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The Units in Conflict of Nations: Modern War are the foundational building blocks of your [[Military]] campaign. You will begin each game with a contingent of early modern units placed strategically on your selected Homeland nation; the selection of which is entirely dependent upon your nation’s military doctrine, resources, and terrain.
 
 
Each unit is individually named and consists of a division of troops. Units are located on the map with identifying icons, and individual units can, and should, be stacked along with other units in order to amplify their military strength. A solid, early game attacking unit stack might include 2 motorized infantry with a towed artillery unit. This stack should provide ample strength in attacking a moderately defended city.
 
 
Beginning your game with Tier 1 Technology from the early-modern period of the 1980’s and early 90’s, subsequent research will allow you to build and mobilize units from the mid-modern period of the 2000’s (Tier 2), and lastly, with ultra modern units (Tier 3)- from last week in some cases. 
 
 
There are several types of units, each fit for a role and several situations : Infantry, Armored, Support, Helicopters, Fighters, Heavies, Naval, Submarines, Missiles.
 
 
 
__TOC__
 
__TOC__
  
 +
<h2>Overview</h2>
 +
<div>
 +
[[File:Soldierportrait.png|thumb|link=|230px|right]]
 +
Units in CON are the building blocks of your military campaign. You begin each campaign with a number of units, placed strategically across your [[Provinces #Homeland City|homeland cities]]. In order to mobilize units, you have to [[Research|research]] the required technologies and construct the prerequisite buildings in your [[Provinces #Cities|cities]].
 +
<br><br>
 +
Units can be stacked to amplify their strength. Just be aware that stacking too many units will incur a [[Combat #Army Stacking Penalties|stacking penalty]]. Different unit types such as air, sea, and land, have different stacking limits. Experiment with different combinations that suit your style of combat.
 +
</div>
  
==Infantry==
+
<h2>Basic Unit Stats</h2>
 
+
<div>
===[[Motorised Infantry]]===
+
When you select a unit stack, the [[User Interface #E - Army bar/Province bar|Army Bar]] will display real time stats that are essential to your strategic planning.  
A basic infantry unit, mobile and stronger in defense.
+
<br><br>
 
+
The <b>Unit Stats</b> section includes:
===[[Mechanized Infantry]]===
+
<table id="coalitionTable" align = "left" style="width: 70%;">   
A Mobile infantry that supports armored troops and stronger in several terrains.
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<tr>
 
+
    <th style="width: 30%;">Attribute Label</th>
===[[Naval Infantry]]===
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    <th style="width: 70%;">Description</th>
An Highly trained infantry that can disembark everywhere and is very good in city assaults.
+
</tr>
 
+
<tr>
===[[Airmobile Infantry]]===
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<td style="width: 30%;">Estimated Strength</td>
An Highly Mobile shocktroopers that can heli-assault positions and attack with helicopters.
+
<td style="width: 70%; text-align: left;">Unit stack's total Attack and Defence Rating, modified by current [[Provinces #Terrain|terrain]].</td>
 
+
</tr>
===[[Special Forces]]===
+
<tr>
An Elite Infantry that uses its training in hard terrain and stealth to prepare ambushes and surprise attacks.
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<td style="width: 30%;">Unit Speed</td>
 
+
<td style="width: 70%; text-align: left;">Movement speed, modified by [[Provinces #Terrain|terrain]].</td>
===[[National Guard]]===
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</tr>
A Cheap Militia infantry that can be mobilised quickly and provide support to regular troops.
+
<tr>
 
+
<td style="width: 30%;">Efficiency</td>
==Armored==
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<td style="width: 70%; text-align: left;">If your stack size is within the stacking limit, efficiency will be at 100%. Once your stack size gets too big, it incurs a [[Combat #Army Stacking Penalties|stacking penalty]] that gets progressively worse.</td>
 
+
</tr>
===[[Combat Recon Vehicle]]===
+
</table>
An Infantry Fighting Vehicle with Recon bonus, specialised in killing infantry.
+
<div style="display: block; clear: both;">
 
+
The <b>Activity</b> section of the [[User Interface #E - Army bar/Province bar|Army Bar]] displays:
===[[Amphibious Combat Vehicle]]===
+
</div>
The naval version of the Combat Recon Vehicle, able to disembark everywhere.
+
<table id="coalitionTable" align = "left" style="width: 70%;">   
 
+
<tr>
===[[Main Battle Tank]]===
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    <th style="width: 30%;">Attribute Label</th>
A devastating unit, against infantry and armored units, able to take a huge beating.
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    <th style="width: 70%;">Description</th>
 
