recursal/Fanatic-Fandom huggingface dataset:
Piedmont Division

The Piedmont is the name of the Rail Division in North Carolina, owned by Amtrak, NCDOT and Norfolk Southern. It was added as a Rail Division by the NC Department of Transportation in a unknown year, was unnamed and was a freight service with two EMD GP40PH-2 locomotives 1792 and 1768. The Piedmont was named and became a passenger service in 1995, and is running to this day.

## Train Appearance

The locomotives all have the same theme, yellow words "NC" in front, with a Silver Star between N and C or bellow it. The main colors of the train match the NC flag, the front being blue, with yellow and red stripes on the bottom of the train, a black Plate, and the words "NORTH CAROLINA" on the side of the trains in black. The design is similar for all of the engines, with the twin engines looking the same, and the sister engines having atleast one twin engine. The F59PH has 6 twins, F59PHI has two, and the GP40PH had two.

## Fleet (Oldest to Newest)

### Locomotives

1797 City of Asheville (EMD F59PHI, 1999- Present)

1755 City of Salisbury (EMD F59PHI, 2002- Present)

1869 City of Durham (EMD F59PH, 2011- Present)

1893 City of Burlington (EMD F59PH, 2011- Present)

1810 City of Greensboro (EMD F59PH, 2012- Present)

1859 City of High Point (EMD F59PH, 2012- Present)

1984 City of Kannapolis (EMD F59PH, 2017- Present)

1871 Town of Cary (EMD F59PH, 2017- Present)

### Cab Control Units

101 (EMD F59PH, 2017- Present)

102 (EMD F59PH, 2017- Present)

103 (EMD F59PH, 2017- Present)

### Coaches

Cardinal (Coach, 66 seat)

Dogwood (Coach, 66 seat)

Honey Bee (Coach, 66 seat)

Long Leaf Pine (Coach, 66 seat)

Scotch Bonnet (Coach, 64 seat)

Plott Hound (Coach, 66 seat)

Channel Bass (Coach, 66 seat)

Gray Squirrel (Coach, 56 seat)

Emerald (Coach, 56 seat)

Box Turtle (Coach, 56 seat)

Granite (Coach, 56 seat)

Carolina Lily (Coach, 56 seat)

Fraser Fir (Coach, 56 seat)

Sweet Potato (Coach, 56 seat)

### Baggage/Lounge

Pamlico Sound

Albemarle Sound

Core Sound

Currituck Sound

Bogue Sound

Yadkin River

## Former

### Locomotives

1792 City of Raleigh (EMD GP40PH-2, 1995 - 2010) Hit a Lowboy Tractor trailer truck, exploded and derailed then later retired and scrapped.

1768 City of Charlotte (EMD GP40PH-2, 1995 - 1999) Deactivated in 1999, and sold to Virginia Railway Express in 2001.

## Upcoming

### Cab Control Units

104 (EMD F59PH)

105 (EMD F59PH)

### Coaches

Venus Flytrap (Coach, 64 Seat)

Strawberry (Coach, 64 Seat)
City of High Point

***NCDOT 1859 City of High Point*** (Debut April 22, 2012) is an EMD F59PH Piedmont train.

1859 was the newest Piedmont until 1984 City of Kannapolis debuted in 2017, ending the streak.

1859 debuted shortly after 1810 City of Greensboro. 1859 is currently the fastest F59PH.

## Appearance

1859 is a EMD F59PH, with N C in front of her in yellow, and under that is a large, white Star. Her front gate is white, her front is mostly blue and her back is white with NORTH CAROLINA written in black. Above her wheels is a red strip and a yellow stripe above that. All of the F59PH's are identical, except for the number and name.

## Career

### Piedmont Service (2010 Testing)

In 2010, 1859 City of High Point and 1810 City of Greensboro were used a few times to test the F59PH response and such. They later returned in 2012.

### Debut

1859 made its debut in April of 2012, after a long wait. It is unclear if there is any footage of 1859's christening.

### Piedmont Service (2012 -)

1859 is the fastest F59PH unit, and was once in danger of being sold. Although the locomotive was the newest to debut, being in April 2012, the locomotive is a very common sight. City of High Point and City of Greensboro are often seen paired up.

### 2015 Incident

On November 30, 2015, 1859 City of High Point hit a car that was stalled on the tracks. The car had apparently tried to cross the tracks at the last second, and got stuck. The locomotive's brakes were not activated until after hitting the car.

The locomotive was repaired and returned not long after.
2001 Piedmont Auction

The sold Locomotive during Freight Career (Circa 1994)

**In** ***1999***, the Piedmont had suffered major budget issues and had to deactivate EMD GP40PH-2 1768 City of Charlotte, later auctioning it to Virginia Railway Express.

### Background

During 1999, the and financial issues, and this caused the two new EMD F59PHI locomotives 1797 City of Asheville and 1755 City of Salisbury, which were under construction since 1998, to delay.

Because of that, the Piedmont had to permanently deactivate locomotive 1768 City of Charlotte, in order to repurchase stocks, in fear of being bankrupt.

This locomotive was chosen, as it was the lesser used locomotive, meaning it was less reliable and the locomotive was mostly just towed by its twin locomotive, 1792 City of Raleigh.

### Auctioning

The auctioning began after the locomotive was put up for bidding, although few railways wanted an EMD GP40PH-2. The main competitors were New Jersey Transit and Virginia Railway Express.

