Units

## **Overview**

Units are the main feature of Call of War 1942. You need them to conquer enemy provinces and to defend your country. First you have to unlock them using research. They can be produced in your provinces and cost resources. They also need specific types of buildings in order to be produced, and all of them take a certain amount of time. You can only produce one unit at a time in a single province.

Units move only on the roads and sea routes shown on the map. Land and air units turn into transport ships when moving by sea. Ships and submarines move only by sea. Air units can fly from one aircraft factory or airstrip to another, but if the destination is out of its range, the air unit will become an airplane convoy and move by land.

Each faction has different unit designs and types as well as their own individual research trees, called doctrines.

## Unit Actions

Every unit has multiple helpful actions it can take.

### Moving

*Main article: Movement*

To move a unit, click on it and drag to the place you want it to go, or click on it, select *move* and then select the part of the province you want it to move to. You can also do this to move to and capture enemy provinces. Additionally, you can select the *add target* button to add multiple places for your units to move to.

### Attacking

*Main article: Combat*

Another action that units can take is the attack action, which allows you to select an enemy unit or province and send your units to attack it, which will put units into combat and deal damage to buildings in the province before capturing it (if there are no enemy units guarding the province).

### Upgrading

*Main article: Upgrading*

Upgrading is another action that units can take to improve their stats and abilities. If you have researched a higher level of a unit, the *upgrade* action will be available for use. Taking this action will take time and resources, but eventually your units will be upgraded to a higher level.

### Forced March

*Main article: Forced March*

The forced march action is an action that a unit can take to speed up its movement speed at the cost of 5% health per hour of forced march.

### Splitting

*Main article: Splitting*

Splitting is a simple but helpful action that allows you to take specific units out of unit stacks for use elsewhere. This allows you to take apart large stacks that you form to send them to do separate things across your territory.

### Delaying

*Main article: Delaying*

Delaying is a useful action that you can use to delay the unit's time of arrival to a location after it moves. This can allow you to wait for reinforcements or sync up arrival times with another unit.

### Canceling

The cancel action is a simple action that allows you to cancel everything a unit is currently doing.

## **Unit List**

### **Ordinance Units**

*Main article: Ordinance Units*

* Anti Tank
* Artillery
* SP Artillery
* Anti Air
* SP Anti Air

### **Armored Units**

*Main article: Armored Units*

* Armored Car
* Light Tank
* Medium Tank
* Heavy Tank
* Tank Destroyer

### **Air Units**

*Main article: Air Units*

* Interceptor
* Tactical Bomber
* Attack Bomber
* Strategic Bomber
* Naval Bomber

### **Naval Units**

*Main article: Naval Units*

* Destroyer
* Submarine
* Cruiser
* Battleship
* Aircraft Carriers
* Transport Ship (Starts Researched)

### **Secret Units**

*Main article: Secret Units*

* Rocket Artillery
* SP Rocket Artillery
* Railroad Gun
* Flying Bomb
* Rocket
* Rocket Fighter
* Nuclear Bomber
* Nuclear Rocket

### **Former Units**

*Main article: Former Units*

* Nuclear Battleship (Removed in 1.5)
* Nuclear Submarine (Removed in 1.5)
* Nuclear Carrier (Removed in 1.5)

## Fire Modes

### Brief Overview

One of the Perks of High Command, is that it is also possible to determine Fire Stance of ranged units (units that can attack from a distance). You can order them to not attack any enemy units until specifically ordered to, attack enemies, but follow other orders, etc.

### Hold Fire

Marked by a blue icon, with this mode activated, ranged units will NOT AT ALL bombard enemy units, unless you have SPECIFICALLY ORDERED them to bombard a specific enemy force. This stance is quite passive, it can help prevent the making of more enemies, but can unintentionally allow the already existing enemy to cover more ground in an attack.

### Return Fire

Marked by a green Target Icon, if a ranged unit operates under this stance, they WILL bombard enemy forces, only if said enemy forces bombard first, otherwise they will not bombard enemy forces even if they are in range. It is mostly passive, but it may still be able to react to an enemy attack, making it a little harder for the enemy to take the province.

### Fire at Will

Marked by a White Icon in the Black background, this is the default behavior of all ranged units. If there are no prior orders to the ranged units of moving forward, or retreating back, then immediately the unit will start bombarding any enemy units in range. Otherwise, if there are any prior orders, then the units will not bombard the enemy.

### Offensive

Marked by an Orange Icon, this is perhaps the safest (sometimes) course of action for ranged units, any enemy units that come into range will be bombarded, regardless of orders given before or after the bombardment began, and should the enemy units pull back from the strike range, the striking unit will pursue the retreating unit until the latter or the former is destroyed.

### Aggressive

This is the fastest accidental way to make a ton of new enemies, if you are up to the challenge. Marked by a red icon, your ranged units will bombard units of ALL countries that do not have either Right of Way or Share map relations till the destruction of either one of the two battling forces. Under this stance, any poor soul that wanders too close to your units is immediately going to be subjected to merciless bombardment and the start of another unnecessary war.