 750

Stockpile: None - Does not create supply zone

Production: 20 Oil

Upkeep: 1 Building Limit

Researches: Flamethrower Infantry, Mechanical Reliability, Mechanized
Production, Improved AT Weapons, Heavy Tanks

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- The Motor Pool building is used to advance your technology. You’ll need it
to build some higher-end units, including heavy tanks. You’ll also need it to
build an airfield. This structure can be sold for 63 units of money.

*******************************************************************************
=========
Oil Depot
=========

Health: 750

Stockpile: 60

Production: 25 Oil

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 63 units of money.

*******************************************************************************
============
Supply Depot
============

Health: 750

Stockpile: 60

Production: 5 Ammo, 5 Oil

Upkeep: None (Building does not add to your total building count)

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These produce five ammo and five oil each, and they don’t count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they’re perfect for stretching your base to an
enemy base. This structure can be sold for 25 units of money.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 6.02) BUILDINGS - USSR |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
====================
Airborne Division HQ
====================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small

- Airborne Division HQ buildings are used to create supply zones and deploy
airborne infantry units. Three airborne units can be attached to a Soviet
Airborne Division HQ building at the same time. This structure can be sold for
125 units of money.

*******************************************************************************
========
Airfield
========

Health: 1000

Stockpile: None - Does not create supply zone

Production: None

Upkeep: 15 Ammo, 15 Oil, 1 Building Limit

Researches: Self-Sealing Fuel Tanks, Improved Reconnaissance, Aircraft
Superchargers

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it’s fully "charged." This
structure can be sold for 200 units of money.

*******************************************************************************
==========
Ammo Depot
==========

Health: 750

Stockpile: 60

Production: 25 Ammo

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 50 units of money.

*******************************************************************************
=====================
Anti-Aircraft Battery
=====================

Cost: 30

Health: 1000

Upkeep: 5 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: 37mm M39 Gun
40 Bullet Damage [Air]
Rate: Fast

- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.

*******************************************************************************
=================
Armor Division HQ
=================

Health: 2000

Stockpile: 90

Production: 30 Money, 10 Ammo, 15 Oil, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small

- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Three armored units can be attached to a Soviet Armor Division
HQ building at the same time. This structure can be sold for 175 units of
money.

*******************************************************************************
=================
Artillery Battery
=================

Cost: 40

Health: 1000

Upkeep: 7 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: 76.2mm Field Gun
50 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large

- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.

*******************************************************************************
=================
Artillery Brigade
=================

Health: 750

Stockpile:  None - Does not create supply zone

Production: 20 Ammo

Upkeep: 1 Building Limit

Researches: Rocket Truck, Long Range Artillery, Gyrostabilized Tank Guns,
Tank Production

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These are used to develop technologies for improved units. This structure
can be sold for 75 units of money.

*******************************************************************************
======
Bunker
======

Cost: 25

Health: 1250

Upkeep: 3 Ammo

Def. Value: 10

Attributes: Bunkers, Buildings

Attack: SG43 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Generally speaking, these things are so weak that they aren’t worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.

*******************************************************************************
========
Corps HQ
========

Health: 3500

Production: 25 Money, 20 Ammo, 10 Oil

Upkeep: 1 Building Limit

Researches: Advanced Infantry Training, Conscription, Sniper Rifles,
Marksmanship Training, Military Surplus

Def. Value: 5

Attributes: Buildings

Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small

- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 250
units of money, although I can’t think of a good reason you’d want to do that.

*******************************************************************************
================
Engineer Brigade
================

Health: 750

Stockpile: None - Does not create supply zone

Production: 10 Ammo, 10 Oil

Upkeep: 1 Building Limit

Researches: Ammunition Production, Improved Fortifications, Entrenchment,
Construction Battalions

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Engineer Brigades are primarily used to advance your technology. You’ll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you’ll need it to build an Airfield. This structure can be sold for
50 units of money.

*******************************************************************************
====================
Infantry Division HQ
====================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 5 Oil, 6 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small

- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Six infantry units can be attached to a Soviet Infantry
Division HQ building at the same time. This structure can be sold for 125
units of money.

*******************************************************************************
======================
Mechanized Division HQ
======================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 10 Oil, 4 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: SG43 Machine Gun
18 Bullet Damage
Rate: Fast
Area: Small

- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to a Soviet Mechanized
Division HQ building at the same time. This structure can be sold for 150
units of money.

*******************************************************************************
==========
Motor Pool
==========

Health: 750

Stockpile: None - Does not create supply zone

Production: 20 Oil

Upkeep: 1 Building Limit

Researches: Diesel Engines, Mechanical Reliability, Improved AT Weapons,
Heavy Tanks

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- The Motor Pool building is used to advance your technology. You’ll need it
to build some higher-end units, including heavy tanks. You’ll also need it to
build an airfield. This structure can be sold for 63 units of money.

*******************************************************************************
=========
Oil Depot
=========

Health: 750

Stockpile: 60

Production: 25 Oil

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 63 units of money.

*******************************************************************************
============
Supply Depot
============

Health: 750

Stockpile: 60

Production: 5 Ammo, 5 Oil

Upkeep: None (Building does not add to your total building count)

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These produce five ammo and five oil each, and they don’t count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they’re perfect for stretching your base to an
enemy base. This structure can be sold for 25 units of money.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 6.03) BUILDINGS - GERMANY |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
====================
Airborne Division HQ
====================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small

- Airborne Division HQ buildings are used to create supply zones and deploy
airborne infantry units. Three airborne units can be attached to a German
Airborne Division HQ building at the same time. This structure can be sold for
125 units of money.

*******************************************************************************
========
Airfield
========

Health: 1000

Stockpile: None - Does not create supply zone

Production: None

Upkeep: 15 Ammo, 15 Oil, 1 Building Limit

Researches: Self-Sealing Fuel Tanks, Air Superiority, Improved Reconnaissance,
Aircraft Superchargers

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it’s fully "charged." This
structure can be sold for 200 units of money.

*******************************************************************************
==========
Ammo Depot
==========

Health: 750

Stockpile: 60

Production: 30 Ammo

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 50 units of money.

*******************************************************************************
=====================
Anti-Aircraft Battery
=====================

Cost: 30

Health: 1000

Upkeep: 5 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: 3.7mm Flak Cannon
40 Bullet Damage [Air]
Rate: Fast

- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.

*******************************************************************************
=================
Armor Division HQ
=================

Health: 2000

Stockpile: 90

Production: 20 Money, 10 Ammo, 15 Oil, 4 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small

- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Four armored units can be attached to a German Armor Division
HQ building at the same time. This structure can be sold for 175 units of
money.

*******************************************************************************
=================
Artillery Battery
=================

Cost: 40

Health: 1000

Upkeep: 7 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: 105mm Leichte FeldHaubitze
55 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large

- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.

*******************************************************************************
=================
Artillery Brigade
=================

Health: 750

Stockpile: None - Does not create supply zone

Production: 25 Ammo

Upkeep: 1 Building Limit

Researches: Gyrostabilized Tank Guns, Improved Fire Control, Improved Mortars,
Tank Production

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These are used to develop technologies for improved units. This structure
can be sold for 75 units of money.

*******************************************************************************
======
Bunker
======

Cost: 25

Health: 1250

Upkeep: 3 Ammo

Def. Value: 10

Attributes: Bunkers, Buildings

Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small

- Generally speaking, these things are so weak that they aren’t worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.

*******************************************************************************
========
Corps HQ
========

Health: 3500

Production: 25 Money, 25 Ammo, 15 Oil

Upkeep: 1 Building Limit

Researches: Advanced Infantry Training, Advanced Armored Training, Improved
Logistics, Improved Machine Guns, Marksmanship Training

Def. Value: 5

Attributes: Buildings

Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small

- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 250
units of money, although I can’t think of a good reason you’d want to do that.