During the actioning, VRE had chosen not give up, and put more effort and funds into the event, eventually winning the Auction, and receiving the locomotive.

### Aftermath

The locomotive was towed to Virginia by a Norfolk Southern, and was not immediately changed, until 2003, when testing ended and the locomotive entered service. The locomotive then became VRE v24.

The locomotive was retired and donated to the US Army in 2011.
City of Kannapolis

***NCDOT 1984 City of Kannapolis*** (Debut June 12, 2017) is a EMD F59PH Piedmont train.

1984 was planned to run August 3, 2016, but unknown delays led to the engine finally running successfully on June 12, 2017.

## Appearance

1984 is a EMD F59PH, with N C in front of her in yellow, and under that is a large, white Star. Her front gate is white, her front is mostly blue and her back is white with NORTH CAROLINA written in black. Above her wheels is a red stripe and a yellow stripe above that. All of the F59PH's are identical, except for the number and name.

## Career

### Debut

The locomotive made its first run on June 12, 2017 to begin 2 days of testing which ended on June 14th.

### Piedmont Career (2017- Present)

1984 City of Kannapolis was the first Piedmont to enter service since 1859 City of High Point, which debuted in 2012. Not much else is known about the locomotive, other than it being the first Piedmont locomotive to enter service since 2012.
City of Greensboro

City of Greensboro

***NCDOT*** ***1810*** ***City*** ***of*** ***Greensboro*** (Debut February 23, 2012) is an EMD F59PH Piedmont train.

She and 1869 City of Durham are the most active and appearing Piedmont trains after 1792 City of Raleigh was destroyed in a wreck. She was the 3rd F59PH train to enter service, but is rarely ridden unless used southbound.

## Appearance

1810 is a EMD F59PH, with N C in front of her in yellow, and under that is a large, white Star. Her front gate is white, her front is mostly blue and her back is white with NORTH CAROLINA written in black.

Above her wheels is a red stripe and a yellow stripe above that. All of the F59PH's are identical, except for the number and name.

## Career

### Piedmont Service (2010 Testing)

1810 was rebuilt and was the first actual EMD F59PH engine, followed by City of High Point. The locomotive was used a few times in 2010 and 2011.

The horn on 1810 is reused from former Amtrak FL9 unit 486. The engine was rarely used during testing. The early use and testing was only experimental, and the locomotive did not actually enter service. Instead, the unit debuted in 2012.

### Debut

1810 debuted suddenly in 2012. The christening of the locomotive was not photographed or caught on tape. The debut date is not entirely specific, as 1810 appeared very often during its debut period.

### Piedmont Service (2012 -)

Not much is known about 1810. She was the third F59PH to enter service, following 1893 City of Burlington. She was built in 2010, running several tests with 1859 City of High Point and was used for testing, but didn't enter service until 2012.

This unit is not as popular as the rest, and is likely the least notable (After City of Charlotte) engine. Had City of High Point not entered service afterwards, this unit would have been the last F59PH unit to enter service until 2017, when two new engines, 1984 City of Kannapolis and 1871 Town of Cary entered service.

### 2012 Incident

1810 City of Greensboro was involved in a crash, when lead engine 1893 City of Burlington crashed into a truck trailer carrying limestone. 1810 was attached behind 1893, but survived the crash with minor limestone dust on the locomotive.

1893 was replaced by another engine bearing the same name and number, although that engine did not become christened until 2016.

### 2017 Incident

In February 2017, 1810 City of Greensboro was carelessly maintained and possibly sabotaged by a maintenance worker. While travelling through Carrboro NC, the front plates fell apart, and were blown off the engine by the wind.

Although the engine was believably totaled due to exposed and possibly out of place parts, repairs were successful.
City of Durham

Debut

***NCDOT* *1869* *City* *of Durham*** (Debut November 4, 2011) is an EMD F59PH Piedmont train.

1869 is considered a flagship, similar to 1797 City of Asheville, although the only actual flagship was 1792 City of Raleigh, which wrecked in 2010.

## Appearance

1869 is a EMD F59PH, with N C in front of her in yellow, and under that is a large, white Star. Her front gate is white, her front is mostly blue and her back is white with NORTH CAROLINA written in black. Above her wheels is a red strip and a yellow stripe above that. All of the F59PH's are identical, except for the number and name.

## Career

### Debut

1869 debuted in November 2011, being the first EMD F59PH to debut, although 1810 City of Greensboro and 1859 City of High Point were first to be used.

### Piedmont Service (2011 - Present)

1869 debuted 1 month before 1893 City of Burlington. The locomotife was originally numbered 1866. During this period, 1869 was the fastest EMD F59PH until 2012. 1869's speed record was broken by 1859 City of High Point, during that locomotives debut. 1869 is one of the most common Piemont trains.

While being considered the lead locomotive, 1869 has not been used as much as 1792 and would not be considered eligible, much to the dismay of others. This puts 1810 City of Greensboro as a better candidate for the lead locomotive if anything.
City of Salisbury

***NCDOT 1755 City of Salisbury*** (Debut February 2002) is a EMD F59PHI Piedmont train.

1755, and her twin, 1797 City of Asheville, form the F59PHI Fleet.

## Appearance

1755 is a EMD F59PHI, with N C in front of her in yellow, and under that is a large, white Star. Her front is mostly blue and her back is white with NORTH CAROLINA written in black. Above her wheels is a red strip and a yellow stripe above that. All of the F59PHI's are identical, except for the number and name.

