Post by Colonia on Apr 12, 2024 17:25:52 GMT
Elite units have become a key part of the game over the last updates and the meta continues to evolve. This evaluation is based on stats, abilities and adaptibility. Some units will mesh with my playstyle and not that of other players so take this ranking with a grain of salt. If you disagree with my ranking of an elite unit feel free to discuss a changing of tiers in the replies. This is an adaptive list that has seen units rise and fall with others being added and us being able to grind out more shards from events.
Tier 1
Tier 1
Stutka zu Fuss
Abilities:
Pursue Retreating Enemy
Lv 1-4: 40% - capped at 1.
Lv 5-8: 70% - capped at 2.
Lv 9: 100% - capped at 3.
Analysis:
This is a true difference making unit. The ability to regain turns is super powerful and allows for supreme mobility on the battlefield. Rocket artillery is the best base attack type in the game and the additional machine gun skill allows the Stutka to mow down infantry hoards while regaining turns in the process.
For F2P this unit becomes the immediate Konev unit and should be a priority once medals are invested into fragments. A true difference will start being felt at level 5.
This should also be the Nr. 1 priority for players willing to spend. I think the sweetspot in regard to investment is level 5 but if any unit deserves the treatment the Stutka is the best candidate for an upgrade to Lvl 9. Zhukov is the best general to use for P2P, in combination with the excellence medal this presents the biggest threat currently in WC4. Kluge is a close second, Zhukov takes the edge due to the biography bonus.
Recommended target level: 5
Fragment Cost: 250 Medals/fragment
Typhoon
Abilities:
Missile Attack
Lv 1-2: Can fire short-range ballistic missiles up to 2 times per turn. Replaces normal attacks.
Lv 3-8: Can fire medium-range ballistic missiles up to 2 times per turn. Replaces normal attacks.
Lv 9: Can fire long-range ballistic missiles up to 2 times per turn. Replaces normal attacks.
Strategic Nuclear Deterrance
Lv 1-4: When launching missiles, you can load atomic warheads, initially having two and restoring one every 4 turns. Maximum storage 4.
Lv 5-8: When launching missiles, you can load hydrogen warheads, initially having two and restoring one every 3 turns. Maximum storage 4.
Lv 9: ?
Deepwater Navigation
Lv 1-4: Cannot be targeted by land units for attack, taken damage from air force decreases by 10%.
Lv 5-8: Cannot be targeted by land units for attack, taken damage from air force decreases by 30%.
Lv 9: Cannot be targeted by land units for attack, taken damage from air force decreases by 50%.
Analysis:
This is the cold war era version of the elite carrier. With the expansion of the nuke & missile tech tree, this carrier easily reahes elite status. Great at level 1, this unit does not require upgrades to lv 5 to be useful. The out of the box value makes it a great early investment. Anything beyond lv 1 can be viewed as a bonus.
Superior to Akagi and Enterprise when dealing damage to land units. Inferior to Akagi (Lv 5+) when targeting navy. Doesn't have the swiss army knife usage of the Enterprise. Survivable but not as powerful as the elite carriers on the counterattack. Best used away from the most severe naval combat supporting our land advance with occasional strategic strikes against navy generals. Shines in the new Alaska campaign where navy, airforce and land units need to work in harmony for mission success. Can be tested in Alaska campaign normal & hard.
Efficient bombardment skill works with missile attacks via the Typhoon.
General Recommendation:
P2P Generals: Spruance, Sokolovsky
F2P Generals: Yamamoto, Arnold, Chennault
Recommended target level: 3
Fragment Cost: Not available
King Tiger
Abilities:
Tank Destroyer
Lv 5-8: Damage to Tanks and Artillery is increased by 25% for 1 Turn. Cooldown 2 Turns.
Lv 9: Damage to Tanks and Artillery is increased by 40% for 1 Turn. Cooldown 2 Turns.
Critical Damage
Lv 6-8: Damage of critical attack is increased by 20%.
Lv 9: Damage of critical attack is increased by 30%.
Analysis:
The best offensive tank unit in the game. Elite base stats plus a powerful damage boost from the active ability (TD). With Mansteins/Guderians biography bonus and the TD ability the Tiger can oneshot even triple stacked heavy tanks, this damage output makes the Tiger the most proficient unit against swarms of armored units and an Endgame dps dealer on land.