*******************************************************************************
================
Engineer Brigade
================

Health: 750

Stockpile: None - Does not create supply zone

Production: 15 Ammo, 15 Oil

Upkeep: 1 Building Limit

Researches: Ammunition Production, Oil Production, Proximity Fuses,
Construction Battalions

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Engineer Brigades are primarily used to advance your technology. You’ll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you’ll need it to build an Airfield. This structure can be sold for
50 units of money.

*******************************************************************************
====================
Infantry Division HQ
====================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 5 Oil, 5 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small

- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Five infantry units can be attached to a German Infantry
Division HQ building at the same time. This structure can be sold for 125
units of money.

*******************************************************************************
======================
Mechanized Division HQ
======================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 10 Oil, 4 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Maschinengewehr 42
22 Bullet Damage
Rate: Fast
Area: Small

- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to a German Mechanized
Division HQ building at the same time. This structure can be sold for 150
units of money.

*******************************************************************************
==========
Motor Pool
==========

Health: 750

Stockpile: None - Does not create supply zone

Production: 25 Oil

Upkeep: 1 Building Limit

Researches: Goliath Remote Bombs, Diesel Engines, Panzerfausts, Schurzen,
Heavy Tanks

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- The Motor Pool building is used to advance your technology. You’ll need it
to build some higher-end units, including heavy tanks. You’ll also need it to
build an airfield. This structure can be sold for 63 units of money.

*******************************************************************************
=========
Oil Depot
=========

Health: 750

Stockpile: 60

Production: 30 Oil

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 63 units of money.

*******************************************************************************
============
Supply Depot
============

Health: 750

Stockpile: 60

Production: 5 Ammo, 5 Oil

Upkeep: None (Building does not add to your total building count)

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These produce five ammo and five oil each, and they don’t count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they’re perfect for stretching your base to an
enemy base. This structure can be sold for 25 units of money.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 6.04) BUILDINGS - JAPAN |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
====================
Airborne Division HQ
====================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Airborne Division HQ buildings are used to create supply zones and deploy
airborne infantry units. Three airborne units can be attached to a Japanese
Airborne Division HQ building at the same time. This structure can be sold for
125 units of money.

*******************************************************************************
========
Airfield
========

Health: 1000

Stockpile: None - Does not create supply zone

Production: None

Upkeep: 15 Ammo, 15 Oil, 1 Building Limit

Researches: Air Superiority, Aircraft Superchargers, Improved Reconnaissance,
Self-Sealing Fuel Tanks

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it’s fully "charged." This
structure can be sold for 200 units of money.

*******************************************************************************
==========
Ammo Depot
==========

Health: 750

Stockpile: 60

Production: 25 Ammo

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 50 units of money.

*******************************************************************************
=====================
Anti-Aircraft Battery
=====================

Cost: 30

Health: 1000

Upkeep: 5 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: 75mm Flak Gun
40 Bullet Damage [Air]
Rate: Fast

- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.

*******************************************************************************
=================
Armor Division HQ
=================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 15 Oil, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Three armored units can be attached to a Japanese Armor
Division HQ building at the same time. This structure can be sold for 175
units of money.

*******************************************************************************
=================
Artillery Battery
=================

Cost: 40

Health: 1000

Upkeep: 7 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: 75mm Type 38 Field Gun
50 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large

- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.

*******************************************************************************
=================
Artillery Brigade
=================

Health: 750

Stockpile: None - Does not create supply zone

Production: 20 Ammo

Upkeep: 1 Building Limit

Researches: Banzai Infantry, Long Range Artillery, Improved Mortars, Plentiful
Ammunition

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These are used to develop technologies for improved units. This structure
can be sold for 75 units of money.

*******************************************************************************
======
Bunker
======

Cost: 25

Health: 1250

Upkeep: 3 Ammo

Def. Value: 10

Attributes: Bunkers, Buildings

Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Generally speaking, these things are so weak that they aren’t worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.

*******************************************************************************
========
Corps HQ
========

Health: 3500

Production: 25 Money, 20 Ammo, 10 Oil

Upkeep: 1 Building Limit

Researches: Foraging, Improved Logistics, Sniper Rifles, Military Surplus,
Special Forces

Def. Value: 5

Attributes: Buildings

Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 250
units of money, although I can’t think of a good reason you’d want to do that.

*******************************************************************************
================
Engineer Brigade
================

Health: 750

Stockpile: None - Does not create supply zone

Production: 10 Ammo, 10 Oil

Upkeep: 1 Building Limit

Researches: Oil Production, Improved Fortifications, Entrenchment,
Construction Battalions

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Engineer Brigades are primarily used to advance your technology. You’ll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you’ll need it to build an Airfield. This structure can be sold for
50 units of money.

*******************************************************************************
====================
Infantry Division HQ
====================

Health: 2000

Stockpile:  90

Production: 25 Money, 10 Ammo, 5 Oil, 5 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Five infantry units can be attached to a Japanese Infantry
Division HQ building at the same time. This structure can be sold for 125
units of money.

*******************************************************************************
======================
Mechanized Division HQ
======================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 10 Oil, 4 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Type 96 Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to a Japanese
Mechanized Division HQ building at the same time. This structure can be sold
for 150 units of money.

*******************************************************************************
==========
Motor Pool
==========

Health: 750

Stockpile: None - Does not create supply zone

Production: 25 Oil

Upkeep: 1 Building Limit

Researches: Tankette, Diesel Engines, Improved AT Weapons, Mechanized
Production

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- The Motor Pool building is used to advance your technology. You’ll need it
to build some higher-end units, including heavy tanks. You’ll also need it to
build an airfield. This structure can be sold for 63 units of money.

*******************************************************************************
=========
Oil Depot
=========

Health: 750

Stockpile: 60

Production: 25 Oil

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 63 units of money.

*******************************************************************************
============
Supply Depot
============

Health: 750

Stockpile: 60

Production: 5 Ammo, 5 Oil

Upkeep: None (Building does not add to your total building count)

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These produce five ammo and five oil each, and they don’t count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they’re perfect for stretching your base to an
enemy base. This structure can be sold for 25 units of money.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 6.05) BUILDINGS - BRITAIN |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
====================
Airborne Division HQ
====================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Vickers Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Airborne Division HQ buildings are used to create supply zones and deploy
airborne infantry units. Three airborne units can be attached to a British
Airborne Division HQ building at the same time. This structure can be sold for
113 units of money.

*******************************************************************************
========
Airfield
========

Health: 1000

Stockpile: None - Does not create supply zone

Production: None

Upkeep: 15 Ammo, 15 Oil, 1 Building Limit

Researches: Self-Sealing Fuel Tanks, Increased Payload, Air Superiority

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Airfields are used to launch scouting and bombing missions. Each airfield
can hold four fighters and two bombers when it’s fully "charged." This
structure can be sold for 180 units of money.

*******************************************************************************
==========
Ammo Depot
==========

Health: 750

Stockpile: 60

Production: 25 Ammo

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add ammo to your supplies. Note that running into
negative numbers on your ammo supply will cause the balance to be deducted from
your money rate. This structure can be sold for 45 units of money.

*******************************************************************************
=====================
Anti-Aircraft Battery
=====================

Cost: 30

Health: 1000

Upkeep: 5 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: 20mm Polsten Mk1
40 Bullet Damage [Air]
Rate: Fast

- These things are a vital part of your force during the campaign missions.
They can only shoot at airborne targets, and when placed in large clusters,
they are very effective. These are not deployed from a Corps HQ; they must be
constructed by Engineer units. This structure can be sold for 15 units of
money.

*******************************************************************************
=================
Armor Division HQ
=================

Health: 2000

Stockpile: 90

Production: 20 Money, 10 Ammo, 15 Oil, 3 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Vickers Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Armor Division HQ buildings are used to create supply zones and deploy
armored units. Three armored units can be attached to a British Armored
Division HQ building at the same time. This structure can be sold for 175
units of money.