## Career

### Construction and Debut

1755 was under construction in 1998, and the locomotive construction was halted when its twin, 1797 City of Asheville, was purchased.

Construction on the locomotive restarted when deactivated Piedmont 1768 City of Charlotte was sold to Virginia Railway Express, in 2001. The money from the auctioning lead to the construction restarting.

In February 2002, 1755 finally debuted. The engine was often used along with its twin, 1797 and the flagship 1792 City of Raleigh.

### Piedmont Career (2002 - Present)

1755 was used slightly more than its twin. Although the locomotive was new, it was not used more than the Piedmont flagship engine, 1792 City of Raleigh. A possible result was because of the sudden debut and lack of planned use for the locomotive.

### 2005 Crash

On September 24, 2005, 1755 City of Salisbury crashed into a boat trailer, knocking it onto its side, and pushing it for nearly 20 seconds. By that time, the front of the locomotive was seriously damaged, giving it a poor nose restoration.

   Because of this incident, several safety measures were made, including a new engine generator for the brakes, and newer brake upgrades. This was also given to sister locomotive, 1797, but not given to 1792, due to its older and already upgraded features.
Эйми Гарсиа

**Эйми Гарсиа** - американская актриса.

## Биография

Эйми Гарсиа родилась 28 ноября 1978 года в Чикаго, штат Иллинойс в семье мексиканки и выходца из Пуэрто-Рико. В 2000 году она окончила Северо-Западный университет и вскоре активно начала появляться в различных телевизионных шоу, в том числе «Скорая помощь» и «Ангел». В 2002 году она получила свою первую главную роль на телевидении, в ситкоме The WB *Greetings from Tucson*, который был закрыт после одного сезона. В следующем году она снялась в ещё одном ситкоме канала, *All About the Andersons*, также закрытом после одного сезона. В 2006—2007 годах она снималась в ситкоме ABC «Джордж Лопес».

В дополнение к своим телевизионным ролям, Гарсиа появилась в нескольких фильмах, таких как «Хорошая девочка» (2002), «Алиби» (2006) и «Робокоп» (2014). В сезоне 2009—2010 она снялась в ещё одном недолго просуществовавшем сериале, «Травма» на NBC, а затем присоединилась к сериалу Showtime «Декстер», где снималась на регулярной основе с 2011 по 2013 год. В 2015 году она снялась в ситкоме TV Land «Самозванец». В дополнение к этому, Гарсиа имела второстепенные роли в «Без координат» (ABC, 2011) и «Вегас» (CBS, 2012—2013), а также в разные годы была гостем в «C.S.I.: Место преступления», «Сверхъестественное», «Кости» и «Гавайи 5.0». в 2016 начала сниматься в сериале «Люцифер» в роли судмедэксперта Эллы Лопез.
Town of Cary

***NCDOT 1871 Town of Cary*** (Debut July 21, 2017) is an EMD F59PH Piedmont train. It first ran about a month after City of Kannapolis. This will be the final Piedmont train, until further announcement.

## Appearance

1871 is a EMD F59PH, with N C in front of her in yellow, and under that is a large, white Star. Her front gate is white, her front is mostly blue and her back is white with NORTH CAROLINA written in black. Above her wheels is a red strip and a yellow stripe above that. All of the F59PH's are identical, except for the number and name.

## Career

### Debut

The locomotive made its debut on July 21, 2017, about a month after 1984 City of Kannapolis.

### Piedmont Career (2017- Present)

Not much is known about this engine at the time, since it is fairly new. The locomotive is, currently, the newest Piedmont train. Unlike most engines, which have 'City' as the first part of their name, 1871 has 'Town' instead.
Manchukuo/Manchukuo (Historic World War)

### Cities

Harbin (Oil), Hsinking (Goods), Hulunbuir (Rare Materials), Kiamusze (Food), Yingkow (Food)

### Total Provinces

Arxan, Beijangxiang, Botankou, Chaihezhen, Chengteh, Dehui, Guyuanzhen, Huanren, Kingpeng, Liaoyang, Mohe, Mukden, Nenjiang, Qigihar, Qinhuangdao, Quitaihe, Sartu, Shuangyashan, Solun, Sunwu, Tahe, Beizi Temple, Tolunnoerh, Tonghe, Tonghua, Tongliao, Old Barag, Xuguit Qi, Yanbian, Yichun, Yilan

## **Overview**

Manchukuo is a country located in East Asia bordering Japan, the Soviet Union, and Mongolia. Manchukuo starts off weak, but using the right strategies can easily defeat its neighbors and take some of their land.

## **Geography**

### **Neighbors**

There are only three neighbors of Manchukuo, which are:

* **Soviet Union:** The USSR will not be a threat to this country, at least at the beginning, because it doesn't usually invade Asian countries since most of its army is further away in Europe. Also, the only way they can attack you is through their armies in the cities of Vladivostok, Irkutsk, and Alexandrovsk Sakhalinsky without taking significant time to transport troops.

* **Japan:** Your main rival, you must be aware since the first country that Japan invades is almost always either Manchukuo or China, if you can get into their coalition or make an alliance with them, do it.

* **Mongolia:** Like the Soviet Union, Mongolia is not a threat in the early game.