BUT Shards are very hard to obtain and drop at very low rates from the events. For F2P getting this unit to level 5 is very difficult, while the Pershing and the T-44 offer readliy available fragments, and while those units are less powerful they provide signifcant more impact and can be upgraded to the recommended levels organically. Until level 5 this is basically equal to heavy/super tanks.
F2P General: Guderian, Rommel
P2P General: Manstein, Abrams, Wittmann
Recommended Target Level: 5
Fragment Cost: Not available
AH-64 Apache
[Work in Progress]
Tier 2Abilities:
Pursue Retreating Enemy
Lv 1-4: 40% - capped at 1.
Lv 5-8: 70% - capped at 2.
Lv 9: 100% - capped at 3.
Analysis:
This is a true difference making unit. The ability to regain turns is super powerful and allows for supreme mobility on the battlefield. Rocket artillery is the best base attack type in the game and the additional machine gun skill allows the Stutka to mow down infantry hoards while regaining turns in the process.
For F2P this unit becomes the immediate Konev unit and should be a priority once medals are invested into fragments. A true difference will start being felt at level 5.
This should also be the Nr. 1 priority for players willing to spend. I think the sweetspot in regard to investment is level 5 but if any unit deserves the treatment the Stutka is the best candidate for an upgrade to Lvl 9. Zhukov is the best general to use for P2P, in combination with the excellence medal this presents the biggest threat currently in WC4. Kluge is a close second, Zhukov takes the edge due to the biography bonus.
Recommended target level: 5
Fragment Cost: 250 Medals/fragment
Typhoon
Abilities:
Missile Attack
Lv 1-2: Can fire short-range ballistic missiles up to 2 times per turn. Replaces normal attacks.
Lv 3-8: Can fire medium-range ballistic missiles up to 2 times per turn. Replaces normal attacks.
Lv 9: Can fire long-range ballistic missiles up to 2 times per turn. Replaces normal attacks.
Strategic Nuclear Deterrance
Lv 1-4: When launching missiles, you can load atomic warheads, initially having two and restoring one every 4 turns. Maximum storage 4.
Lv 5-8: When launching missiles, you can load hydrogen warheads, initially having two and restoring one every 3 turns. Maximum storage 4.
Lv 9: ?
Deepwater Navigation
Lv 1-4: Cannot be targeted by land units for attack, taken damage from air force decreases by 10%.
Lv 5-8: Cannot be targeted by land units for attack, taken damage from air force decreases by 30%.
Lv 9: Cannot be targeted by land units for attack, taken damage from air force decreases by 50%.
Analysis:
This is the cold war era version of the elite carrier. With the expansion of the nuke & missile tech tree, this carrier easily reahes elite status. Great at level 1, this unit does not require upgrades to lv 5 to be useful. The out of the box value makes it a great early investment. Anything beyond lv 1 can be viewed as a bonus.
Superior to Akagi and Enterprise when dealing damage to land units. Inferior to Akagi (Lv 5+) when targeting navy. Doesn't have the swiss army knife usage of the Enterprise. Survivable but not as powerful as the elite carriers on the counterattack. Best used away from the most severe naval combat supporting our land advance with occasional strategic strikes against navy generals. Shines in the new Alaska campaign where navy, airforce and land units need to work in harmony for mission success. Can be tested in Alaska campaign normal & hard.
Efficient bombardment skill works with missile attacks via the Typhoon.
General Recommendation:
P2P Generals: Spruance, Sokolovsky
F2P Generals: Yamamoto, Arnold, Chennault
Recommended target level: 3
Fragment Cost: Not available
King Tiger
Abilities:
Tank Destroyer
Lv 5-8: Damage to Tanks and Artillery is increased by 25% for 1 Turn. Cooldown 2 Turns.
Lv 9: Damage to Tanks and Artillery is increased by 40% for 1 Turn. Cooldown 2 Turns.
Critical Damage
Lv 6-8: Damage of critical attack is increased by 20%.
Lv 9: Damage of critical attack is increased by 30%.
Analysis:
The best offensive tank unit in the game. Elite base stats plus a powerful damage boost from the active ability (TD). With Mansteins/Guderians biography bonus and the TD ability the Tiger can oneshot even triple stacked heavy tanks, this damage output makes the Tiger the most proficient unit against swarms of armored units and an Endgame dps dealer on land.
