Units

A list of all the Units of World Conqueror 4.

## ***Army Units:***

### **Infantry Units:**

Usually cheap and widely available, Infantry Units are a good choice for cannon fodder or flanking support. They are also often used for cheap city defence. What's more, they require little to no fuel when moving and ignore most terrain. However, infantry is quite fragile, especially to *Units* with certain *Perks*, like Machine Gun, that increase damage dealt towards this unit type*.* With exception of Commandos, stackable up to 4. They are trained in cities, and high level cities allow high-level infantry.

#### **1. Light Infantry**

Light Infantry is the cheapest and weakest sort of infantry. They may act as cannon fodder, or last-resort unit. They require city level 1 to train. Cheapest unit in the game

#### **2. Assault Infantry**

Assault Infantry is the second weakest in the Infantry units. Their special ability, Sapper, allows them to remove minefields taking only a small part of normally-caused damage. Can be trained in level 1 cities. Stronger than the light infantry as they hold machine guns instead of rifles

#### **3. Motorised Infantry**

Motorised Infantry use trucks for vast mobility improvement. They also do more damage against armoured units with their grenades. Require level 2 cities.

#### **4. Mechanised Infantry**

Mechanised Infantry are equipped with an Armoured Car. They deal more damage than Motorised, are even faster, and can bring down stronghold units faster, thanks to mortar use. City level must be at least 3 to be built.

#### **5. Commandos:**

The most powerful, but unstackable, infantry units with decent firepower and high endurance. Their abilities vary between countries.

* **Chinese Commando** - Armed with grenades, and with improved firepower when stationed in cities.
* **Desert Commando -** Egyptian, Iranian and Iraqi Unique Unit. Skilled in desert fighting, they utilise anti-tank rocket launchers.
* **Japanese Commando** - Their specialities are mortars, effective against stronghold units, and the unique ability to deal as much damage as if on full health at all times.
* **Jungle Commando -** Australian, Thai, Hungarian and Polish Unique Unit. Forest fighters with mortars.
* **Mountain Commando -** Greek, Italian and Romanian Unique Unit. Good in mountains, armed with grenades.
* **Specialist Commando -** Finnish and Yugoslav Unique Unit. They have rocket launchers to deal with tanks, and sniper rifles significantly improving their anti-personnel capacity, arguably the best commando and infantry unit overall.

### **Armoured Units:**

Mobile, tough, and well armed, armoured units are powerful fighters on the battlefield, but are limited by fuel consumption and high price tag. They take increased damage from *Units* with certain *Perks*, like Grenades*.* Excluding Super Tanks, may stack up to 3.

#### **1. Armoured Car**

Armoured Cars are equipped with machine guns, which make them deal more damage against infantry. Produced in cities with industrial level of at least 1. Weakest armoured unit, and is the cheapest armoured unit.

#### **2. Light Tank**

Light Tanks have a chance to continue attacking after destroying an enemy unit. They need level 1 industry facilities.

#### **3. Medium Tank**

Medium Tanks are similar to Light Tanks, but they are also equipped with machine guns which make them deal more damage to infantry. Level 2 industry facilities are needed to build.

#### **4. Heavy Tank**

Heavy Tanks are similar to Medium Tanks, except they can fire from 2-tile distance. It also possesses light anti-air capacity depending on tech. Can be built in level 3 industrial facilities. Arguably the best armoured unit overall.

#### **5. Super Tank:**

An unstackable Heavy Tank on steroids, available for USA, USSR and Germany (both Nazi and not). Most expensive armoured unit

### **Artillery Units:**

Fragile, but powerful, artillery usually can fire to the enemy without retaliation, but, if unprotected, is fast to take out, in the spite of the fact no anti-artillery *Perks* exist. They require industrial facilities to be built. excluding Super Rockets and Super Artillery, may stack up to 3. When facing against them, use fighters

**1. Field Artillery**

 Good damage, but slow and rather fragile units. When attacking, there is a chance the enemy won't retaliate. Level 1 factory is needed to construct.

#### **2. Howitzer**

Howitzers have increased range and improved damage in comparison to Field Artillery, but is horribly slow and relatively fragile. They can be built in cities with level 2 factories, and has 2 tile attack range.

#### **3. Rocket Artillery**

Rocket Artillery can damage multiple enemies at once, up to 3, will do main damage on target, then the two tiles behind them take a little damage. Unlike in World Conqueror 3, they cannot damage friendly units, are capable of retaliating to an attack, and are capable of fighting enemy in close proximity to them. It's also faster than most other artillery units. It is even more fragile than Howitzers. It needs level 3 factories for construction. Arguably the best artillery unit overall

#### **4. Super Arty**

##### **4A.** **Super Artillery:**

Enhanced, unstackable, and significantly faster Howitzer used solely by Germany (both democratic and Nazi) and France. Only level 4 factories are able to manufacture this unit.

##### **4B.** **Super Rocket:**

Unstackable, but vastly stronger Rocket Artillery. Unique to Soviet Union and United Kingdom. Produced solely in cities with level 4 industry.

## ***Naval Units:***

Naval Units take increased damage from *Units* with *Perks* that exploit *Naval Units.* Unlike land units,

### **Naval Units:**

#### **1. Submarine:**

Submarines can deal extra damage against large ships, such as Cruisers and Aircraft Carriers. the enemy cannot retaliate to an attack. Land units other than naval artillery aren't able to attack submarines. Stackable up to 3.