### **Terrain**

Manchukuo's provinces have plains and hills, which the latter boosts militia strength. However, this makes the country vulnerable to a blitzkrieg attack with light tanks, as the flat terrain boosts tanks significantly.

## **Strategies**

Manchukuo is in a unique position where it is better to produce militia units than infantry due to terrain boosts and the fact that militia units start higher level researched than Infantry in this country. You will need to focus on developing militia and artillery, with light tanks, anti air guns, and anti tank guns as support. If Japan starts attacking you early on, prioritize producing artillery so that you do not have to expose your units to damage. If Japan starts going after Nationalist China, you can go on the offensive, or wait until Japan has gone deep into Chinese territory to start your attack. Another way will be to ally with Nationalist China and invade Japan, at the same time advance naval bomber and produce war ships at Yingkow. Tactical and Attack Bomber is a must to annihilate land units far from the frontline. Since Japan only deploy less troops during the early game, naval bomber may help to sink convoys from Japanese main island. Once Japan is moved out from the Chinese mainland and Korean Peninsula, you may play it defensively or invade Japan.
Combat

in Call of War the combat is the biggest part of the game. Everything you do in combat will actually affect the future of your game. Although this is a video game it still has a strong strategic factor in the game, say if you send infantry to fight an armored car well that wouldn’t be a great strategy, send a tank or mechanized infantry.

Provinces: if your country is under attack your industrial zones and air bases are important to defend. In provinces close to the enemy build-up fortifications and in the send either infantry or militia and anti-tank, if your enemy is strong in the air send a couple of anti air guns to defend. Those are the cheaper units if not replace them with tank destroyers, SP anti-air and mechanized infantry. If you are reverse and are attacking air and Artillery that’s the way to go attack strategic points with troops. If you can eliminate defenses or cripple economics you can easily move in with light infantry to capture the zone.

Don't forget: State Based Damage Efficiency! If your enemy has many units stacked up in one area, their damage output would be lowered. Try to keep heavily damaged units away from the battlefield, as units with lower health deals lower damage!
C'mon and Let Play Sport

previous"Tragedy of Dionysus"

## Trivia

* The matches are:
	+ Syesha & Wander vs Chloe & Yevan in Volleyball(Team Meteor wins)
	+ Rin vs Maurissa in Badminton(Team Typhoon wins)
	+ Tafari vs Diego in Basketball(Team Meteor wins)
	+ Carlos vs Jillian in Wresling(Team Typhoon wins)
		- Jillian shove a dirty diaper in Carlos mouth
	+ Eshan vs Danton in Athletics(Team Typhoon wins)
Communist Russia

**Communist Russia** is a nation in Russia in the Europe: Clash of Nations map. It borders the Russian Empire, Estonia, Latvia, Greater Finland, Poland, Ukraine, Karelia, and the Cossack Republic. That means it borders 8 nations! That makes it hard to play sometimes, but if you play it right, it can also make it easier to take lots of provinces.

## Provinces

### Cities

Moscow
Minsk
Leningrad
Kalinin
Yaroslavl

## Strategic Importance

### Neighbors

Russian Empire
Karelia
Latvia
Greater Finland
Estonia
Ukraine
Poland
Cossack Republic
GP Fleet

## GP40 Fleet

1768 City of Charlotte (Left) and 1792 City of Raleigh (Right) in an NC Rail Documentary

### Served as

Freight (1992 - 1995)Passenger (1995 - 2010)

### Retired

1

***The EMD GP40PH-2 Locomotive Fleet*** was a fleet of EMD GP40PH-2, numbered 1792 and 1768. They originally were unique freight locomotives operated by Norfolk Southern and/or CSX from 1992 - 1995. They later were changed to passenger service.

## Careers

### Freight Career (1992 - 1995)

Both locomotives were rebuilds of a freight locomotive. The locomotives that they were built from were scrapped freight engines.

During the rebuilds, they were both given unique North Carolina designs. The only difference was that 1768 was given brown instead of blue.

The Locomotives were not given names at the time, instead, they were given numbers, hinting their future names: 1792, being the incorporation date of Raleigh, where the locomotive was built at, and 1768 being the incorporation of Charlotte, that locomotive's debut area.

It is unknown if these locomotives were christened, although they were both debuted shortly after each other.

The locomotives freight career ended in 1995, after they outlived usefulness to their owners. Their plans for freight changed to passenger.

### Piedmont Service

When the locomotives became passenger units, they were then given their hinted names. 1792 was City of Raleigh, and 1768 was City of Charlotte.

The passenger testing began in May of 1995, starting with City of Raleigh. City of Charlotte was not as good as a passenger train, due to its lack of maintenance. Because of that, 1768 mostly was towed by City of Raleigh, during service.

In 1996, City of Charlotte's original brown paint plate under the cab was changed to blue, just like City of Raleigh, ending that point out difference.

In July, 1997, City of Raleigh, crossing through Efland NC, crashed into a Toyota Camry that crossed the tracks at the last second. This was the first Piedmont incident. City of Raleigh left the scene with minor damage to the front plate, mostly burn damage.

### Deactivation of 1768

In 1999, Piedmont 1768 was permanently deactivated due to budget issues, and since that locomotive was the lesser used, it was more justifiable to deactivate that one instead of 1792.