*******************************************************************************
=================
Artillery Battery
=================

Cost: 40

Health: 1000

Upkeep: 7 Ammo

Def. Value: 5

Attributes: Bunkers, Buildings

Attack: Ordnance Q.F. 25pdr
50 Explosive Damage
1.25 Morale Lost
Rate: Very Slow
Area: Large

- In large clusters, these things can be devastating. The loss of morale can
usually turn away infantry units in one or two shots. These are not deployed
from a Corps HQ; they must be constructed by an Engineer unit. This structure
can be sold for 20 units of money.

*******************************************************************************
=================
Artillery Brigade
=================

Health: 750

Stockpile: None - Does not create supply zone

Production: 20 Ammo

Upkeep: 1 Building Limit

Researches: Improved Fire Control, Long Range Artillery, Plentiful Ammunition,
Improved Mortars

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These are used to develop technologies for improved units. This structure
can be sold for 68 units of money.

*******************************************************************************
======
Bunker
======

Cost: 25

Health: 1250

Upkeep: 3 Ammo

Def. Value: 10

Attributes: Bunkers, Buildings

Attack: Vickers Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Generally speaking, these things are so weak that they aren’t worth your
money or ammunition supplies. These are not deployed from a Corps HQ; they
must be constructed by an Engineer unit. This structure can be sold for 13
units of money.

*******************************************************************************
========
Corps HQ
========

Health: 3500

Production: 25 Money, 20 Ammo, 10 Oil

Upkeep: 1 Building Limit

Researches: Improved Logistics, Foraging, Special Forces, Military Surplus,
Improved Machine Guns, SAS Commandos

Def. Value: 5

Attributes: Buildings

Attack: Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Corps HQ buildings are used to create supply zones and build other
buildings. They also have several technologies that can be researched to
improve the performance of your army. You can sell this structure for 225
units of money, although I can’t think of a good reason you’d want to do that.

*******************************************************************************
================
Engineer Brigade
================

Health: 750

Stockpile: None - Does not create supply zone

Production: 10 Ammo, 10 Oil

Upkeep: 1 Building Limit

Researches: Proximity Fuses, Entrenchment, Construction Battalions, Improved
Fortifications

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Engineer Brigades are primarily used to advance your technology. You’ll
need an Engineer Brigade building before you can recruit Engineer infantry
units, and you’ll need it to build an Airfield. This structure can be sold for
45 units of money.

*******************************************************************************
====================
Infantry Division HQ
====================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 5 Oil, 5 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Vickers Machien Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Infantry Division HQ buildings are used to create supply zones and deploy
infantry units. Five infantry units can be attached to a British Infantry
Division HQ building at the same time. This structure can be sold for 113
units of money.

*******************************************************************************
======================
Mechanized Division HQ
======================

Health: 2000

Stockpile: 90

Production: 25 Money, 10 Ammo, 10 Oil, 4 Regiment Limit

Upkeep: 1 Building Limit

Researches: None

Morale: 99

Def. Value: 5

Attributes: Buildings

Attack: Vickers Machine Gun
20 Bullet Damage
Rate: Fast
Area: Small

- Mechanized Division HQ buildings are used to create supply zones and deploy
mechanized units. Four mechanized units can be attached to a British
Mechanized Division HQ building at the same time. This structure can be sold
for 135 units of money.

*******************************************************************************
==========
Motor Pool
==========

Health: 750

Stockpile: None - Does not create supply zone

Production: 20 Oil

Upkeep: 1 Building Limit

Researches: Diesel Engines, Mechanical Reliability, Heavy Tanks, Flame Tanks,
Mechanized Production

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- The Motor Pool building is used to advance your technology. You’ll need it
to build some higher-end units, including heavy tanks. You’ll also need it to
build an airfield. This structure can be sold for 58 units of money.

*******************************************************************************
=========
Oil Depot
=========

Health: 750

Stockpile: 60

Production: 25 Oil

Upkeep: 1 Building Limit

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- Their sole purpose is to add oil to your supplies. Note that running into
negative numbers on your oil supply will cause the balance to be deducted from
your money rate. This structure can be sold for 56 units of money.

*******************************************************************************
============
Supply Depot
============

Health: 750

Stockpile: 60

Production: 5 Ammo, 5 Oil

Upkeep: None (Building does not add to your total building count)

Researches: None

Def. Value: 5

Attributes: Buildings

Attack: Structure has no offensive capabilities

- These produce five ammo and five oil each, and they don’t count as a
building as far as your total unit count goes. You can crank as many of these
out as you need without wasting precious building quantity. Also, these will
extend your supply line, so they’re perfect for stretching your base to an
enemy base. This structure can be sold for 23 units of money.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 7.00) RESEARCHES |
| |
| |
-----------------------------------------------------------------------------

This section will give details on the various research upgrades that can be
purchased from several buildings in the game. Some of these researches are
almost completely useless, but others are a huge benefit to your forces.

-----------------------------------------------------------------------------
| |
| |
| 7.01) RESEARCHES - USA |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
==========================
Advanced Infantry Training
==========================

Cost: 75

Affects: Infantry

+1 to Current Morale

- This can be purchased from the Corps HQ building. It’s just a tiny boost in
morale... who knows, it might help you control your units in a tight situation
sometime.

*******************************************************************************
=====================
Aircraft Supercharges
=====================

Cost: 150

Affects: Ammunition Production

+25% to Maximum Speed

- This can be purchased from the Airfield building.

*******************************************************************************
=====================
Ammunition Production
=====================

Cost: 150

Affects: Ammunition Production

+5 to Current Ammo Production

- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current ammo supply.

*******************************************************************************
=======================
Construction Battalions
=======================

Cost: 75

Affects: Engineers

+3 to Repair Ability

- This can be purchased from the Engineer Brigade building. It’s not always
necessary, but sometimes, that extra repair speed can be a life saver.

*******************************************************************************
=====================
Flamethrower Infantry
=====================

Cost: 100

Affects: Infantry HQ

- This can be purchased from the Motor Pool building. Having this research
allows you to deploy Flamethrower Infantry regiments from an Infantry HQ.

*******************************************************************************
======================
Garand Semi-Auto Rifle
======================

Cost: 75

Affects: Infantry Rifles

+20% to Attack Speed

- This can be purchased from the Corps HQ building. It increases the rate of
fire of any infantry unit using the Garand rifle.

*******************************************************************************
========================
Gyrostabilized Tank Guns
========================

Cost: 150

Affects: Tanks

+10 to Attack Value

- This can be purchased from the Artillery Brigade building. It increases the
firepower of your armored units by a significant amount.

*******************************************************************************
===========
Heavy Tanks
===========

Cost: 100

Affects: Armor HQ

- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ.

*******************************************************************************
===================
Improved AT Weapons
===================

Cost: 75

Affects: AT Infantry

+10 to Attack Value

- This can be purchased from the Motor Pool building. It will increase
the damage caused by anti-tank infantry units.

*******************************************************************************
=====================
Improved Fire Control
=====================

Cost: 125

Affects: Artillery

+20% to Attack Speed

- This can be purchased from the Artillery Brigade building. It will increase
the rate of fire on your artillery units. It also affects your Artillery
Batteries.

*******************************************************************************
==================
Improved Logistics
==================

Cost: 50

+5 to Detection Range

+5 to Supply Range

- This can be purchased from the Corps HQ building. It will increase the
visual range of your units and increase the size of your green supply zone.

*******************************************************************************
=====================
Improved Machine Guns
=====================

Cost: 100

Affects: Machine Gun Infantry, Bunkers, Halftracks, Fighters, HQs

+4 to Attack Value

- This can be purchased from the Corps HQ building. It will increase the
damage inflicted by your maching gun units and structures.

*******************************************************************************
=================
Increased Payload
=================

Cost: 125

Affects: Bombers

+15 to Attack Value

- This can be purchased from the Airfield building. It will increase the
damage inflicted by your bombers.