+
</tr>
===[[Tank Destroyer]]===
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<tr>
An armored vehicle dedicated to kill other armored vehicles. Deadly in city defense.
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<td style="width: 30%;">Current Position</td>
 
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<td style="width: 70%; text-align: left;">The province your unit is currently stationed in.</td>
==Support==
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</tr>
 
+
<tr>
===[[Towed Artillery]]===
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<td style="width: 30%;">Destination</td>
A Cheap low-range artillery dealing more anti-infantry damages.
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<td style="width: 70%; text-align: left;">Unit's final destination while moving (the final waypoint destination, in the case the unit has several waypoints).</td>
 
+
</tr>
===[[Mobile Artillery]]===
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<tr>
A Mobile medium-range artillery that can take a beating.
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<td style="width: 30%;">Travel Time</td>
 
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<td style="width: 70%; text-align: left;">Unit's travel in approximated in-game time to final destination.</td>
===[[Multiple Rocket Launcher]]===
+
</tr>
A Mobile long-range artillery dealing more anti-armored damages.
+
<tr>
 
+
<td style="width: 30%;">Arrival Time</td>
===[[Mobile Anti-air vehicle]]===
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<td style="width: 70%; text-align: left;">Unit's arrival  in approximated in-game time at final destination.</td>
A Mobile low-range anti-air support, specialised in anti-helicopter warfare.
+
</tr>
 
+
</table>
===[[Mobile SAM Launcher]]===
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</div>
A Mobile mid-range anti-air support, specialised in anti-aircraft warfare.
 
 
 
===[[Theatre Defense System]]===
 
An High-tech long-range anti-air support, specialised in anti-missiles warfare.
 
 
 
===[[Mobile Radar]]===
 
A Ground-based Radar, able to see most ground units.
 
 
 
==Helicopters==
 
 
 
===[[Helicopter Gunship]]===
 
An helicopter specialised in anti-infantry warfare.
 
 
 
===[[Attack Helicopter]]===
 
An helicopter specialised in anti-armored warfare.
 
 
 
===[[ASW Helicopter]]===
 
An helicopter specialised in anti-submarine warfare.
 
 
 
==Fighters==
 
 
 
===[[Air Superiority Fighter]]===
 
An quick anti-air aircraft.
 
 
 
===[[Naval Air Superiority Fighter]]===
 
An quick anti-air aircraft, able to take off from carriers.
 
 
 
===[[Stealth Air Superiority Fighter]]===
 
An High-tech offensive anti-air aircraft, using stealth technology.
 
 
 
===[[Strike Fighter]]===
 
An anti-ground attack aircraft.
 
 
 
===[[Naval Strike Fighter]]===
 
An anti-ground attack able to take off from carriers, with added loadout for anti-surface warfare.
 
 
 
===[[Stealth Strike Fighter]]===
 
An High-tech multirole fighter, using stealth technology.
 
 
 
===[[UAV]]===
 
Unmanned drones that can do reco, and later ground strikes.
 
 
 
==Heavies==
 
 
 
===[[Naval Patrol Aircraft]]===
 
An aircraft dedicated to anti-submarine warfare.
 
 
 
===[[AWACS]]===
 
A Flying long-range radar platform.
 
 
 
===[[Naval AWACS]]===
 
A Flying long-range radar platform able to take off from carriers.
 
 
 
===[[Heavy Bomber]]===
 
An long-range heavy aircraft able to launch several missiles and destroy infrastructures.
 
 
 
===[[Stealth Bomber]]===
 
An High-tech long-range bomber, using stealth technology.
 
 
 
==Naval==
 
 
 
===[[Corvette]]===
 
A cheap fighting ship, strong in coast defense.
 
 
 
===[[Frigate]]===
 
A multirole ship, with anti-air and anti-missile capacities.
 
 
 
===[[Destroyer]]===
 
A ship dedicated to carrier escort and anti-submarine warfare.
 
 
 
===[[Cruiser]]===
 
A very strong ship specialised in fighting other surface ships.
 
 
 
===[[Carrier]]===
 
A weak ship that can launch helicopters and naval aircrafts.
 