After deactivation, the funding for the new EMD F59PHI's 1797 City of Asheville and 1755 City of Salisbury had continued. The construction started in 1998, and 1797 later entered service later in 1999,

### Later Years

With one GP40 Locomotive, the Piedmont mostly kept that locomotive as the lead engine, and the use for the GP unit in the Piedmont boomed with NC Railfans. In 2001, the former locomotive 1768 City of Charlotte was auctioned to Virginia Railway Express.

1792 was used much more often, alongside the new EMD F59PHI units.

### Disbanding

On May 13, 2010, 1792 City of Raleigh crashed in Mebane NC after colliding with a lowboy truck. Due to this being the last GP locomotive after the deactivation of 1768 in 1999, the fleet was officially disbanded, further proven by the scrapping of 1792 in 2011.
Free for All

**Free for All** is an event that uses the World at War map. It mainly focuses on the anonymous round feature, where you cannot see the profiles of the other players. Additionally, there is random country selection, no coalitions, and an AI and human player peace period of 1 day. The event has an inactivity period of 2 days and runs at normal speed. It starts immediately after creation.
Battleships

This page concerns the unit of Battleship. Not to be confused with Nuclear Battleships.

* Lvl. 1

## Info

Battleships are a naval unit in the game, having long range capabilities, they are best used in long range attack and troop transport barraging.

They have high hit points and are most effective against other surface ships. They can also provide support fire to land units by bombarding enemy land units or buildings.

They can be vulnerable to submarines if not properly escorted by destroyers. Subs are particularly dangerous to battleships due to battleship's low damage against subs. Aerial attacks made by multiple naval bombers can also be a threat to lower level battleships without the escorts of cruisers.

They can also be named individually to whatever the user desires.

## Strategy

Battleships are the most expensive conventional (excluding nuclear) naval units, making them valuable in naval warfare. They are also quite slow, so always make sure your battleships are escorted by destroyers and cruisers at all times.

For High Commands, it is useful to turn on the Aggressive or Offensive fire mode when maneuvering your battle groups, unless you do not want it to engage in any kind of combat. This is because often times naval units have to travel a long distance to arrive at their destination, and without Aggressive fire mode, your naval units will disregard other contacts even if an enemy units is within range. Meaning that your enemies can be hitting your ships without getting damaged themselves.

## Unit Statistics

**Speed & Range**
 Speed
Militia

* Lvl. 1

Militia is a type of Unarmored Unit in Call of War.

 **Overview**

Militia is the most basic of all the units on Call of War. They are the cheapest and the quickest to produce, making them ideal for taking over empty provinces, but they are the slowest moving unit in the game (excluding Railroad gun). They are most effective in the early game but become less so with the production of more advanced units as the game progresses. Many aggressive warmonger players do not produce militia due to their slow speed and limited strength.

Militia has increased strength in forested, hilly, and mountainous terrain, so use this fact to your advantage.

## **Strategies**

Since Militia are cheap and quick to produce, you can mass them for defensive purposes if you are being invaded and your main units are elsewhere. They are also useful for snatching provinces, as they deal very little damage to the buildings in the province as well as extremely little damage to morale.

Militia also have a few special abilities that make them stand out against Infantry. Militia are stealth units, which means that they are hidden to non-allied players unless they are in combat. They also have a view range of 70.

Militia can be produced and sent to take over empty territories leaving your stronger units ready to attack enemy armies head on. Not good for offensive combat against anything other than defensive Militia. The elite militia is only at level 4, making the militia have a very short research path. The elite militia, once unlocked, can be researched as early as day 14.

Overall, militia, with its slow speed and low offensive value, is most useful for garrison and colonial conquests in 1939 world maps, where the colonies of powers generally have little military power.
Elite Units

**Elite Units** are special max level units unlocked by getting a certain number of blueprints. Each unit has a different number of required blueprints to unlock their elite form. Once an elite unit is unlocked, it can be found as a new research in game, although it is usually researched later in the game. If you haven't fully unlocked an elite unit, this research will be locked and unable to be started unless you get enough blueprints to unlock the unit.

The following units have an Elite form:

* Militia
* Infantry
* Motorized Infantry
* Mechanized Infantry
* Commandos
* Paratroopers
* Armored Cars
* Light Tanks
* Medium Tanks
* Heavy Tanks
* Tank Destroyers
* Artillery
* SP Artillery
* Anti Tank
* Anti Air
* SP Anti Air
* Interceptors
* Tactical Bombers
* Attack Bombers
* Strategic Bombers
* Naval Bombers
* Destroyers
* Submarines
* Cruisers
* Battleships
* Aircraft Carriers
Air Units

Air Units, or Aerial Units, are units that can take to the skies and attack enemy units from above.

## Overview

Air units require an aircraft factory to be produced. All air units have to have a specific place to take off from or else they become an undefended airplane convoy. Only two structures allow air units to take off: the urban aircraft factory, and the non-urban airstrip. Air units generally are weak to naval units, such as battleships, and anti-aircraft guns.

## Units

Interceptors are air units that specialize in taking down other aircraft, but are weak against most land units and naval units. Tactical bombers are good against unarmored units while attack bombers are good against armored units. Strategic bombers specialize in destroying enemy structures and depleting their morale. Naval bombers are strong against naval units. Paratroopers have two phases: unarmored and aerial. The aerial version of the paratroopers are very weak and basically defenseless in the air, especially against interceptors. When they land they are considered an unarmored unit.

### Secret Air Units

Secret air units are units that can fly into the air, but are classified as a secret unit and researched in the secret section of the tech tree. They are explained more in the secret units article.