BUT Shards are very hard to obtain and drop at very low rates from the events. For F2P getting this unit to level 5 is very difficult, while the Pershing and the T-44 offer readliy available fragments, and while those units are less powerful they provide signifcant more impact and can be upgraded to the recommended levels organically. Until level 5 this is basically equal to heavy/super tanks.
F2P General: Guderian, Rommel
P2P General: Manstein, Abrams, Wittmann
Recommended Target Level: 5
Fragment Cost: Not available
AH-64 Apache
[Work in Progress]
Enterprise
Abilities:
Maritime Airport
Lv 1-4: 5 aircraft points.
Lv 5-8: 8 aircraft points.
Lv 9: 12 aircraft points.
Analysis:
The ultimate gadget unit. Far superior in regard to standard/super carriers. Can deal supporting damage to ships, units and cities. Allows the user to use paratroopers on fronts far away from an existing airport. This allows us to cut turns in conquest or to open new fronts without having to ship units across the sea. The sweetspot in regard to level is again level 5, because we can use 2 of startegic bombings or paratroopers per turn. Even though it is superior at Lvl 5 this is a very viable lvl 1 unit. Only weak when facing subs, can deal with cruisers as well as destroyers defensively due to attack range of 2 tiles.
F2P players can invest into a desgignated carrier general such as Yamamoto (add Sailor and Early Warning for survivability or IV & rumour for dual use with Hind). But Chennault or Arnold serve their purpose perectly fine if you want to save some medals.
For P2P Players Spruance is easily the best carrier general in the game, but if you have both the Akagi, Typhoon and Enterprise he shines more on the others. The Efficient Bombardment skill doesn't trigger when utilizing attacks via the Maritime Airport. Thus the standard bombing run does significantly more damage then additional attacks via MA.
Recommended target level: 1
Fragment Cost: 300/fragment
T-72
Abilities:
Local Advantage
Lv 1-4: When in range of your own or an ally's territory, damage dealt is increased by 10%.
Lv 5-8: When in range of your own or an ally's territory, damage dealt is increased by 30%.
Lv 9: When in range of your own or an ally's territory, damage dealt is increased by 50%.
Walking as on the Ground
Lv 1-4: Ignore terrain damage reduction effects when attacking and counterattacking.
Lv 5-8: Ignore terrain damage reduction effects when attacking and counterattacking, reduce enemy defense and mobility by 25% for 1 turn.
Lv 9: Ignore terrain damage reduction effects when attacking and counterattacking, reduce enemy defense and mobility by 50% for 2 turns.
Analysis:
Incredibly powerful cold war era elite tank. Does not require upgrades to lv 5 to become useful, but gains significant damage buffs through upgrades. Can be purchased from the shop. Abilities are passive and thus always in effect, seperating this unit from the KT & IS3. Can debuff enemies through attacks and counterattacks once improved to lv 5.
Downside: needs a lv 3 factory to be purchased. This major weakness limits the T72's effectiveness in missions/conquests where we don't start with the ability to spawn heavy tanks. This limitation keeps the T72 in a tier below the KT even with a superior total damage output at comparable upgrade levels. Between all the elite tanks, we have space to focus on 2. Currently the best combo is KT & T72, for F2P-players a combination of the Pershing and the T-72 is optimal, this elite unit benefts from the fact that it can be purchased for medals.
Recommended Generals:
P2P: Manstein, Wittmann, Abrams
F2P: Guderian, Rommel
Recommended Target Level: 5
Fragment Cost: 300/fragment.
M1A1 Abrams
[Work in Progress...]
Mil Mi-24 Hind
Abilities:
Air Advantage
Ignores terrain mobility debuffs. Ignores (naval-)mines. Can't be counterattacked. Doesn't suffer from reduced combat effectiveness due to health reduction.
Strafing
Lv 1-4: Advance 4 squares in a straight line, inflict starfing damage to all enemy units crossed, 2 turns cooldown.
Lv 5-8: Advance 6 squares in a straight line, inflict starfing damage to all enemy units crossed, 2 turns cooldown.
Lv 9: Advance 8 squares in a straight line, inflict starfing damage to all enemy units crossed, 2 turns cooldown.
Evasive Maneuvers
Lv 1-4: 40% chance to dodge 100% damage from land and naval units.
Lv 5-8: 65% chance to dodge 100% damage from land and naval units.