*******************************************************************************
====================
Long Range Artillery
====================

Cost: 75

Affects: Artillery

+6 to Projectile Ability Range

+6 to Bombard Ability Range

- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries.

*******************************************************************************
=================
M7 Rifle Grenades
=================

Cost: 100

Affects: Infantry HQ

- This can be purchased from the Artillery Brigade building. Having this
research allows you to deploy Assault Infantry regiments from an Infantry HQ.

*******************************************************************************
======================
Mechanical Reliability
======================

Cost: 100

Affects: Vehicles

+10% to Health

- This can be purchased from the Motor Pool building. It will increase the
maximum health of your units, including the various truck units.

*******************************************************************************
=====================
Mechanized Production
=====================

Cost: 100

Affects: Mechanized HQ

-15% to Recruit Cost

- This can be purchased from the Motor Pool building. It will decrease the
amount of money required to purchase any of the Mechanized HQ units.

*******************************************************************************
======
Napalm
======

Cost: 150

Affects: Bombers

+15 to Attack Value (Flame Damage)

- This can be purchased from the Airfield building. It increases the power of
your bomber strikes.

*******************************************************************************
==============
Oil Production
==============

Cost: 150

Affects: Oil Production

+5 to Current Oil Production

- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current oil supply.

*******************************************************************************
===============
Proximity Fuses
===============

Cost: 100

Affects: Anti-Aircraft

+10 to Attack Value

- This can be purchased from the Engineer Brigade building. This is an
invaluable increase in the attack power of your anti-aircraft forces.

*******************************************************************************
=======================
Self-Sealing Fuel Tanks
=======================

Cost: 100

Affects: Aircraft

+20 to Defense Value

- This can be purchased from the Airfield building. It increases the defense
value of your planes, making them harder to shoot down.

*******************************************************************************
==============
Special Forces
==============

Cost: 100

Affects: Infantry

+1 to Attack Value

+1 to Defense Value

+10% to Health

- This can be purchased from the Corps HQ building. It increases the attack,
defense, and energy of your infantry units.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 7.02) RESEARCHES - USSR |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
=====================
Aircraft Supercharges
=====================

Cost: 150

Affects: Ammunition Production

+25% to Maximum Speed

- This can be purchased from the Airfield building. It’ll increase the speed
of your aircraft, which will be quite useful when you’re attacking a well
defended enemy base.

*******************************************************************************
==========================
Advanced Infantry Training
==========================

Cost: 75

Affects: Infantry

+1 to Current Morale

- This can be purchased from the Corps HQ building. It’s just a tiny boost in
morale... who knows, it might help you control your units in a tight situation
sometime.

*******************************************************************************
=====================
Ammunition Production
=====================

Cost: 150

Affects: Ammunition Production

+5 to Current Ammo Production

- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current ammo supply.

*******************************************************************************
============
Conscription
============

Cost: 100

Affects:  Infantry HQ

-20% to Recruit Cost

- This can be purchased from the Corps HQ building. It’ll reduce the price of
infantry units by twenty percent. Worth it if you plan on using a lot of
anti-tank units or something.

*******************************************************************************
=======================
Construction Battalions
=======================

Cost: 75

Affects: Engineers

+3 to Repair Ability

- This can be purchased from the Engineer Brigade building. It’s not always
necessary, but sometimes, that extra repair speed can be a life saver.

*******************************************************************************
==============
Diesel Engines
==============

Cost: 100

Affects: Tanks

+15% to Maximum Speed

- This can be purchased from the Motor Pool structure. It will increase the
speed of your armored units, which is never a bad thing.

*******************************************************************************
============
Entrenchment
============

Cost: 75

Affects: All Regiments

+25% to Entrenchment Rate

- This can be purchased from the Engineer Brigade structure. This will make
your units entrench themselves faster. Seeing as most of your units won’t be
entrenched during combat anyway, this is rarely an issue.

*******************************************************************************
========================
Gyrostabilized Tank Guns
========================

Cost: 150

Affects: Tanks

+10 to Attack Value

- This can be purchased from the Artillery Brigade building. It increases the
firepower of your armored units by a significant amount.

*******************************************************************************
===========
Heavy Tanks
===========

Cost: 100

Affects: Armor HQ

- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ.

*******************************************************************************
===================
Improved AT Weapons
===================

Cost: 75

Affects: AT Infantry

+10 to Attack Value

- This can be purchased from the Motor Pool building. It will increase
the damage caused by anti-tank infantry units.

*******************************************************************************
=======================
Improved Fortifications
=======================

Cost: 75

Affects: Bunkers

+25% Shell Resistance

+25% Explosive Resistance

- This can be purchased from the Engineer Brigade structure. It will increase
the defensive values of your Artillery Batteries, Anti-Aircraft Batteries, and
Bunkers.

*******************************************************************************
=======================
Improved Reconnaissance
=======================

Cost: 50

Affects: Aircraft

+5 to Detection Range

- This can be purchased at the Airfield structure. It will allow your planes
to reveal a larger area as they fly towards their targets.

*******************************************************************************
====================
Long Range Artillery
====================

Cost: 75

Affects: Artillery

+6 to Projectile Ability Range

+6 to Bombard Ability Range

- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries.

*******************************************************************************
=====================
Marksmanship Training
=====================

Cost: 75

Affects: Infantry

+2 to Attack Value

- This can be purchased from the Corps HQ building.

*******************************************************************************
======================
Mechanical Reliability
======================

Cost: 100

Affects: Vehicles

+10% to Health

- This can be purchased from the Motor Pool building. It will increase the
maximum health of your units, including the various truck units.

*******************************************************************************
================
Military Surplus
================

Cost: 150

Affects: Money Production

+5 Money Production

- This can be purchased from the Corps HQ building. It will permanently
increase your money prodution by five.

*******************************************************************************
============
Rocket Truck
============

Cost: 125

Affects: Division HQs

- This can be purchased from the Artillery Brigade structure. It will allow
you to recruit Rocket Truck and Armored Rocket Truck regiments from
Mechanized Division HQs and Armor Division HQs (respectively).

*******************************************************************************
=======================
Self-Sealing Fuel Tanks
=======================

Cost: 100

Affects: Aircraft

+20 to Defense Value

- This can be purchased from the Airfield building. It increases the defense
value of your planes, making them harder to shoot down.

*******************************************************************************
=============
Sniper Rifles
=============

Cost: 100

Affects: Infantry HQ

- This can be purchased from a Corps HQ building. It will allow you to
recruit Sniper Infantry units from an Infantry Division HQ.

*******************************************************************************
===============
Tank Production
===============

Cost: 150

Affects: Armor HQs

-10% to Recruit Cost

- This can be purchased from the Artillery Brigade structure. If you’re in a
prolonged battle where you’re likely to need more than ten Heavy Tank
regiments, this will likely pay for itself eventually. >_>

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 7.03) RESEARCHES - GERMANY |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
=========================
Advanced Armored Training
=========================

Cost: 75

Affects: Vehicles

+3 to Current Morale

- This can be purchased from the Corps HQ building. It’s a small boost in
morale for your vehicles.

*******************************************************************************
==========================
Advanced Infantry Training
==========================

Cost: 75

Affects: Infantry

+1 to Current Morale

- This can be purchased from the Corps HQ building. It’s just a tiny boost in
morale... who knows, it might help you control your units in a tight situation
sometime.

*******************************************************************************
======================
Aircraft Superchargers
======================

Cost: 150

Affects: Ammunition Production

+25% to Maximum Speed

- This can be purchased from the Airfield building.

*******************************************************************************
===============
Air Superiority
===============

Cost: 75

Affects: Fighter

+10 to Attack Value

+5 to Defense Value

- This can be purchased from the Airfield structure. It gives your fighters a
significant increase in attack and defense.

*******************************************************************************
=====================
Ammunition Production
=====================

Cost: 150

Affects: Ammunition Production

+5 to Current Ammo Production

- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current ammo supply.