## Unit List

* Interceptors
* Tactical Bombers
* Attack Bombers
* Strategic Bombers
* Naval Bombers
* Paratroopers

## Aircraft Carriers

Aircraft carriers are a type of naval unit that allow for some, but not all, types of air units to land on it and be transported around the map. Air units can also take off from aircraft carriers. Only interceptors, attack bombers, tactical bombers, and naval bombers can be transported on aircraft carriers.
Patrolling

Patrolling is an action that air units can do in Call of War.

## Overview

Planes can patrol an area. You may send them to patrol anytime, when they are idle or even already flying to attack (except if they are returning from an attack; they'll need to refuel).

When you send a plane to patrol, it will fly to the designated area, and start the patrol. Once it reaches its destination, it will patrol continuously for about an hour before needing to refuel ( refueling in this case is only necessary if changing plane patrol positions or location, and a plane on patrol that hasn't used any attack during said hour doesn't need to refuel after an hour of patrol).

Planes on patrol can see any units in the patrol radius. They will attack any enemy units in this area, once every 15 minutes at 1/4 strength. Direct attacks against enemy aircraft stacks usually incur disproportionate damage - unless the enemy stack is grounded during its actual refueling time, when it is defenseless. Enemy aircraft units which have completed their refueling, but remain on the ground, will defend themselves at full strength.

Ground units's outer view circle can see clearly the plane that are on patrol

## Strategy

An SBDE-efficient stack of five tactical bomber squadrons will usually inflict damage faster on a target unit stack, and incur less damage in return, by using the patrol attack rather than a direct attack. That said, there may be very valid reasons for using a direct attack, including speed in destroying some targets (i.e. one with few hit points), and/or removing your tactical bomber wing from a danger zone as quickly as possible.

The patrol circle you see is the patrol circle for every plane in the stack, there are no variable size rings to keep track of.
Bosnia and Herzegovina

Bosnia and Herzegovina is a small nation in the experimental map Modern Warfare.

## Overview

Bosnia and Herzegovina is a nation available in the Modern Warfare map, which is currently in experimental mode. It's a small 1-city nation with not many units to start with, but if played well it has the chance to become a regional power with plenty of cities and resources.

## Geography

### Location

Bosnia and Herzegovina is situated in the southeast part of Europe. It is a simple 7-province country, with Sarajevo, the capital, being the only city. Neum is the only coastal province, but it's not a city, so you can't produce naval units unti you conquer a port city. Neum is also unique because it allows units to get from the coast to the province center and vice versa, while also allowing units to cross to the Croatian Split and Brašisca provinces.

### Terrain

Most of the country is terrain, but there are 2 forest provinces in the north and west parts of the country. This can be advantageous to players who prefer ambush attacks. There are also not much mountain provinces, so you don't really have to worry about the terrain slowing down your armies.

## Resources

The capital, Sarajevo, produces metal. Rural resource-producing provinces include Mostar (food), Neum (goods), and Višegrad (oil).

## Army

### Units

Bosnia and Herzegovina starts out with 7 units.

## Strategy

Most of the ex-Yugoslav countries don't start out with many cities or resources, and all of them except Croatia have 2 cities or less. You might want to go for Serbia and Montenegro to get your hands on the goods, oil and rare material cities (1 of each). Montenegro is really easy to conquer, but taking out Serbia could be a difficult task, since they start with more units than you do. But once you do so, you should be able to sit back and build up your army for a little while. Potential next targets include Bulgaria, Albania and Macedonia.

You'll need allies to survive, as countries like Germany, Italy or Turkey could attack you at any given time. Try making friends with Greece, Croatia or Romania for the time being.

## Gallery

Random picture here.pngHere you can add a bunch of random pictures, like a picture of the country at the start, a picture of the country fighting with its neighbors, stuff like that.
Poland/Poland (Europe: Clash of Nations)

**Poland** is a nation in Central Europe in the Europe: Clash of Nations gamemode. It uses the Allied doctrine and borders several countries. These include Germany, Lithuania, Ukraine, Communist Russia, Greater Romania, Latvia, and Czechoslovakia.

## Provinces

### Cities

Warsaw
Danzig
Vilnius
Lvov
Cracow

## Strategic Importance

### Neighbors

Germany
Lithuania
Czechoslovakia
Ukraine
Greater Romania
Communist Russia
Latvia
Operational Strategy tactics

Operational Strategy tactics is a list of viable tactics that can be implemented in the game as the player. While some are situational, others are nullified or nonviable for several playable nations.

## Fabian Strategy

The Fabian strategy is a military strategy where pitched battles and frontal assaults are avoided in favor of wearing down an opponent through a war of attrition and indirection. While avoiding decisive battles, the side employing this strategy harasses its enemy through skirmishes to cause attrition, disrupt supply and affect morale.

In other words, the player will ignore direct confrontation with the main invading force and take the enemy's provinces. This can result in either force being quelled by the defender, continuous destruction of both side's homeland or paralyzation of one side's offensive in favor of wiping out the infiltrating forces.

This strategy is more of the destruction of one's country than the defense, though it can act as one. It works effectively if the player is implementing this strategy while having a large amount of non-core provinces separating the enemy. It can also work if the territories the country holds are less of value than the territories it captures.