Lv 9: 90% chance to dodge 100% damage from land and naval units.
Analysis:
The Hind is the ultimate utility unit. It has supreme mobility and is comparable to the Brandenburger (Lv 5+) in it's usage. It can capture a city and use the starfing ability to leave on the same turn, allowing us to build units within a city on the turn of the capture. The Hind does not require upgrades to be a viable unit, but it becomes significantly more powerful at the tier breaks of Lv 5/9.
Once the Evasive Maneuvers ability is upgraded this unit also becomes incredibly survivable. When facing the Hind, we can take advantage of the core weakness against air attacks, either via a city launched spitfire or an elite carrier.
Currently (10.09.2024) there are no green, blue or mobility ribbons for the Hind, this could change in future updates.
Skills that are compatible with the Hind include: Plain fighting, Inferior victory, Inspiration, Explosives and Rumour.
Yamamoto is a general that can serve as a dual use elite carrier/Hind general. IV & Rumour are compatible with both usages. For those looking to save medals, Arnold with IV is a cheaper alternative.
Recommended Generals:
P2P: -
F2P: Yamamoto, Chennault, Arnold
Recommended Target Level: 1
Fragment Cost: ?
Richelieu
Abilities:
Coordinated Strike
Lv 5-8: 80% chance to join attacks of surrounding units.
Lv 9: 100% chance to join attacks of surrounding units, damage of these attacks is increased by 20%.
Analysis:
Under level 5 this is a basic cruiser that can be recruited at all ports. Once it reaches level 5 it becomes a great boost for our fleet. Great for strict navy combat. This elite unit does not have the same perk as the HMS PoW in that it strikes land units without a damage malus, but it does very well fighting within formation against other naval units. When utilizing a general such as Cunnigham or Darlan on the Richelieu, it can boost the damage of surrounding units while joing in on the attacks of auxillary units. Should not be used alone. There are plenty of new events that require the clearing of big fleets, this is where the Richelieu makes its mark. Not super impactful in the current conquest. Can be tested in the US Pacific Event Mode. Should be a focus for upgrades ahead of the PoW, upgrades are significatnly more impactful on the Richelieu.
General Recommendation:
P2P Generals: Cunnigham
F2P Generals: Yamaguchi, Darlan, Donitz
Recommended target level: 5
Fragment cost: 200
AuF1
Abilities:
Avenging Strike
Lv 1-4: Increase attack by 5 for every 50 HP lost.
Lv 5-8: Attack range +1. Increase attack by 8 for every 50 HP lost.
Lv 9: Attack range +1. Increase attack by 12 for every 50 HP lost.
Protection Device
Lv 1-4: Combat effectiveness not influenced by health reduction. When activated health cannot be reduced past 1 HP for 2 turns, cooldown of 7 turns.
Lv 5-8: When activated health cannot be reduced past 1 HP for 3 turns, cooldown of 6 turns.
Lv 9: When activated health cannot be reduced past 1 HP for 3 turns, cooldown of 5 turns.
Analysis:
Useful elite howitzer at lv 1, but with significant powerful upgrades at lv 5. Only marginal gains between lv 5 and lv 9. Should be a focus as our second artillery elite unit behind the SzF.
Great synergy with the artillery barrage skill, this unit thrives when damaged and becomes invincible for multiple turns upon activation of it's PD skill.
Can hold cities against hoards of attackers while dishing out major counterattack damage.
The +1 range upgrade at lv 5 is the cherry on top an already powerful unit. Only reason it isn't elite is the tier break between SzF and AuF1, this should not go against the AuF1 but only underlines the power of the SzF.
Recommended Generals:
P2P: Zhukov, Kluge
F2P: Konev, Brooke, Leeb
Recommended target level: 5
Fragment cost: ?
RPG Rocketeer
Abilities:
Anti-Tank
Damage to armored units +65%
Rocket Attack
Lv 1-4: Attack range changed to 2, able to attack multiple enemy troops, 60% probability of enemy troops not being able to counterattack. Lasts for 1 turn, cooldown of 2 turns.
Lv 5-8: Attack range changed to 2, able to attack multiple enemy troops, 80% probability of enemy troops not being able to counterattack. Lasts for 1 turn, cooldown of 2 turns.
