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==Units== '''Infantry:''' Your basic soldier who exist only to get slaughtered in droves to protect the more valuable tanks and artillery. Cheap and disposable. [[Imperial Guard|Victory goes to he who shows no regard for the lives of his men]]. Has only one point in attack and two in defense, and so are better at holding ground than taking it. '''Artillery:''' Buttbuddy with Infantry units to increase their attack power. Russia can build a couple so they can actually counterattack for a change. Always hits on a 2 or less. '''Tanks:''' Notable for their ability to take two territories in a turn if the first is undefended. Strong, versatile, and reliable, no army is complete without a few (unless it's Russia). With three points in attack and two in defense, they're both much better than infantry on the attack and worse on the defense when accounting for costs. (Hence the Russian player's lack of them.) '''Fighter:''' Air units are a bit pricey, but luckily your cheaper land units can take hits for them. With 3 attack, 4 defense, 4 movement, and the ability to land on carriers, there's not much these guys can't do. Germany will make you hate the shit out of them since they start with like 6 of the buggers and they're impossible to kill if the Germany player is halfway smart with them. Luckily though, if you're Britain, you won't have to kill all of them. You just need to take out enough of them to stop them from relaxing and building enough bombers to crush you and pull an Operation Sea Lion the turn after. '''Bomber:''' More fuel and attack power than fighters, but can't defend worth shit and can't land on carriers because they're too obese. They can attack factories to destroy an enemy's moneys without directly engaging the troops--only AA guns can harm them when they do this. Heavy Bombers tech used to make them stupidly broken since they could kill 3 units in one round of combat and average 10-11 damage to industrial complexes per strategic bombing run. 3e nerfed the shit out of this so now Heavy Bombers is more trouble than it's worth, just like all the other tech upgrades. '''Transport:''' Move land units across water. Nothing else to say. '''Submarine:''' Trash mobs of the seas. They only have a 2 in both attack and defense; every other ship is better except the transport. They have a number of weird special abilities which you will never use because subs are only good as cannon fodder for better ships and they don't share their special abilities with attached fleets. They are also wonderful for hunter-killer missions to take out pesky transports loaded with high calibre rounds on tracks that can't shoot you, if left unguarded. '''Destroyer:''' Can nullify the sub's special abilities, which is useless because the sub's special abilities are useless. The destroyer is not; it's a solid 3/3 (2/2 in 1942) fighter which can be upgraded to attack land units with the right tech. '''Carrier:''' [[StarCraft|CARRIER HAS ARRIVED.]] Up to two fighter units can land on one. Bombers can't because of their obesity. With two more defense points than attack points (not in 1942) and their fighters having one more defense than attack, carriers are the reason why large naval confrontations generally consist of two fleets staring at each other endlessly wishing they had more attack than defense. '''Cruiser:''' 1942 thing. Combines the cost-effectiveness of the destroyer with the combat power of the battleship. Gets a 3 up and can also bombard during amphibious assaults like the battleship. Take these instead of destroyers. '''Battleship:''' Was an overpriced piece of garbage until 3e came along and gave it an extra hit point, the only unit in the entire game with the privilege. Since damage is always allocated by the victim, they're your equivalent of 5th Edition Nob Bikers, you can stack multiple battleships in a sea zone and the enemy has to hit you several times before you lose even one ship. Auto-repairs after combat for extra lulz. Natural buddy for transport ships as it gets to fire on land units when part of an amphibious invasion. The drawback? Just one of these costs as much as the entire economy of Russia. Another way to measure the closeness of Allied victory is how much Russia puts into naval resources. As mentioned earlier, if they can build battleships and not break a sweat, the Axis are likely doomed.
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