*******************************************************************************
=======================
Construction Battalions
=======================

Cost: 75

Affects: Engineers

+3 to Repair Ability

- This can be purchased from the Engineer Brigade building. It’s not always
necessary, but sometimes, that extra repair speed can be a life saver.

*******************************************************************************
==============
Diesel Engines
==============

Cost: 100

Affects: Tanks

+15% to Maximum Speed

- This can be purchased from the Motor Pool structure. It will increase the
speed of your armored units, which is never a bad thing.

*******************************************************************************
====================
Goliath Remote Bombs
====================

Cost: 100

Affects: Infantry HQ

- This can be purchased from the Motor Pool structure. It will allow you to
recruit Goliath Infantry from an Infantry Division HQ.

*******************************************************************************
========================
Gyrostabilized Tank Guns
========================

Cost: 150

Affects: Tanks

+10 to Attack Value

- This can be purchased from the Artillery Brigade building. It increases the
firepower of your armored units by a significant amount.

*******************************************************************************
===========
Heavy Tanks
===========

Cost: 100

Affects: Armor HQ

- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ.

*******************************************************************************
=====================
Improved Fire Control
=====================

Cost: 125

Affects: Artillery

+20% to Attack Speed

- This can be purchased from the Artillery Brigade building. It will increase
the rate of fire on your artillery units. It also affects your Artillery
Batteries.

*******************************************************************************
==================
Improved Logistics
==================

Cost: 50

+5 to Detection Range

+5 to Supply Range

- This can be purchased from the Corps HQ building. It will increase the
visual range of your units and increase the size of your green supply zone.

*******************************************************************************
=====================
Improved Machine Guns
=====================

Cost: 100

Affects: Machine Gun Infantry, Bunkers, Halftracks, Fighters, HQs

+4 to Attack Value

- This can be purchased from the Corps HQ building. It will increase the
damage inflicted by your maching gun units and structures.

*******************************************************************************
================
Improved Mortars
================

Cost: 100

Affects: Mortar

+5 to Attack Value

+20% to Attack Speed

- This can be purchased from the Artillery Brigade structure. It will improve
the attack power and speed of your Mortar Infantry regiments.

*******************************************************************************
=======================
Improved Reconnaissance
=======================

Cost: 50

Affects: Aircraft

+5 to Detection Range

- This can be purchased at the Airfield structure. It will allow your planes
to reveal a larger area as they fly towards their targets.

*******************************************************************************
===============
King Tiger Tank
===============

Cost: 150

Affects: Armor HQ

- This can be purchased from the Motor Pool structure after you’ve purchased
the Heavy Tank technology. It will allow you to recruit King Tiger Tank
Regiments from an Armor Division HQ building.

*******************************************************************************
=====================
Marksmanship Training
=====================

Cost: 75

Affects: Infantry

+2 to Attack Value

- This can be purchased from the Corps HQ building. It increases the attack
power of your soldiers.

*******************************************************************************
==============
Oil Production
==============

Cost: 150

Affects: Oil Production

+5 to Current Oil Production

- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current oil supply.

*******************************************************************************
============
Panzerfausts
============

Cost: 100

Affects: AT Infantry

+15 to Attack Value

- This can be purchased from the Motor Pool building. It increases the attack
power of your Anti-Tank Infantry regiments.

*******************************************************************************
===============
Proximity Fuses
===============

Cost: 100

Affects: Anti-Aircraft

+10 to Attack Value

- This can be purchased from the Engineer Brigade building. This is an
invaluable increase in the attack power of your anti-aircraft forces.

*******************************************************************************
========
Schurzen
========

Cost: 150

Affects: Tanks

+15% Shell Resistance

- This can be purchased from the Motor Pool structure. It will increase the
defense on your armored units.

*******************************************************************************
=======================
Self-Sealing Fuel Tanks
=======================

Cost: 100

Affects: Aircraft

+20 to Defense Value

- This can be purchased from the Airfield building. It increases the defense
value of your planes, making them harder to shoot down.

*******************************************************************************
===============
Tank Production
===============

Cost: 150

Affects: Armor HQs

-10% to Recruit Cost

- This can be purchased from the Artillery Brigade structure. If you’re in a
prolonged battle where you’re likely to need more than ten Heavy Tank
regiments, this will likely pay for itself eventually. >_>

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 7.04) RESEARCHES - JAPAN |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
======================
Aircraft Superchargers
======================

Cost: 150

Affects: Ammunition Production

+25% to Maximum Speed

- This can be purchased from the Airfield building.

*******************************************************************************
===============
Air Superiority
===============

Cost: 75

Affects: Fighter

+10 to Attack Value

+5 to Defense Value

- This can be purchased from the Airfield structure. It gives your fighters a
significant increase in attack and defense.

*******************************************************************************
===============
Banzai Infantry
===============

Cost: 100

Affects: Infantry HQ

- This can be purchased from the Artillery Brigade structure. It will allow
you to recruit Banzai Infantry regiments from an Infantry Division HQ.

*******************************************************************************
=======================
Construction Battalions
=======================

Cost: 75

Affects: Engineers

+3 to Repair Ability

- This can be purchased from the Engineer Brigade building. It’s not always
necessary, but sometimes, that extra repair speed can be a life saver.

*******************************************************************************
==============
Diesel Engines
==============

Cost: 100

Affects: Tanks

+15% to Maximum Speed

- This can be purchased from the Motor Pool structure. It will increase the
speed of your armored units, which is never a bad thing.

*******************************************************************************
============
Entrenchment
============

Cost: 75

Affects: All Regiments

+25% to Entrenchment Rate

- This can be purchased from the Engineer Brigade structure. This will make
your units entrench themselves faster. Seeing as most of your units won’t be
entrenched during combat anyway, this is rarely an issue.

*******************************************************************************
========
Foraging
========

Cost: 75

Affects: All Regiments

+15% to Resupply Rate

- This can be purchased from the Corps HQ structure. It will increase the
rate at which your units heal themselves.

*******************************************************************************
===================
Improved AT Weapons
===================

Cost: 75

Affects: AT Infantry

+10 to Attack Value

- This can be purchased from the Motor Pool building. It will increase
the damage caused by anti-tank infantry units.

*******************************************************************************
=======================
Improved Fortifications
=======================

Cost: 75

Affects: Bunkers

+25% Shell Resistance

+25% Explosive Resistance

- This can be purchased from the Engineer Brigade structure. It will increase
the defensive values of your Artillery Batteries, Anti-Aircraft Batteries, and
Bunkers.

*******************************************************************************
==================
Improved Logistics
==================

Cost: 50

+5 to Detection Range

+5 to Supply Range

- This can be purchased from the Corps HQ building. It will increase the
visual range of your units and increase the size of your green supply zone.

*******************************************************************************
================
Improved Mortars
================

Cost: 100

Affects: Mortar

+5 to Attack Value

+20% to Attack Speed

- This can be purchased from the Artillery Brigade structure. It will improve
the attack power and speed of your Mortar Infantry regiments.

*******************************************************************************
=======================
Improved Reconnaissance
=======================

Cost: 50

Affects: Aircraft

+5 to Detection Range

- This can be purchased at the Airfield structure. It will allow your planes
to reveal a larger area as they fly towards their targets.

*******************************************************************************
====================
Long Range Artillery
====================

Cost: 75

Affects: Artillery

+6 to Projectile Ability Range

+6 to Bombard Ability Range

- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries.

*******************************************************************************
=====================
Mechanized Production
=====================

Cost: 100

Affects: Mechanized HQ

-15% to Recruit Cost

- This can be purchased from the Motor Pool building. It will decrease the
amount of money required to purchase any of the Mechanized HQ units.

*******************************************************************************
================
Military Surplus
================

Cost: 150

Affects: Money Production

+5 Money Production

- This can be purchased from the Corps HQ building. It will permanently
increase your money prodution by five.