 
 
==Submarines==
 
  
===[[Attack submarine]]===
+
<h3>Combat Properties</h3>
A Stealth Submarine dedicated to anti-surface warfare.
+
<div>
 +
Click on the unit's icon in the [[User Interface #E - Army bar/Province bar|Army Bar]] to open the [[User Interface #Unit Info Panel|Unit Info Panel]]. The Combat Properties section displays attributes that are relative to <b>damage types</b>:
 +
<table id="coalitionTable" align = "left" style="width: 70%;">   
 +
<tr>
 +
    <th style="width: 30%;">Attribute Label</th>
 +
    <th style="width: 70%;">Description</th>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Attack Rating</td>
 +
<td style="width: 70%; text-align: left;">Unit's unmodified attack rating. An estimation of a unit's strength when attacking. <span class="emphasis">
 +
<br>This is NOT a flat damage value</span>.</td>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Defense Rating</td>
 +
<td style="width: 70%; text-align: left;">Unit's unmodified defense rating. An estimation of a unit's strength when defending. <span class="emphasis">
 +
<br>This is NOT a flat damage value</span>.</td>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Range</td>
 +
<td style="width: 70%; text-align: left;">Combat range at which the unit can engage.</td>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Radar Range</td>
 +
<td style="width: 70%; text-align: left;">Contacts that enter this unit's radar range, hostile or neutral, are displayed as radar contacts. Only high level info is revealed: Land units are shown as grey blips, airborne units as green blips, naval units as blue blips.</td>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Sight Range</td>
 +
<td style="width: 70%; text-align: left;">Range at which this unit can visually detect hostile entities (but not their stack size). See [[Field of View #Sight Range|Sight Range]] for more details.</td>
 +
</tr>
 +
</table>
 +
</div>
  
===[[Ballistic Submarine]]===
+
<h3>Terrain Information</h3>
A Stealth Submarine able to launch ballistic missiles.
+
<div>
 +
Click on the unit's icon in the [[User Interface #E - Army bar/Province bar|Army Bar]] to open the [[User Interface #Unit Info Panel|Unit Info Panel]]. The Terrain Information section displays attributes that [[Combat #Terrain Modifiers|change based on terrain type]].
  
 +
<table id="coalitionTable" align = "left" style="width: 70%;">   
 +
<tr>
 +
    <th style="width: 30%;">Attribute Label</th>
 +
    <th style="width: 70%;">Description</th>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Attack Mod.</td>
 +
<td style="width: 70%; text-align: left;">Attack modifier applied to unit's [[#Combat Properties|Attack Rating]].</td>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Defence Mod.</td>
 +
<td style="width: 70%; text-align: left;">Defence modifier applied to unit's [[#Combat Properties|Defence Rating]].</td>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Speed Val.</td>
 +
<td style="width: 70%; text-align: left;">Unit's movement speed. A value of "1" indicates that the unit moves at normal speed, i.e. 100%.</td>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Hit Points</td>
 +
<td style="width: 70%; text-align: left;">Unit's health on specified terrain.</td>
 +
</tr>
 +
<tr>
 +
<td style="width: 30%;">Sight Range</td>
 +
<td style="width: 70%; text-align: left;">Range at which this unit can visually detect hostile entities (but not their stack size). See [[Field of View #Sight Range|Sight Range]] for more details.</td>
 +
</tr>
 +
</table>
 +
</div>
 +
<h2> Unit Types </h2>
 +
<h3> Infantry </h3>
 +
<div>
 +
[[Infantry | Infantry Units]] are your boots on the ground which will serve as a foundation to the composition of your army. Each branch of Infantry research gives you dedicated abilities and strategies which are required to play them. Will you start with [[Airmobile_Infantry | Airmobile Infantry]] with the intention to cover great distances? Or will you focus on [[Mechanized_Infantry | Mechanized Infantry]] to reach the last Tier as fast as possible?
 +
<br>[[Infantry | More Info]]
 +
</div>
  
==Missiles==
+
<h3> Armored</h3>
 +
<div>
 +
To accompany your Infantry, [[Armored | Armored Units]] are a solid choice to add heavier weapons or transport convoys. [[Amphibious_Combat_Vehicle | Amphibious Combat Vehicles]] will be a perfect accompaniment if you have already invested in Marine Infantry. Otherwise, you can opt for [[Tank_Destroyer | Tank Destroyers]] in anticipation of the Russians heavy-hitting Main Battle Tanks.
 +
<br>[[Armored | More Info]]
 +
</div>
  
===[[Conventional Warhead]]===
+
<h3> Support</h3>
A conventional explosive warhead, suited for armored target.
+
<div>
 +
Support Units will assist you in your skirmishes and defenses, be it land, sea or air. These unit types are setup for ground strategies, but they can reach out into shallow waters or shoot down missiles from the air, depending on the unit and it's equipment.
 +
<br>[[Support | More Info]]
 +
</div>
  