Lv 9: Attack range changed to 2, able to attack multiple enemy troops, damage to other units is not reduced, 100% probability of enemy troops not being able to counterattack. Lasts for 1 turn, cooldown of 2 turns.
Explosion-Proof Vest
Lv 1-4: Damage reduction from armored units by 15%.
Lv 5-8: Damage reduction from armored units by 30%.
Lv 9: Damage reduction from armored units by 50%.
Infrared Aim
Lv 5-8: Ignore dodge and smoke bomb effects and increase dealt damage to city defenses by 35%.
Lv 9: Ignore dodge and smoke bomb effects and increase dealt damage to city defenses by 70%.
Analysis:
Powerful infantry unit that is immediately useful at lv 1 but gains another gear when upgraded to lv 5. Range increase and avoiding counterattack mitigates infantries survivability deficit. Simo can attack from a distance of three squares and thus deal great damage while not having to enter harms way. Malinovsky can boost damage on surrounding generals while not having to enter the heart of combar constantly. Clear counter for the Hind and Centurion once Infrared Aim is unlocked.
P2P Generals: Simo Haya, Marshall
F2P Generals: Malinovsky
Recommended target level: 5
Fragment cost: 150
Phantom Force
[Work in Progess...]
Tier 3Abilities:
Maritime Airport
Lv 1-4: 5 aircraft points.
Lv 5-8: 8 aircraft points.
Lv 9: 12 aircraft points.
Analysis:
The ultimate gadget unit. Far superior in regard to standard/super carriers. Can deal supporting damage to ships, units and cities. Allows the user to use paratroopers on fronts far away from an existing airport. This allows us to cut turns in conquest or to open new fronts without having to ship units across the sea. The sweetspot in regard to level is again level 5, because we can use 2 of startegic bombings or paratroopers per turn. Even though it is superior at Lvl 5 this is a very viable lvl 1 unit. Only weak when facing subs, can deal with cruisers as well as destroyers defensively due to attack range of 2 tiles.
F2P players can invest into a desgignated carrier general such as Yamamoto (add Sailor and Early Warning for survivability or IV & rumour for dual use with Hind). But Chennault or Arnold serve their purpose perectly fine if you want to save some medals.
For P2P Players Spruance is easily the best carrier general in the game, but if you have both the Akagi, Typhoon and Enterprise he shines more on the others. The Efficient Bombardment skill doesn't trigger when utilizing attacks via the Maritime Airport. Thus the standard bombing run does significantly more damage then additional attacks via MA.
Recommended target level: 1
Fragment Cost: 300/fragment
T-72
Abilities:
Local Advantage
Lv 1-4: When in range of your own or an ally's territory, damage dealt is increased by 10%.
Lv 5-8: When in range of your own or an ally's territory, damage dealt is increased by 30%.
Lv 9: When in range of your own or an ally's territory, damage dealt is increased by 50%.
Walking as on the Ground
Lv 1-4: Ignore terrain damage reduction effects when attacking and counterattacking.
Lv 5-8: Ignore terrain damage reduction effects when attacking and counterattacking, reduce enemy defense and mobility by 25% for 1 turn.
Lv 9: Ignore terrain damage reduction effects when attacking and counterattacking, reduce enemy defense and mobility by 50% for 2 turns.
Analysis:
Incredibly powerful cold war era elite tank. Does not require upgrades to lv 5 to become useful, but gains significant damage buffs through upgrades. Can be purchased from the shop. Abilities are passive and thus always in effect, seperating this unit from the KT & IS3. Can debuff enemies through attacks and counterattacks once improved to lv 5.
Downside: needs a lv 3 factory to be purchased. This major weakness limits the T72's effectiveness in missions/conquests where we don't start with the ability to spawn heavy tanks. This limitation keeps the T72 in a tier below the KT even with a superior total damage output at comparable upgrade levels. Between all the elite tanks, we have space to focus on 2. Currently the best combo is KT & T72, for F2P-players a combination of the Pershing and the T-72 is optimal, this elite unit benefts from the fact that it can be purchased for medals.
Recommended Generals:
P2P: Manstein, Wittmann, Abrams
F2P: Guderian, Rommel
Recommended Target Level: 5
Fragment Cost: 300/fragment.
M1A1 Abrams
[Work in Progress...]
Mil Mi-24 Hind
Abilities:
Air Advantage
Ignores terrain mobility debuffs. Ignores (naval-)mines. Can't be counterattacked. Doesn't suffer from reduced combat effectiveness due to health reduction.