*******************************************************************************
==============
Oil Production
==============

Cost: 150

Affects: Oil Production

+5 to Current Oil Production

- This can be purchased from the Engineer Brigade building. Exactly as it
says, this will add five points to your current oil supply.

*******************************************************************************
====================
Plentiful Ammunition
====================

Cost: 100

Affects: All Regiments

+10% to Resupply Rate

- This can be purchased from the Artillery Brigade structure. It will
increase the rate at which your units heal themselves.

*******************************************************************************
=======================
Self-Sealing Fuel Tanks
=======================

Cost: 100

Affects: Aircraft

+20 to Defense Value

- This can be purchased from the Airfield building. It increases the defense
value of your planes, making them harder to shoot down.

*******************************************************************************
=============
Sniper Rifles
=============

Cost: 100

Affects: Infantry HQ

- This can be purchased from a Corps HQ building. It will allow you to
recruit Commando Infantry units from an Infantry Division HQ.

*******************************************************************************
==============
Special Forces
==============

Cost: 100

Affects: Infantry

+1 to Attack Value

+1 to Defense Value

+10% to Health

- This can be purchased from the Corps HQ building. It increases the attack,
defense, and energy of your infantry units.

*******************************************************************************
========
Tankette
========

Cost: 100

Affects: Division HQs

- This can be purchased from the Motor Pool structure. It allows you to
recruit Tankette regiments from either a Mechanized Division HQ or an Armored
Division HQ.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 7.05) RESEARCHES - BRITAIN |
| |
| |
-----------------------------------------------------------------------------

*******************************************************************************
===============
Air Superiority
===============

Cost: 75

Affects: Fighter

+10 to Attack Value

+5 to Defense Value

- This can be purchased from the Airfield structure. It gives your fighters a
significant increase in attack and defense.

*******************************************************************************
=======================
Construction Battalions
=======================

Cost: 75

Affects: Engineers

+3 to Repair Ability

- This can be purchased from the Engineer Brigade building. It’s not always
necessary, but sometimes, that extra repair speed can be a life saver.

*******************************************************************************
==============
Diesel Engines
==============

Cost: 100

Affects: Tanks

+15% to Maximum Speed

- This can be purchased from the Motor Pool structure. It will increase the
speed of your armored units, which is never a bad thing.

*******************************************************************************
============
Entrenchment
============

Cost: 75

Affects: All Regiments
+25% to Entrenchment Rate

- This can be purchased from the Engineer Brigade structure. This will make
your units entrench themselves faster. Seeing as most of your units won’t be
entrenched during combat anyway, this is rarely an issue.

*******************************************************************************
===========
Flame Tanks
===========

Cost: 150

Affects: Armor HQ

- This can be purchased from the Motor Pool structure. It will allow you to
recruit Flame Tank Regiments.

*******************************************************************************
========
Foraging
========

Cost: 75

Affects: All Regiments

+15% to Resupply Rate

- This can be purchased from the Corps HQ structure. It will increase the
rate at which your units heal themselves.

*******************************************************************************
===========
Heavy Tanks
===========

Cost: 100

Affects: Armor HQ

- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ.

*******************************************************************************
=====================
Improved Fire Control
=====================

Cost: 125

Affects: Artillery

+20% to Attack Speed

- This can be purchased from the Artillery Brigade building. It will increase
the rate of fire on your artillery units. It also affects your Artillery
Batteries.

*******************************************************************************
=======================
Improved Fortifications
=======================

Cost: 75

Affects: Bunkers

+25% Shell Resistance

+25% Explosive Resistance

- This can be purchased from the Engineer Brigade structure. It will increase
the defensive values of your Artillery Batteries, Anti-Aircraft Batteries, and
Bunkers.

*******************************************************************************
==================
Improved Logistics
==================

Cost: 50

+5 to Detection Range

+5 to Supply Range

- This can be purchased from the Corps HQ building. It will increase the
visual range of your units and increase the size of your green supply zone.

*******************************************************************************
=====================
Improved Machine Guns
=====================

Cost: 100

Affects: Machine Gun Infantry, Bunkers, Halftracks, Fighters, HQs

+4 to Attack Value

- This can be purchased from the Corps HQ building. It will increase the
damage inflicted by your maching gun units and structures.

*******************************************************************************
================
Improved Mortars
================

Cost: 100

Affects: Mortar

+5 to Attack Value

+20% to Attack Speed

- This can be purchased from the Artillery Brigade structure. It will improve
the attack power and speed of your Mortar Infantry regiments.

*******************************************************************************
=================
Increased Payload
=================

Cost: 125

Affects: Bombers

+15 to Attack Value

- This can be purchased from the Airfield building. It will increase the
damage inflicted by your bombers.

*******************************************************************************
====================
Long Range Artillery
====================

Cost: 75

Affects: Artillery

+6 to Projectile Ability Range

+6 to Bombard Ability Range

- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries.

*******************************************************************************
======================
Mechanical Reliability
======================

Cost: 100

Affects: Vehicles

+10% to Health

- This can be purchased from the Motor Pool building. It will increase the
maximum health of your units, including the various truck units.

*******************************************************************************
=====================
Mechanized Production
=====================

Cost: 100

Affects: Mechanized HQ

-15% to Recruit Cost

- This can be purchased from the Motor Pool building. It will decrease the
amount of money required to purchase any of the Mechanized HQ units.

*******************************************************************************
================
Military Surplus
================

Cost: 150

Affects: Money Production

+5 Money Production

- This can be purchased from the Corps HQ building. It will permanently
increase your money prodution by five.

*******************************************************************************
====================
Plentiful Ammunition
====================

Cost: 100

Affects: All Regiments

+10% to Resupply Rate

- This can be purchased from the Artillery Brigade structure. It will
increase the rate at which your units heal themselves.

*******************************************************************************
===============
Proximity Fuses
===============

Cost: 100

Affects: Anti-Aircraft

+10 to Attack Value

- This can be purchased from the Engineer Brigade building. This is an
invaluable increase in the attack power of your anti-aircraft forces.

*******************************************************************************
=============
SAS Commandos
=============

Cost: 100

Affects: Airborne HQ

- This can be purchased from the Corps HQ building. It will allow you to
recruit SAS Commando Regiments from an Airborne Division HQ.

*******************************************************************************
=======================
Self-Sealing Fuel Tanks
=======================

Cost: 100

Affects: Aircraft

+20 to Defense Value

- This can be purchased from the Airfield building. It increases the defense
value of your planes, making them harder to shoot down.

*******************************************************************************
==============
Special Forces
==============

Cost: 100

Affects: Infantry

+1 to Attack Value

+1 to Defense Value

+10% to Health

- This can be purchased from the Corps HQ building. It increases the attack,
defense, and energy of your infantry units.

*******************************************************************************

-----------------------------------------------------------------------------
| |
| |
| 8.00) ATTRIBUTES |
| |
| |
-----------------------------------------------------------------------------

These are displayed at the top of your unit or structure’s status bar in the
form of a small icon. They can be either good or bad, and they can be caused
by several things (for example, being surrounded by terrain such as trees,
having an upgrade purchased, or simple entrenchment earned over a period of
time).

There are likely dozens of these that I’ve missed, since some of them are rare.
If you know of any that aren’t in my list, I’d appreciate it if you contacted
me with information about how to make them appear so I can copy down their
information.

