Ground Units

Ground units have the following visual features:

* Color: Represents the controlling nation
* Icon: Represents the unit type. Some unit icons are colored, representing colonial units or other variations
* Factors: Most units feature two numbers. The left number if the Combat Factor, and the right number is the Movement Factor. If there is a smaller font number next to the movement factor, the larger number is the movement factor for the European mapboard, while the smaller number is for the Pacific mapboard.
* Unit name: Listed to the right of the unit icon, these represent historical names of units and do not affect gameplay.

## Standard Ground Units

* Standard ground units typically have a stacking limit of 2 per hex; this limit may be ignored in certain circumstances, though any overstacked units may be eliminated if left overstacked to late into the turn.

### Infantry

Basic infantry divisions largely composed of riflemen travelling on foot. Cheap, plentiful, and essential for maintaining a front line

* No special rules

### Mechanized Infantry

Infantry divisions that are motorized, largely travelling in trucks of half-tracks, allowing them to travel far more quickly

* Mechanized Component: If this unit has its mechanized component intact, it receives the following abilities:
	+ It receives a higher movement factor (represented on the counter)
	+ It may conduct Overruns in conjunction with armor units
* Pacific rules: Mechanized Infnatry in the Pacific mapboard lose their mechanized component and are treated as normal Infantry for all purposes

### Armor

Divisions composed largely of tanks and other armored vehicles, useful as offensive spearheads

* Mechanized Component: If this unit has its mechanized component intact, it receives the following abilities:
	+ It receives a higher movement factor (represented on the counter)
	+ It exerts a Zone of Control (ZoC)
	+ It may conduct Overruns, Breakthroughs, and Exploitations

### Replacements

Replacements represent fresh recruits meant to replenish casualties. They are largely used to mitigate casualties caused by Attrition Combat.

* Replacements have a Movement Factor of 1
* They may not conduct offensive operations, and have Combat Factor of 1 for defending against enemy attack
* They are not counted towards a player's attrition totals, and may not advance to a hex gained by attrition combat, but may be chosen as casualties caused by attrition combat

### Partisans

Partisans are irregular forces such as the French Resistance that serve to sabotage industrial production and harass enemy military forces

* Partisan Rules

## Specialized Ground Units

* Specialized ground units have a stacking limit of 3, independent of the stacking limit of standard ground units

### Airborne

US Airborne, German Falschirmjaeger, and other countries' special forces units specialized in entering the battlefield by parachute

* Airborne units may be Airdropped

### Chindit (British Only)

Indian infantry specialized in jungle warfare

* The Chindit may be airdropped, and do not require an Air Transport unit to do so, though it may not airdrop into a hex occupied by an enemy unit; they may not move or attack in the turn they are airdropped
* It is always at least in Limited Supply
* It does not expend an additional movement factor to enter jungle hexes; this does not count jungle/mountain hexes
* Units attacked by the Chindit receive -1 DM if the Chindit is not adjacent to other Western Allied ground units
* In addition to normal production, the Chindit may be added to the force pool (on-board or unbuilt) by removing 3 Indian infantry factors from the British force pool
* It may be constructed in any eligible Indian hex, or the India box, and counts towards the British, but not the Indian, construction limit
* It may not exit the Southeast Asian front on the Pacific mapboard for any reason, and may not leave India before Britain and Japan are at war

### Marines (US and Japan only)

Infantry specialized in performing seaborne invasions

* Defending units do not receive the normal +1 DM for defending against a seaborne invasion if the attackers have at least half of their ground factors that are directly participating in the seaborne invasion composed of Marines
* Marines are not counted towards the stacking limits when conducting seaborne invasions

### Commandos (British Only)

British special forces specializing in raiding operations

* Commandos may perform seaborne invasions of any undefended port hex within 10 hexes (Europe) or 5 hexes (Pacific); no bridgehead is placed

### Flak

Anti-aircraft artillery meant to protect from enemy bombers

* Flak units have a movement factor of 1
* They have no combat factor, and are ignored completely concerning offensive operations, attrition combat, and supply determination
* They are eliminated if their hex is occupied by enemy units
* Each flak factor increased air defense and SW combat defense by 1
* Up to three Flak factors may stack in a hex; they are ignored in determining any other stacking limits
* Each flak factor is considered 1 unit for Strategic Redeployment purposes

## Movement

* Ground units may move from one friendly hex to another during the movement phase, based on the number of their movement factors
	+ Movement must occur through a hexside not fully composed of ocean or impassible terrain, with the exception of crossing arrows
* Movement into a hex with clear terrain costs one movement factor
* Movement into a hex with rough terrain costs two movement factors
	+ Exception: Japanese ground units and British Chindit moving into jungle hexes (but not jungle/mountain hexes)
* A unit must expend an additional 2 (Europe) or 1 (Pacific) movement factors to leave a hex in an enemy Zone of Control
* Mechanized Infantry and Armor units that lose their mechanized components have a movement factor of 3 (Europe) or 2 (Pacific)
* A unit in Limited or Full supply may always move at least 1 hex
* Unit movement capabilities can be restricted by weather effects, supply status, and other effects