Strafing
Lv 1-4: Advance 4 squares in a straight line, inflict starfing damage to all enemy units crossed, 2 turns cooldown.
Lv 5-8: Advance 6 squares in a straight line, inflict starfing damage to all enemy units crossed, 2 turns cooldown.
Lv 9: Advance 8 squares in a straight line, inflict starfing damage to all enemy units crossed, 2 turns cooldown.
Evasive Maneuvers
Lv 1-4: 40% chance to dodge 100% damage from land and naval units.
Lv 5-8: 65% chance to dodge 100% damage from land and naval units.
Lv 9: 90% chance to dodge 100% damage from land and naval units.
Analysis:
The Hind is the ultimate utility unit. It has supreme mobility and is comparable to the Brandenburger (Lv 5+) in it's usage. It can capture a city and use the starfing ability to leave on the same turn, allowing us to build units within a city on the turn of the capture. The Hind does not require upgrades to be a viable unit, but it becomes significantly more powerful at the tier breaks of Lv 5/9.
Once the Evasive Maneuvers ability is upgraded this unit also becomes incredibly survivable. When facing the Hind, we can take advantage of the core weakness against air attacks, either via a city launched spitfire or an elite carrier.
Currently (10.09.2024) there are no green, blue or mobility ribbons for the Hind, this could change in future updates.
Skills that are compatible with the Hind include: Plain fighting, Inferior victory, Inspiration, Explosives and Rumour.
Yamamoto is a general that can serve as a dual use elite carrier/Hind general. IV & Rumour are compatible with both usages. For those looking to save medals, Arnold with IV is a cheaper alternative.
Recommended Generals:
P2P: -
F2P: Yamamoto, Chennault, Arnold
Recommended Target Level: 1
Fragment Cost: ?
Richelieu
Abilities:
Coordinated Strike
Lv 5-8: 80% chance to join attacks of surrounding units.
Lv 9: 100% chance to join attacks of surrounding units, damage of these attacks is increased by 20%.
Analysis:
Under level 5 this is a basic cruiser that can be recruited at all ports. Once it reaches level 5 it becomes a great boost for our fleet. Great for strict navy combat. This elite unit does not have the same perk as the HMS PoW in that it strikes land units without a damage malus, but it does very well fighting within formation against other naval units. When utilizing a general such as Cunnigham or Darlan on the Richelieu, it can boost the damage of surrounding units while joing in on the attacks of auxillary units. Should not be used alone. There are plenty of new events that require the clearing of big fleets, this is where the Richelieu makes its mark. Not super impactful in the current conquest. Can be tested in the US Pacific Event Mode. Should be a focus for upgrades ahead of the PoW, upgrades are significatnly more impactful on the Richelieu.
General Recommendation:
P2P Generals: Cunnigham
F2P Generals: Yamaguchi, Darlan, Donitz
Recommended target level: 5
Fragment cost: 200
AuF1
Abilities:
Avenging Strike
Lv 1-4: Increase attack by 5 for every 50 HP lost.
Lv 5-8: Attack range +1. Increase attack by 8 for every 50 HP lost.
Lv 9: Attack range +1. Increase attack by 12 for every 50 HP lost.
Protection Device
Lv 1-4: Combat effectiveness not influenced by health reduction. When activated health cannot be reduced past 1 HP for 2 turns, cooldown of 7 turns.
Lv 5-8: When activated health cannot be reduced past 1 HP for 3 turns, cooldown of 6 turns.
Lv 9: When activated health cannot be reduced past 1 HP for 3 turns, cooldown of 5 turns.
Analysis:
Useful elite howitzer at lv 1, but with significant powerful upgrades at lv 5. Only marginal gains between lv 5 and lv 9. Should be a focus as our second artillery elite unit behind the SzF.
Great synergy with the artillery barrage skill, this unit thrives when damaged and becomes invincible for multiple turns upon activation of it's PD skill.
Can hold cities against hoards of attackers while dishing out major counterattack damage.
The +1 range upgrade at lv 5 is the cherry on top an already powerful unit. Only reason it isn't elite is the tier break between SzF and AuF1, this should not go against the AuF1 but only underlines the power of the SzF.
Recommended Generals:
P2P: Zhukov, Kluge
F2P: Konev, Brooke, Leeb
Recommended target level: 5
Fragment cost: ?