-------------------------
Advanced Armored Training
-------------------------

Affects: Vehicles

+3 to Current Morale

- A small boost in morale for your vehicles. This attribute is added to your
vehicle regiments after you purchase the Advanced Armored Training technology
from the Corps HQ building. (Germany)

--------------------------
Advanced Infantry Training
--------------------------

Affects: Infantry

+1 to Current Morale

- A small morale boost for your infantry units. This is attached to your
infantry units when you purchase the Advanced Infantry Training technology from
a Corps HQ. (USA, USSR, Germany)

----------------------
Aircraft Superchargers
----------------------

Affects: Aircraft

+25% to Maximum Speed

- This can only be purchased from the Airfield building. It’ll make your
planes move faster, which often allows them to move through heavily contested
areas relatively free of harm. (USA, USSR, Germany, Japan)

---------------
Air Superiority
---------------

Affects: Fighter

+10 to Attack Value

+5 to Defense Value

- This can be purchased from the Airfield structure. It gives your fighters a
significant increase in attack and defense. (Germany, Japan, Britain)

---------------------
Ammunition Production
---------------------

Affects: Ammunition Production

+5 to Current Ammo Production

- This can be purchased from the Engineer Brigade building. It will only
affect the Engineer Brigade building, changing its ammo production by five.
(USA, USSR, Germany)

---------------
Banzai Infantry
---------------

Affects: Infantry HQ

- This can be purchased from the Artillery Brigade structure. It will allow
you to recruit Banzai Infantry regiments from an Infantry Division HQ.

---------
Buildings
---------

+20% Resistance to Shell Damage

Immune to Radiation

- This attribute is automatically on any building, including defensive guns,
bunkers, and anti-aircraft guns.

-------
Bunkers
-------

+20% Resistance to Bullet Damage

+20% Resistance to Explosive Damage

- All bunker units, including anti-aircraft guns, automatically have this.

----
City
----

Affects: Infantry

+4 to Defense Value

+20% Shell Resistance

- All infantry within city limits will receive these bonuses automatically.

----
City
----

Affects: Vehicles

+20% Vulnerability to Bullet Damage

- Any vehicles within city limits will automatically suffer from this.

------------
Conscription
------------

Affects: Infantry HQ

-20% to Recruit Cost

- This can be purchased from the Corps HQ building. It’ll reduce the price of
infantry units by twenty percent. Worth it if you plan on using a lot of
anti-tank units or something. (USSR)

-----------------------
Construction Battalions
-----------------------

Affects: Engineers

+3 to Repair Ability

- This can be purchased from the Engineer Brigade building. It’s not always
necessary, but sometimes, that extra repair speed can be a life saver.
(USA, USSR, Germany, Japan, Britain)

--------
Decaying
--------

10 Damage Every Second

- This is what makes a lot of your parishable items slowly deplete, such as
Supply Drops and so forth.

--------------
Diesel Engines
--------------

Affects: Tanks

+15% to Maximum Speed

- This attribute will affect your tanks after you purchase the Diesel Engine
technology from the Motor Pool. (USSR, Germany, Japan, Britain)

-------
Engaged
-------

+25% to Maximum Speed

- Your units gain this attribute when they’re attacking a target.

------------
Entrenchment
------------

Affects: All Regiments

+25% to Entrenchment Rate

- Your regiments will all have this attribute once you purchase the
Entrenchment technology from an Engineer Brigade. (USSR, Japan, Britain)

-----------
Flame Tanks
-----------

Affects: Armor HQ

- This can be purchased from the Motor Pool structure. It will allow you to
recruit Flame Tank Regiments.

---------------------
Flamethrower Infantry
---------------------

Affects: Infantry HQ

- This can be purchased from the Motor Pool building. Having this research
allows you to deploy Flamethrower Infantry regiments from an Infantry HQ.
(USA)

--------
Foraging
--------

Affects: All Regiments

+15% to Resupply Rate

- This can be purchased from a Corps HQ building. It will increase the rate
at which your units heal themselves. (Japan, Britain)

------
Forest
------

Affects: Infantry

Speed Limit is Slow

+4 to Defense Value

+20% Resistance to Shell Damage

- Infantry units will automatically gain this attribute when they enter an
area with trees in it.

------
Forest
------

Affects: Vehicles

Speed Limit is Slow

+20% Vulernability to Bullet Damage

- Vehicles will automatically be inflicted with this attribute when they enter
an area with trees in it.

----------------------
Garand Semi-Auto Rifle
----------------------

Affects: Infantry Rifles

+20% to Attack Speed

- This can be purchased from the Corps HQ building. It increases the rate of
fire of any infantry unit using the Garand rifle. (USA)

--------------------
Goliath Remote Bombs
--------------------

Affects: Infantry HQ

- This can be purchased from a Motor Pool structure. It will enable you to
recruit Goliath Infantry regiments from the Infantry Division HQ structure.
(Germany)

------------------------
Gyrostabilized Tank Guns
------------------------

Affects: Tanks

+10 to Attack Value

- This can be purchased from the Artillery Brigade building. It increases the
firepower of your armored units by a significant amount. (USA, USSR, Germany)

-----------
Heavy Tanks
-----------

Affects: Armor HQ

- This can be purchased from the Motor Pool building. Having this research
will allow you to buy Heavy Tanks from the Armor HQ. (USA, USSR, Germany,
Britain)

-------------------
Improved AT Weapons
-------------------

Affects: AT Infantry

+10 to Attack Value

- This can be purchased from the Motor Pool building. It will increase
the damage caused by anti-tank infantry units. (USA, USSR, Japan)

---------------------
Improved Fire Control
---------------------

Affects: Artillery

+20% to Attack Speed

- This can be purchased from the Artillery Brigade building. It will increase
the rate of fire on your artillery units, including your Artillery Batteries.
(USA, Germany, Britain)

-----------------------
Improved Fortifications
-----------------------

Affects: Bunkers

+25% Shell Resistance

+25% Explosive Resistance

- This can be purchased from the Engineer Brigade structure. It will increase
the defensive values of your Artillery Batteries, Anti-Aircraft Batteries, and
Bunkers. (USSR, Japan, Britain)

------------------
Improved Logistics
------------------

+5 to Detection Range

+5 to Supply Range

- This will increase the visual range of your units as well as the size of
your green supply zone circle. It can be purchased from the Corps HQ building.
(USA, Germany, Japan, Britain)

---------------------
Improved Maching Guns
---------------------

Affects: Machine Gun Infantry, Bunkers, Halftracks, Fighters, HQs

+4 to Attack Value

- This can be purchased from the Corps HQ building. It will increase the
damage inflicted by your maching gun units and structures. (USA, Germany,
Britain)

----------------
Improved Mortars
----------------

Affects: Mortar

+5 to Attack Value

+20% to Attack Speed

- This can be purchased from the Artillery Brigade structure. It will improve
the attack power and speed of your Mortar Infantry regiments. (Germany, Japan,
Britain)

-----------------------
Improved Reconnaissance
-----------------------

Affects: Aircraft

+5 to Detection Range

- This will affect your aircraft after you purchase the Improved
Reconnaissance technology from the Airfield structure. (USSR, Germany, Japan)

-----------------
Increased Payload
-----------------

Affects: Bombers

+15 to Attack Value

- This can be purchased from the Airfield building. It will increase the
damage inflicted by your bombers. (USA, Britain)

--------
Infantry
--------

+20% Resistance to Shell Damage

- Each individual infantry unit automatically has this attribute.

---------------------
Infantry Entrenchment
---------------------

Affects: Infantry

+4 to Defense Value

+40% Resistance to Shell Damage

+40% Resistance to Explosive Damage

+50% slower Morale Loss

- After infantry units sit still for a short period of time, they become
entrenched. This entrenchment improves their defensive capabilities.

------
Jungle
------

Affects: Infantry

Speed Limit is Slow

+4 to Defense Value

+20% Shell Resistance

- This automatically affects your infantry when they enter a jungle area.

------
Jungle
------

Affects: Vehicles

+20% Bullet Vulnerability

- This automatically affects your vehicles when they enter a jungle area.

---------------
King Tiger Tank
---------------

Affects: Armor HQ

- This can be purchased from the Motor Pool structure after you’ve purchased
the Heavy Tank technology. It will allow you to recruit King Tiger Tank
Regiments from an Armor Division HQ building. (Germany)

----------------
Lightly Equipped
----------------

Trailblazing

- This atribute is automatically on Recon Infantry Regiments.