===[[Chemical Warhead]]===
+
<h3> Helicopters</h3>
An unconventional chemical warhead, suited for civilians populations and infantry targets.
+
<div>
 +
These air units fly at low altitude (sometimes using Nap-of-the-Earth to avoid detection), giving great potential for damage to Armored and Soft targets, but also making themselves vulnerable in doing so. Flexible in their tactical approach, Helicopters will make a great addition to your force in case of rapid dispatch and interventions needed, or even to simply scout and fly under radar detection of SAM's or TDS's.
 +
<br>[[Helicopters | More Info]]
 +
</div>
  
===[[Nuclear Warhead]]===
+
<h3> Fighters</h3>
An unconventional nuclear warhead, suited for annihilation.
+
<div>
 +
Fighters will become the foundation of your airforce, and will wreak havoc if left to their own demise. Agile and deadly is the name of the game here. Will you research the Strike Fighter path and use Support Unit types for Air Defenses? Or will you split your precious resources and time into Strike Fighters and Air Superiority Fighters?
 +
<br>[[Fighters | More Info]]
 +
</div>
  
===[[Cruise Missile]]===
+
<h3> Heavies </h3>
An low-range low-hp flying missile, delivered by aircrafts, submarines, and launchers.
+
<div>
 +
Heavy units will bring serious damage to whatever is found beneath them, be it Units or Cities, Land or Sea. You can tell that they left their mark by looking at the damage to Morale.
 +
<br>[[Heavies | More Info]]
 +
</div>
  
===[[Ballistic Missile]]===
+
<h3> Naval</h3>
An mid-range ballistic missile, delivered by ballistic submarines and ballistic launchers.
+
<div>
 +
Interested in amassing a military presence in the sea? Naval units will be the workforce in achieving naval dominance. You can use them for bombarding sea-side Cities/Units, Transport Convoys, or to protect your own. These units are a-must in the commanders strategic repertoire.
 +
<br>[[Naval | More Info]]
 +
</div>
  
===[[ICBM]]===
+
<h3> Submarines </h3>
An intercontinental nuclear missile, delivered by ICBM launcher.
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<div>
 +
A great choice of Unit to launch Missiles, Defend your cities from Offensive Navy, or Lie in the deep see for recon and counterattacks. Armed with Sonar, Stealth & Stealth Reveal, these units are a fine addition to your Naval forces.
 +
<br> [[Submarines|More Info]]
 +
</div>
  
===[[Cruise Missile Launcher]]===
+
<h3> Missiles </h3>
A Ground launcher for cruise missiles.
+
<div>
 +
Choose your Warhead (Nuke, Chemical, or Conventional), Choose your Missile (ICBM, Ballistic, Cruise) and you're good to go. The greatest risk posed by these units types is that of your targets health and resources.
 +
Guaranteed to leave a smile on your face. Your opponent, not so much.
 +
<br>[[Missiles | More Info]]
 +
</div>
  
===[[Ballistic Missile Launcher]]===
+
<h3> Officers</h3>
A Ground launcher for Ballistic missiles.
+
<div>
 +
Officers are special units which provide bonuses and benefits to other units in the same stack (including self). There is an officer for each unit type, and a maximum of one active officer per type is allowed at one time; if the officer dies, he can be re-mobilized. These units can be a deciding factor in the outcome of your expected combat, so be sure to use them wisely!
 +
<br>[[Officers | More Info]]
 +
</div>
  
===[[ICBM Launcher]]===
+
<h3> Deployables</h3>
A Ground Launcher for ICBMs.
+
<div>
 +
Deployables are unmanned units providing support to a variety of roles and scenarios including (but not limited to) combat support, reconnaissance & infiltration. These units provide a flexible toolset to give you tacitcal manouverability.
 +
<br>[[Deployables| More Info]]

Latest revision as of 01:41, 4 May 2021

Overview

Soldierportrait.png

Units in CON are the building blocks of your military campaign. You begin each campaign with a number of units, placed strategically across your homeland cities. In order to mobilize units, you have to research the required technologies and construct the prerequisite buildings in your cities.

Units can be stacked to amplify their strength. Just be aware that stacking too many units will incur a stacking penalty. Different unit types such as air, sea, and land, have different stacking limits. Experiment with different combinations that suit your style of combat.

Basic Unit Stats

When you select a unit stack, the Army Bar will display real time stats that are essential to your strategic planning.

The Unit Stats section includes:

Attribute Label Description
Estimated Strength Unit stack's total Attack and Defence Rating, modified by current terrain.
Unit Speed Movement speed, modified by terrain.
Efficiency If your stack size is within the stacking limit, efficiency will be at 100%. Once your stack size gets too big, it incurs a stacking penalty that gets progressively worse.