RPG Rocketeer
Abilities:
Anti-Tank
Damage to armored units +65%
Rocket Attack
Lv 1-4: Attack range changed to 2, able to attack multiple enemy troops, 60% probability of enemy troops not being able to counterattack. Lasts for 1 turn, cooldown of 2 turns.
Lv 5-8: Attack range changed to 2, able to attack multiple enemy troops, 80% probability of enemy troops not being able to counterattack. Lasts for 1 turn, cooldown of 2 turns.
Lv 9: Attack range changed to 2, able to attack multiple enemy troops, damage to other units is not reduced, 100% probability of enemy troops not being able to counterattack. Lasts for 1 turn, cooldown of 2 turns.
Explosion-Proof Vest
Lv 1-4: Damage reduction from armored units by 15%.
Lv 5-8: Damage reduction from armored units by 30%.
Lv 9: Damage reduction from armored units by 50%.
Infrared Aim
Lv 5-8: Ignore dodge and smoke bomb effects and increase dealt damage to city defenses by 35%.
Lv 9: Ignore dodge and smoke bomb effects and increase dealt damage to city defenses by 70%.
Analysis:
Powerful infantry unit that is immediately useful at lv 1 but gains another gear when upgraded to lv 5. Range increase and avoiding counterattack mitigates infantries survivability deficit. Simo can attack from a distance of three squares and thus deal great damage while not having to enter harms way. Malinovsky can boost damage on surrounding generals while not having to enter the heart of combar constantly. Clear counter for the Hind and Centurion once Infrared Aim is unlocked.
P2P Generals: Simo Haya, Marshall
F2P Generals: Malinovsky
Recommended target level: 5
Fragment cost: 150
Phantom Force
[Work in Progess...]
IS-3
Abilities:
Wedge Armor
Lv 1-4: Counterattack damage +10%
Lv 5-8: Counterattack damage +20%
Lv 9: Counterattack damage +30%
Tank Killer
Lv 5-8: Damage to Tanks +25% for 1 Turn. Cooldown 2 Turns.
Lv 9: Damage to Tanks +45% for 1 Turn. Cooldown 2 Turns.
Analysis:
Top tier defensive tank unit. Wedge Armor is a built in Crossfire. Elite base stats plus a powerful damage boost to tanks from the active ability (TK), but no bonus damage to Artillery.
Same problem as the Tiger; shards are very hard to obtain and drop at very low rates from the events. For F2P getting this unit to level 5 is very difficult, between the plethora of tank options its best to focus on one or two and the KT & T-72 are slightly superior. It serves its purpose at level 1 and anything else is a bonus.
Recommended Generals:
F2P General: Guderian, Rommel, Montgomery
P2P General: Manstein, Abrams, Wittmann
Recommended Target Level: 1
Fragment Cost: ?
Akagi
Abilities:
Regroup
Lv 1-4: 1 additional attack.
Lv 5-8: 2 additional attacks.
Lv 9: 3 additional attacks.
Intensive Air Raid:
Lv 5-8: Attacks units within 1 grid of target. 2 turns cooldown. ?% damage to auxillary targets.
Lv 9: Attacks units within 1 grid of target. 2 turns cooldown. 80% damage to auxillary targets.
Analysis:
This carrier is a dps machine at sea. It can lay down tons of damage starting at level 5. This is also a major difference in regard to the Enterprise, the viability at level 1 is not nearly as high. Groups of ships/units can be destroyed quickly by this menace. Also has the same defensive traits of the Enterprise, range of 2 tiles allows it to counterattack cruisers.
F2P general recommendation is the same as Enterprise.
This is the elite unit for Spruance (or any future generals with the Efficient Bombardment skill), as all attacks are bombings it always triggers the 50% bonus damage. This also applies to units targeted via the Intensive Air Raid ability. Basically becoming a one unit bombing force.
Recommended target level: 5
Fragment Cost: 300/fragment
BM-21
Abilities:
Salvo
Lv 5-8: Damage to additional targets is not reduced.
Lv 9: Damage to additional targets is not reduced, critical damage is increased by 20%.
Marching
Lv 6-9: Terrain mobility consumtion -100%.