The main downside of this strategy is that the enemy will take a provinces of yours away, as his forces aren't defeated. The enemy could also have rapidly mobilized garrison to delay or even halt this strategy. It also requires constant time attention if the area has a short province distances (such as the Balkans in Historic World War) and low rewards with larger provinces (such as East Russia)

## Blitzkrieg

The Blitzkrieg is a strategy where you use high speed and high health units to lead a quick breakthrough of the enemy lines, causing rapid resource reduction and the inability to repair damaged buildings.

As the front units you can use heavy tanks or medium tanks, and to mop up any resistance you could bring tons of infantry.
Paratroopers

* Lvl. 1

Paratroopers are a land and air unit in Call of War 1942. They are constructed as a plane, and used as infantry when dropped in enemy territory.

## **Overview**

Paratroopers are an infantry unit that can be researched from day 6. Paratroopers have the speed of both Infantry and Tactical Bombers, making them a very versatile unit. The main role of the Paratroopers is to drop behind enemy lines, allowing you to drop infantry from the sky far from the front. Once a Paratrooper has been spawned from the plane, it requires 18 hours waiting time before it can be moved.

## **Strategies**

Truthfully Paratroopers is a very unique and situational unit, firstly it is expensive and not very efficient in capturing multiple territories at a good rate. It is more an ambushing type of unit, as it is the strongest when the enemy lets their guard down, its favorable targets being unguarded core or non-core provinces.

The Paratrooper is the fastest unit which can immediately capture and reach an enemy territory with the intention of capturing it airborne, unlike the other planes, wherein it could only damage ground units and could not immediately capture the enemy territory.

Once a Paratrooper has reached it destination, a troop would descend to the ground and it would engage in combat with the enemy. The troop which descended from the ground will never become an airplane again, specifically it would remain as a land unit permanently.

The Paratrooper unit can be easily shot down by any aerial unit even the weakest against other aircraft which is Strategic Bomber. The Paratrooper aerial speed improves when upgraded, but their defensive and offensive stats on air remain the same. Upgrading the Paratroopers is a must, as this would improve the offensive capability of the land troop which would descend.

If the enemy territory has aerial units it is greatly advised to have escorts or simply retreat when capturing such an enemy territory.

## **Unit Attributes**

### **Unit Speed**

#### Air Variant

 Speed on Sea
 Speed in Air
Armored Car

video

* Lvl. 1
* Lvl. 2
* Lvl. 3

## Stats

In Call of War, the Armored Car is a versatile unit, which is classified under the "Armor" section of the unit building tab.

## Types

Allied:

Armored Car 1 - King Armored Car

Armored Car 2 - M3 Scout Car

Armored Car 3 - Daimler Dingo

Armored Car 4 - M8 Greyhound

Armored Car 5 - M38 Wolfhound

Axis:

Armored Car 1 - SD. KFZ 13

Armored Car 2 - SD. KFZ 221

Armored Car 3 - SD. KFZ 231

Armored Car 4 - SD. KFZ 234/2

Armored Car 5 - SD. KFZ 234/4

Soviet:

Armored Car 1 - BA-6

Armored Car 2 - BA-20

Armored Car 3 - BA-10

Armored Car 4 - BA-64

Armored Car 5 - BA-11

Asian:

Armored Car 1 - Type 87 Dowa

Armored Car 2 - Chiyoda

Armored Car 3 - Type 92 Jyu-Sokosha

Armored Car 4 - Type 93 Kokusan

Armored Car 5 - Sumida M.2593
Fortifications

*Not to be confused with Bunkers.*

Fortifications Icon

## Overview

**Fortifications** are defenses built in provinces (non-urban)\* to repel an assault

Fortifications are somewhat cheap to build and provide defense and morale bonuses to the province.

They may be useful to build in border provinces, however, they take a day to build, so be aware and build them before it's too late.

To use fortifications your units must be in the city itself. If they are stationed in any other place of the province there won't be any bonus.

When you reach level 3 fortifications the enemy can't see the troops you have fortified. This may be useful to bluff or to surprise your enemy.

## Building

Fortifications take 1 day to build and the same resources at all levels.

\*1.5 Update information (may change or vary)
Total Drama Takedown Mayhem Season 1

## Contestants

ChelbyChelseaShayLovelyEshanDantonCarlosSyeshaDiegoChloeJillianMaurissaRinYevanVanderTafari

## Teams

* Team Typhoon
* Team Meteor

## Episodes

 I Need a Doctor(Bring me to life)

* Miss Sympathy
* No Princess Allowed Here
* Mon Fol Amour,Not
* Baby,I'm lock you in my cage(Like an Animal)
* Die Another Day(Part 1)
* Die Another Day(Part 2)
* Multilaction
Doctrines

**Doctrines** are a feature that all nations start off with and keep the entire time that dictate different stats of units.

## Overview

There are four types of Doctrines: Axis, Allies, Comintern, and Pan-Asian. Each doctrine has its own pros and cons, which we will get into on this page. Make sure to keep an eye out for doctrines when playing as different nations to determine your actions.

## Axis Doctrine

The Axis doctrine focuses on power. It has increased unit damage and increased unit hitpoints. However, since units are a lot heavier and stronger, Axis doctrine units have an increased unit cost.

## Allied Doctrine

The Allied doctrine focuses on optimization. It features a decrease in unit production time, unit research time, and unit upgrade time. However it also has a decrease in unit speed.

## Comintern Doctrine

The Comintern doctrine focuses on quantity. It features a decrease in unit costs and unit upkeep costs but reduces unit damage.

