Development Diary #8: list of units
Found the previous Dev’Diary a bit short? Told to yourself something like "Wait, is that all? No more details? The guy told nothing, yet he told too much." Well don't worry anymore, in complement to #7, here is the list of all units in World in Flames 3.
Land divisions
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Infantry (twelve battalions of active infantry, made of young men around 20-25 years old, evolving into nine-battalion divisions in later models);
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Reserve infantry (twelve battalions of older reservists, 25-35 years old, a little less powerful than the previous one, similar evolution; cannot be built, but can be upgraded to Infantry);
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Territorial infantry (twelve battalions of territorial infantry, 35-45 years old, even less efficient, similar evolution; cannot be built either, but can be upgraded to Reserve infantry);
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Light division (actually a smaller active infantry unit with only eight or nine battalions; upgrades into standard active infantry division after 1915);
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Cavalry (four to six cavalry regiments);
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Headquarters (figures a field army headquarters);
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Mountain division (rather self-explanatory);
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Militia (small, cheap unit - typically 5.000 strong - available only after total mobilization);
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Garrison (small static units with three or four infantry battalions, good defensive stats);
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Mechanized division (that is, an armored division; actually “fictitious” as no armored division was fielded before the end of the Great War, available only after researching a 1919 doctrine);
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Marine division (self-explanatory; also "fictitious" as actual division-sized marine units were created much later, but as for mechanized division it was found plausible and thus made available through a 1919 doctrine);
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Irregular cavalry (a cavalry "division" used by “tribal” nations like Senussi Libya, but also by industrialized nations as it figures camel-mounted units and cossacks);
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Tribal militia (similar to the previous one, but dismounted; like irregular cavalry it cannot be built by industrialized nations, but some events will allow to get a few ones);
Land brigades
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Infantry brigade (additional infantry regiment with three or four battalions);
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Cavalry brigade (additional cavalry brigade with two or three regiments);
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Marine infantry (three or four battalions, amphibious landing bonus);
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Mountain infantry (two or three battalions, mountainous terrain bonus);
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Light infantry (two or three battalions, offensive bonus; since they can ride a bicycle, light infantrymen can be attached to cavalry divisions, significantly boosting them);
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Assault troops (two or three crack battalions, expensive and slow to train);
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Engineers (river crossing combat bonus and, from 1916, attack bonus);
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Machineguns (typical divisional complement of machineguns; its firepower increases twelve-fold between the first and the last model);
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Artillery (basic divisional artillery, light field guns from 70 to 90 mm caliber);
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Heavy artillery (field guns and howitzers from 100 to 160 mm caliber);
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Siege artillery (heavy guns, howitzers and mortars from 170 to 240 mm caliber);
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Horse artillery (lightweight field guns used by cavalry; the latest model has self-propelled guns which can be attached to mechanized divisions);
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Mountain artillery (mixture of pack guns and howitzers, less powerful than ordinary field artillery but gives a bonus in mountainous terrain);
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Anti-aircraft artillery (self-explanatory);
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Armored cars (in effect machineguns on wheels, and therefore useful in adding firepower to cavalry divisions);
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Light tanks (typical example: Renault FT; evolves to medium tanks like Medium Mark C);
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Heavy tanks (typical example: Mark IV);
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Super-heavy tanks (typical example: Char 2C);
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Fortress artillery (static siege artillery, can be attached to garrisons);
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Railway artillery (guns over 170 mm caliber, more expensive but faster than super-heavy artillery);
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Super-heavy artillery (giant, powerful guns over 250 mm caliber);
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Transport (truck units; they increase movement speed, but require lots of oil);
Air units
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Monoplane fighter (fast, but limited range, useful in offensive air superiority);
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Biplane fighter (best compromise among fighters; much versatile, can perform decently in a large array of missions);
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Triplane fighter (handy but slower, however it climbs quickly; good at defensive air superiority and escort, related techs give bonus in Air scramble mission efficiency);
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Pusher fighter (available early in the game as firing its weapons is not hampered by the propeller, but vulnerable because the engine is mounted in a rear position; good at offensive air superiority and escort missions in the early years of the war);
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Recon plane (two-seater, much versatile; mostly used for ground attack and artillery observation, but can also be turned into an escort fighter or even a naval bomber with the appropriate attachment);
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Attack plane (armored, and therefore less vulnerable to AA fire, which is useful in ground attack missions);
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Heavy bomber (twin-engined, useful for strategic bombing, interdiction, etc.);
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Super-heavy bomber (similar to the previous one but three- or four-engined, bigger, more powerful, longer range, more expensive);
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Transport plane (only used for Air supply, as you may have noticed the lack of paratroopers in the mod);
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Flying boat (actually can be based anywhere, as game engine would not allow to restrict its use to coastal provinces; useful in naval missions);
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Semi-rigid airship (vulnerable but rather inexpensive, specializes in ASW missions in later models);
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Rigid airship (very expensive, initially difficult to shoot down, unmatched range and payload; useful for strategic bombing);
Air brigades
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Defensive armament (gives bombers a better defense at the expense of their payload; can also turn two-seaters into escort fighters);
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Light bombs (improves ground attack values of two-seaters and turns fighters into fighter-bombers);
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Heavy payload (improves ground attack values for heavy and super-heavy bombers at the expense of their range);
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Extended range (evil twin of the previous one: reduces ground attack values, extends range, sports a goatee);
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Naval ordnance (increases naval attack but reduces ground attack values, turning bombers and reconnaissance planes into torpedo/naval bombers);
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Parasite fighter (coupled to airships in order to provide additional defense);
Naval units
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Battleship (the backbone of large fleets; becomes really badass starting with "Dreadnought" level);
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Battlecruiser (early models figure its ancestor, the armored cruiser; better speed and range than battleship, reduced attack, more vulnerable);
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Cruiser (inexpensive escort vessel, extended range; evolves from unprotected cruiser to light cruiser, and ultimately to heavy cruiser);
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Destroyers (a group of five escort ships, powerful thanks to their torpedoes, but with limited firing distance as a result);
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Torpedo boats (a group of ten ships akin to small destroyers, very limited range, useful for coastal operations);
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Coastal submarines (a group of five inexpensive submarines with limited range);
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Submarines (a group of five ocean-going submarines with extended range);
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Large submarines (a group of five submarines with very long range, evolving into a single submarine cruiser armed with heavy guns to attack convoys from a distance);
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Seaplane carrier (self-explanatory; not much powerful, but can serve as a scout ship thanks to its high combat distance value);
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Aircraft carrier (same as above; a bit more powerful, it becomes interesting with late carrier warfare doctrines);
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Coastal defense ship (small, reasonably protected and armed battleship for coastal operations; cheap, but limited range);
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Transport ship (no need to elaborate, I suppose);
Naval brigades
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Carrier seaplanes (attached to seaplane carriers, of course);
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Carrier aircraft (the same for aircraft carriers);
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Light naval AA (ships basically have no AA; you should therefore add this brigade if you want them to fight back against air attacks; this one is for escort ships);
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Heavy naval AA (the same as above, for capital ships);
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Torpedoes (additional torpedo tubes for cruisers and destroyers; increases their firepower);
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Anti-submarine weapons (absolutely necessary to sink enemy submarines, because basic ASW values are very low);
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Fire control (adds some firepower to capital ships thanks to optical instruments, then electromechanical rangekeepers);