--------------------
Long Range Artillery
--------------------

Affects: Artillery

+6 to Projectile Ability Range

+6 to Bombard Ability Range

- This can be purchased from the Artillery Brigade building. It will increase
the range and effectiveness of your artillery units, including your Artillery
Batteries. (USA, USSR, Japan, Britain)

-----------------
M7 Rifle Grenades
-----------------

Affects: Infantry HQ

- This can be purchased from the Artillery Brigade building. Having this
research allows you to deploy Assault Infantry regiments from an Infantry HQ.
Batteries. (USA)

---------------------
Marksmanship Training
---------------------

Affects: Infantry

+2 to Attack Value

- Infantry are given this attribute when the Marksmanship Training technology
is purchased from a Corps HQ building. (USSR, Germany)

----------------------
Mechanical Reliability
----------------------

Affects: Vehicles

+10% to Health

- This can be purchased from the Motor Pool building. It will increase the
maximum health of your vehicles, including the various truck units.
(USA, USSR, Britain)

---------------------
Mechanized Production
---------------------

Affects: Mechanized HQ

-15% to Recruit Cost

- This can be purchased from the Motor Pool building. It will decrease the
amount of money required to purchase any of the Mechanized HQ units.
(USA, USSR, Japan, Britain)

----------------
Military Surplus
----------------

Affects: Money Production

+5 Money Production

- This can be purchased from the Corps HQ building. It will permanently
increase your money prodution by five. (USSR, Japan, Britain)

------
Napalm
------

Affects: Bombers

+15 to Attack Value (Flame Damage)

- This can be purchased from the Airfield building. It increases the power of
your bomber strikes. (USA)

---------
No Upkeep
---------

No Upkeep

- Like it’s name suggests, this attribute means that whatever it’s attached to
will not suffer the usual upkeep penalties. For example, if you start a
mission with some defensive guns, they often have this attribute so you won’t
lose ammo or money supply right from the start of the mission. There is no way
to deliberately inflict this attribute on your units or buildings.

--------------
Oil Production
--------------

Affects: Oil Production

+5 to Current Oil Production

- This can be purchased from the Engineer Brigade building. It will only
affect the Engineer Brigade building, changing its oil production by five.
(USA, Germany, Japan)

------------
Panzerfausts
------------

Affects: AT Infantry

+15 to Attack Value

- This can be purchased from the Motor Pool structure. It will increase the
attack power of your Anti-Tank Infantry regiments. (Germany)

--------------------
Plentiful Ammunition
--------------------

Affects: All Regiments

+10% to Resupply Rate

- This can be purchased from the Artillery Brigade structure. It will
increase the rate at which your units heal themselves. (Japan, Britain)

---------------
Proximity Fuses
---------------

Affects: Anti-Aircraft

+10 to Attack Value

- This can be purchased from the Engineer Brigade building. This is an
invaluable increase in the attack power of your anti-aircraft forces.
(USA, Germany, Britain)

-----
Recon
-----

+12 to Detection Range

+3 to Current Morale

- This attribute is automatically on Recon Infantry Regiments. It gives them
a longer visual range on the map and increases their morale.

---------
Repairing
---------

5 Healed every second

- This is a property held by city buildings. While cities can be temporarily
neutralized to stop their supply zones, they can never be completely destroyed.
The buildings will always repair themselves over a period of time.

------------
Rocket Truck
------------

Affects: Division HQs

- This can be purchased from the Artillery Brigade structure. It will allow
you to recruit Rocket Truck and Armored Rocket Truck regiments from
Mechanized Division HQs and Armor Division HQs (respectively). (USSR)

--------------
Saboteur Decay
--------------

2 Damage Every Second

No Upkeep

- This is an attribute attached to Secret Agents from the moment they hit the
ground after being paradropped.

----
Sand
----

Affects: Infantry

Speed limit is slow

- Infantry walking through sand will be inflicted with this.

----
Sand
----

Affects: Vehicles

Speed limit is Medium

- Vehicles driving through sand will be inflicted with this.

-----------
Sand Bagged
-----------

+40% Bullet Resistance

+40% Shell Resistance

+40% Explosive Resistance

- This will affect your buildings when you use the Sandbagging Special
Operation.

-------------
SAS Commandos
-------------

Affects: Airborne HQ

- This can be purchased from the Corps HQ building.  It will allow you to
recruit SAS Commando Regiments from an Airborne Division HQ. (Britain)

--------
Schurzen
--------

Affects: Tanks

+15% Shell Resistance

- This can be purchased from the Motor Pool building. It increases the
defense on your armored units. (Germany)

-----------------------
Self-Sealing Fuel Tanks
-----------------------

Affects: Aircraft

+20 to Defense Value

- This can be purchased from the Airfield building. It increases the defense
value of your planes, making them harder to shoot down. (USA, USSR, Germany,
Japan. Britain)

-------------
Sniper Rifles
-------------

Affects: Infantry HQ

- This can be purchased from a Corps HQ building. It will allow you to
recruit Sniper Infantry units from an Infantry Division HQ. Note that they are
called Commando Infantry for Japan for some reason. (USSR, Japan)

--------------
Special Forces
--------------

Affects: Infantry

+1 to Attack Value

+1 to Defense Value

+10% to Health

- This can be purchased from the Corps HQ building. It increases the attack,
defense, and energy of your infantry units. (USA, Japan, Britain)

--------
Stealthy
--------

+40% Bullet Resistance

- Russian Saboteur’s have this attribute.

--------
Tankette
--------

Affects: Division HQs

- This can be purchased from the Motor Pool structure. It allows you to
recruit Tankette regiments from either a Mechanized Division HQ or an Armored
Division HQ.

---------------
Tank Production
---------------

Affects: Armor HQs

-10% to Recruit Cost

- This can be purchased from the Artillery Brigade structure. If you’re in a
prolonged battle where you’re likely to need more than ten Heavy Tank
regiments, this will likely pay for itself eventually. >_> (USSR, Germany)

-----
Tanks
-----

+20% Bullet Resistance

+20% Explosive Resistance

- This attribute is automatically on all tank units.

--------------------
Vehicle Entrenchment
--------------------

Affects: Vehicles

+4 to Defense Value

+20% Shell Resistance

+20% Explosive Resistance

+50% slower Morale Loss

- This attribute will be added to vehicles after they sit still for a long
enough period. As soon as they move, the entrenchment will be lost until the
unit sits still for a while again.

--------
Vehicles
--------

+40% Resistance to Bullet Damage

+20% Resistance to Explosive Damage

- This attribute is automatically on any vehicle unit, including things like
Corps HQ Trucks.

*******************************************************************************

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| |
| |
| 9.00) END |
| |
| |
-----------------------------------------------------------------------------
-------------------------------------------------------------
| |
| 9.01) VERSION HISTORY |
| |
-------------------------------------------------------------

----------------
June 11th, 2005:
----------------

- Submitted the first version of the guide. The walkthrough, Special
Operations, Commanders, Units, Buildings, Researches, and Attributes are all
complete. I hope... >_>

-------------------------------------------------------------
| |
| 9.02) CLOSING |
| |
-------------------------------------------------------------

I’m aware that this guide contains some flaws. Please, if you find something
as minor as a typo, let me know about it. I’m also very open for suggestions
on content, format, and so forth.

All questions, comments, and so forth concerning this guide can be posted on my
site here:
http://thebrink.us/boards

Or if you’re not fond of message boards, please feel free to email at
deucestaley@gmail.com or try me on AIM (Deuce ex Defcon). Thanks for checking
out the guide, and enjoy the game.

===============================================================================
DEUCE EX DEFCON
===============================================================================
This walkthrough reposted to TheGameReviews.com with permission of the author.

Author: Nick2930

I am a 33 year old librarian, part time writer, all time gamer, and what my cousin refers to as an intellectual badasss. Normally I wouldn't brag, but I like that so much I feel compelled to.