## Pan-Asian Doctrine

The Pan-Asian doctrine focuses on surprise. It gives units an increased speed, view range, and terrain bonus. However it also decreases unit hitpoints.
Ma Clique

The Flag of Ma-Clique

## Overview

Ma Clique is a playable nation in Call of War, playable on the World at War and Pacific Conquest maps. It has a very unique position of being doubly landlocked, one of the two only playable nations in the game with this feature.

## Geography

The warlord has a country with a mix of terrain, varying from mountains to forests to plains. As such, no such unit is going to do well in its terrain, unlike other nations that have very little terrain variety. One problem with the nation is status of being doubly landlocked. Another problem is that the most valuable provinces and the capital are close to the north at the border with Mongolia, allying the country is recommended(or you can just invade them). Sichuan is another nation that needs to be kept under a watchful eye. In case of an attack, artillery is a good unit to have.

## Strategy

Join a Chinese coalition ASAP, bonus points for one of your neighbors being in it. Try to make friends with at least two of your neighbors, then attack one that looks like it might go AI.

More info to be added
Canada/Canada (Blitzkrieg)

Canada is an AI nation in the 1939 Blitzkrieg scenario. It is a 2-city AI country, with 20 victory points. Canada uses the Allied doctrine and starts with a decent military.

## Provinces

### Cities

Ottawa
Toronto

## Overview

Canada is a 2-city AI nation in the 1939 Blitzkrieg scenario. It is the only country in all of Call of War (and only on this map) to have victory points in a non-urban province. Canada starts out with several Level 2 Infantry, a few tanks, and some Level 2 ordinance. Its air units include a few Level 2 interceptors, a Level 1 Tactical Bomber, and a Naval Bomber. Its starting naval units include destroyers, submarines, and a cruiser.

## Trivia

* Canada is one of 4 2-city AI nations on this map, the others being Denmark, Poland and Greece.
* In the CoW Classic version of this map, the capital, Ottawa, was not an urban province, so when the map was upgraded to 1.5, Montreal (a non-urban province) kept the victory points and Ottawa has none. This is a unique case not found in any other maps.
* In total, Canada starts with 14 provinces. There is at least 1 production site of every resource.
Northwest Territories

## Overview

The Northwest Territories is a nation located in Northern Canada, and is one of the northernmost playable countries, along with Alaska. It only appears in America: Homefront and has mostly plains with forest and hills covering the country.

## Provinces

### Cities

Yellowknife
Inuvik
Fort Simpson

## Strategic Importance

### Neighbors

Yukon
Nunavut
Fort Smith
Alberta
East British Columbia

## Strategy

### Diplomacy

It is a good idea to ally with someone nearby. Alaska and Alberta are preferred since they're both close.

Attacking Yukon, Nunavut, and Fort Smith, nearby AI countries, is a good idea to gain lots of land.
Japan/Japan (Historic World War)

## Japan

Flag of Japan

**Japan** is a major power in the Historic World War map. It is probably the strongest power in Asia (or at least countries that are based there; the Soviet Union is more of a European power, as most of its cities are there). It is stronger than China, Manchukuo, and it even has more units than the USA on Day 1.

## Overview

Japan's status as a major country means that it is usually chosen very quickly, however, if you are quick enough, you can get it. Japan starts with 18 cities, although 9 of them aren't core cities, meaning that production will be slower.

## Strategies

Immediately begin to upgrade your oil and metal production, you will soon lack these. Next, invade Nationalist China and Communist China. If you do not soon, you will get "outproduced", meaning you are no longer the dominant power. From then on, either take down Tibet, Xinjiang, Manchukuo, or Mongolia. You can also expand south taking the Dutch East Indies and French Indochina. As for your diplomacy, do NOT make friends with China. Instead, ally with the USA, Soviet Union, France, the UK, or Germany.
Heavy Tanks

* Lvl. 1

## **Overview**

The heavy tank is a mobile fortress, while lacking in speed it makes up for with outstanding defense and firepower. The heavy tank plays a defensive and supportive role on the battlefield.

## **In-game Description**

Heavy tanks are mobile fortresses which are slow but compensate for this with enormous firepower. They are best suited to enforce breakthroughs or to defend key positions the map.

## **Strategies**

The heavy tank functions like a mobile fortress, it's plentiful in armour and firepower but it lacks in the speed department. Due to its crippling speed its best placed with AA or SPAA to protect it from air attacks.

The heavy tank functions best as a defender coupled with fortifications, artillery, and AA, due to its extraordinary defense and attack.

This unit however gets severely crippled on mountainous and city terrain and suffers a 25% and 50% loss in strength respectively.

Likewise its a plus to keep these units on plains or forest where it gets a 50% and 0% gain in strength receptively.

It is also convenient to use heavy tanks for defence on important border posts,which gives you defence while you can attack at another border
Capitol

The **Capitol** is a structure that can be built only in urban provinces that are not your capital. When it is finished it does not show up on the building list of the province but instead appears visually on the map and other menus as your capital. The capital province gets a boost of +10% morale when the capital stands. If the capital is lost your entire nation will drastically lose morale, so it is important to protect your capital from invasion. There can only be one capital per country but the capitol can be constructed in another city than the one it is currently in. It takes 12 hours to build the capitol building and uses 1000 food, 1000 goods, 500 metal, and 2500 money.