The Activity section of the Army Bar displays:

Attribute Label Description
Current Position The province your unit is currently stationed in.
Destination Unit's final destination while moving (the final waypoint destination, in the case the unit has several waypoints).
Travel Time Unit's travel in approximated in-game time to final destination.
Arrival Time Unit's arrival in approximated in-game time at final destination.

Combat Properties

Click on the unit's icon in the Army Bar to open the Unit Info Panel. The Combat Properties section displays attributes that are relative to damage types:

Attribute Label Description
Attack Rating Unit's unmodified attack rating. An estimation of a unit's strength when attacking.
This is NOT a flat damage value
.
Defense Rating Unit's unmodified defense rating. An estimation of a unit's strength when defending.
This is NOT a flat damage value
.
Range Combat range at which the unit can engage.
Radar Range Contacts that enter this unit's radar range, hostile or neutral, are displayed as radar contacts. Only high level info is revealed: Land units are shown as grey blips, airborne units as green blips, naval units as blue blips.
Sight Range Range at which this unit can visually detect hostile entities (but not their stack size). See Sight Range for more details.

Terrain Information

Click on the unit's icon in the Army Bar to open the Unit Info Panel. The Terrain Information section displays attributes that change based on terrain type.

Attribute Label Description
Attack Mod. Attack modifier applied to unit's Attack Rating.
Defence Mod. Defence modifier applied to unit's Defence Rating.
Speed Val. Unit's movement speed. A value of "1" indicates that the unit moves at normal speed, i.e. 100%.
Hit Points Unit's health on specified terrain.
Sight Range Range at which this unit can visually detect hostile entities (but not their stack size). See Sight Range for more details.

Unit Types

Infantry

Infantry Units are your boots on the ground which will serve as a foundation to the composition of your army. Each branch of Infantry research gives you dedicated abilities and strategies which are required to play them. Will you start with Airmobile Infantry with the intention to cover great distances? Or will you focus on Mechanized Infantry to reach the last Tier as fast as possible?
More Info

Armored

To accompany your Infantry, Armored Units are a solid choice to add heavier weapons or transport convoys. Amphibious Combat Vehicles will be a perfect accompaniment if you have already invested in Marine Infantry. Otherwise, you can opt for Tank Destroyers in anticipation of the Russians heavy-hitting Main Battle Tanks.
More Info

Support

Support Units will assist you in your skirmishes and defenses, be it land, sea or air. These unit types are setup for ground strategies, but they can reach out into shallow waters or shoot down missiles from the air, depending on the unit and it's equipment.
More Info

Helicopters

These air units fly at low altitude (sometimes using Nap-of-the-Earth to avoid detection), giving great potential for damage to Armored and Soft targets, but also making themselves vulnerable in doing so. Flexible in their tactical approach, Helicopters will make a great addition to your force in case of rapid dispatch and interventions needed, or even to simply scout and fly under radar detection of SAM's or TDS's.
More Info

Fighters

Fighters will become the foundation of your airforce, and will wreak havoc if left to their own demise. Agile and deadly is the name of the game here. Will you research the Strike Fighter path and use Support Unit types for Air Defenses? Or will you split your precious resources and time into Strike Fighters and Air Superiority Fighters?
More Info

Heavies

Heavy units will bring serious damage to whatever is found beneath them, be it Units or Cities, Land or Sea. You can tell that they left their mark by looking at the damage to Morale.
More Info

Naval

Interested in amassing a military presence in the sea? Naval units will be the workforce in achieving naval dominance. You can use them for bombarding sea-side Cities/Units, Transport Convoys, or to protect your own. These units are a-must in the commanders strategic repertoire.
More Info

Submarines

A great choice of Unit to launch Missiles, Defend your cities from Offensive Navy, or Lie in the deep see for recon and counterattacks. Armed with Sonar, Stealth & Stealth Reveal, these units are a fine addition to your Naval forces.
More Info

Missiles

Choose your Warhead (Nuke, Chemical, or Conventional), Choose your Missile (ICBM, Ballistic, Cruise) and you're good to go. The greatest risk posed by these units types is that of your targets health and resources. Guaranteed to leave a smile on your face. Your opponent, not so much.
More Info

Officers

Officers are special units which provide bonuses and benefits to other units in the same stack (including self). There is an officer for each unit type, and a maximum of one active officer per type is allowed at one time; if the officer dies, he can be re-mobilized. These units can be a deciding factor in the outcome of your expected combat, so be sure to use them wisely!
More Info

Deployables

Deployables are unmanned units providing support to a variety of roles and scenarios including (but not limited to) combat support, reconnaissance & infiltration. These units provide a flexible toolset to give you tacitcal manouverability.


More Info