#### **2. Destroyer:**

Destroyers are nimble, can take down Submarines quicker and with minesweeper forces can disarm naval mines at reduced damage. May stack to 2.

#### **3. Cruiser:**

Cruisers have extended attack range, the same range as Howitzers. They also have integrated anti-air capacities, making them hard targets to enemy Carriers. Possible to stack them to 2.

#### **4. Aircraft Carrier:**

Aircraft Carriers can launch air attacks against enemies and can defend from air attacks themselves. However, they are relatively more fragile than Cruisers and can only retaliate from a 1-unit distance to a direct naval attack. Unstackable. Use aircraft 6 star generals on them

#### **5. Super Ship:**

##### **5A. Super Submarine:**

Works as upgraded, non-stackable Submarine for the Italian.

##### **5B. Super Battleship:**

Works as improved, unstackable Cruiser for the British and Japanese.It can win over destroyers and cruisers but a spam of submarines can counter it.

##### **5C. Super Carrier:**

Stronger Aircraft Carrier, restricted to USA. Unlike normal Carrier, it uses strategic bombers instead of normal bombers, which deals a damage improvement against Stronghold Units, but not Naval Units.

## ***Stronghold Units:***

Stronghold Units take increased damage from *Units* with *Perks* that exploit *Stronghold Units*

### **Ground/Naval Defence:**

#### **1. Bunker:**

Cheap, short-ranged defensive structure, machine guns dealing improved damage against infantry.

#### **2. Coastal Artillery:**

A defensive structure with range of 2, it deals more damage to ships, but less to ground forces. because of the naval guns of warships dealing extra damage to stronghold units, the best use for this is to defend from naval landings.

#### **3. Land Fort:**

A defensive structure with range of 2, equally effective against ground and naval forces, and with a chance to avoid retaliation upon attacking. In short - Howitzer buried in concrete.

#### **4. Rocket Launcher:**

Similar to Rocket Artillery, but completely sacrificing mobility for protection, this stronghold unit can deal damage from afar to several enemy units.

### **Air-Defence:**

#### **1. Anti-air Gun:**

Effective against fighters and bombers but are unable to defend against strategic bombers and missiles.

#### **2. Anti-air Artillery**

Effective against fighter bomber strategic bomber but are unable to defend against missiles.

#### **3. Anti-air Missile**

Effective against all air unit except stealth bomber, stealth strategic bomber, and stealth fighter, also good against ballistic missile

## ***Air Support Units:***

### **1. Paratrooper**

An unstackable unit that drops down onto or into cities to take over only when city health points is 0 as usual. Health can be reduced by AA guns, and drops as an assault infantry unit at tier 1, motorised infantry at the second tier, mechanised infantry at the third tier. Upgraded via technology.

#### **4. Strategic Bomber:**

Deals heavier damage to Stronghold units, able to deliver nuclear warheads. ignore anti-air guns

#### **5A. Stealth Fighter:**

Anti-infantry aircraft available to the French, good in AA-heavy areas.

#### 5B.**Stealth Bomber:**

Anti-naval aircraft available to the Soviets, a good choice to knock out ships with AA, like Carriers or Cruisers.

#### 5C. **Stealth Strategic Bomber:**

Anti-stronghold aircraft available to USA, effective in AA-heavy areas. Like normal Strategic Bomber, it's capable of carrying nuclear warheads.

### **Ballistic Missiles*:***

All Missiles are capable of delivering *Nuclear Weapons*. Type of missile damage does not count to damage when it is transporting a nuclear weapon.

#### **1. SRB Missile:**

The cheapest missile with minimal damage and minimal range. Available to level one missile silos.

#### **2. MRB Missile:**

The second cheapest missile with small damage and small range. Available to level one missile silos.

#### **3. LRB Missile:**

The second most expensive missile with medium damage and medium range. Available to level two missile silos.

#### **4. ICB Missile**

The most expensive missile with the large damage and large range. Available to level two missile silos.

### **Nuclear Weapons:**

The Nuclear Weapons can only be delivered through *Strategic Bombers* or *Ballistic Missiles*. *Units* staying within the detonated area experience *Radiation* and take damage per turn. Delivered bombers and missiles only project the damage of the nuclear weapon, not including the damage of the transport.

#### **1. Atomic Bomb**

Deals minimal damage to the tile you bomb.

#### **2. Hydrogen Bomb:**

Deals low damage to the space around the tile you bomb. Leaves 20 Nuclear Radiation to the tile.

#### **3. Tri-Phase Bomb:**

Deals medium damage to the area around the tile you bomb. Leaves 25 Nuclear Radiation and 10 Atomic Radiation to the tile.

#### **4. Antimatter Bomb:**

Deals medium damage to the area around the tile you bomb. Leaves 30 Nuclear Radiation and 15 Atomic Radiation to the tile.

## ***Scorpion Empire Units:***

### **1. Elite Infantry**

Comparable to commandos, but with different weapon loadout - anti-stronghold mortars, and anti-tank rocket launchers. Stackable up to 4.

### **2. Titan Tank**

A overpowered tank that is comparable to Super Tanks. Stackable up to 3

### **3. Self-Propelled Howitzer**

A overpowered artillery unit that is comparable to Super Artillery. Stackable up to 3

### **4. Missile Cruiser**

Similar to the Super Battleship, but attacks like a Rocket Artillery, yet with the strength of tier 2 destroyers Stackable up to 2, cannot fight submarines