Analysis:
Great at dealing AOE damage, especially in challenge conquest and events where we need to deal with swarms of units. AOE damage gains a significant boost at lv 5, by unlocking the salvo ability units behind the primary target are hit for the same damage. Is very mobile, becomes even faster at lv through the marching ability. Has all the perks of the standard rocket artillery that already is the best basic unit in the game.
Yet it's siginificatly weaker then the SzF, the ability to regain turns/attacks easily bests the increased AOE damage. Upgrade this unit naturally and use either Kluge or Brooke to weaken swarms of powerful units.
General Recommendation:
P2P: Zhukov, Kluge
F2P: Konev, Brooke
Recommended target level: 5
Fragment cost: ?
Brandenburgers
Abilities:
Rapid March
Lv 5-8: Operate again after action, 1 turn cooldown.
Lv 9: Operate again after action, 1 turn cooldown. 100% rate to attack again after the second action destroys the enemy army (one time only).
Analysis:
Under level 5 this is a useless elite unit, replacable by mech infantry. But once upgraded to level 5 it unlocks the rapid march ability. This allows the Brandenburger to be incredibly mobile and adapt at capturing cities. This support utility is far more useful then additional dps from infantry. Shines in conquest where we need to cover vast amounts of space. Can also be airlifted and open new fronts quickly. Does not require an elite general to be useful. Mobility stars and mobility ribbons are key, MacArthur is great for the Brandenburger.
General Recommendation:
P2P General: Marshall, Richthofen
F2P General: MacArthur, Yamashita, Chennault, Higuchi, Rundstedt
Recommended target level: 5
Fragment cost: ?
C-47 Skytrain
Abilities:
Air Transportation
Lv. 1-?: Transport an infantry, armored car, field artillery or howitzer to targeted location.
Lv ?: Transport an infantry, armored car, field artillery or howitzer to targeted location, recovering 50% HP during the transport.
Air Combat Readiness
Lv 5-8: Money spent for building Air units is decreased by 10%.
Lv 9: Money spent for building Air units is decreased by 20%.
Analysis:
One of the best strategic tools at our disposal. Can airlift all elite infantry, the M7-Priest and the B4-Howitzer. This allows us to cross bodies of water quickly with powerful units to open new fronts where we can spawn our more powerful units. This significally cuts turns in conquest, campaigns and events.
For F2P the most powerful skytrain is Konev on an upgraded M7-Priest, this also takes advantage of his biography bonus.
Skytrain is immediately viable at level 1. Upgrading it increases range and the amount of uses we get. The ability upgrades are insignificant and should not steer our upgrading process on the Skytrain. Drops at a middling rate from events and can be upgraded organically.
Recommended Target Level: 1
Fragment Cost: 150/fragment
Tier 4Abilities:
Wedge Armor
Lv 1-4: Counterattack damage +10%
Lv 5-8: Counterattack damage +20%
Lv 9: Counterattack damage +30%
Tank Killer
Lv 5-8: Damage to Tanks +25% for 1 Turn. Cooldown 2 Turns.
Lv 9: Damage to Tanks +45% for 1 Turn. Cooldown 2 Turns.
Analysis:
Top tier defensive tank unit. Wedge Armor is a built in Crossfire. Elite base stats plus a powerful damage boost to tanks from the active ability (TK), but no bonus damage to Artillery.
Same problem as the Tiger; shards are very hard to obtain and drop at very low rates from the events. For F2P getting this unit to level 5 is very difficult, between the plethora of tank options its best to focus on one or two and the KT & T-72 are slightly superior. It serves its purpose at level 1 and anything else is a bonus.
Recommended Generals:
F2P General: Guderian, Rommel, Montgomery
P2P General: Manstein, Abrams, Wittmann
Recommended Target Level: 1
Fragment Cost: ?
Akagi
Abilities:
Regroup
Lv 1-4: 1 additional attack.
Lv 5-8: 2 additional attacks.
Lv 9: 3 additional attacks.
Intensive Air Raid:
Lv 5-8: Attacks units within 1 grid of target. 2 turns cooldown. ?% damage to auxillary targets.
Lv 9: Attacks units within 1 grid of target. 2 turns cooldown. 80% damage to auxillary targets.
Analysis:
This carrier is a dps machine at sea. It can lay down tons of damage starting at level 5. This is also a major difference in regard to the Enterprise, the viability at level 1 is not nearly as high. Groups of ships/units can be destroyed quickly by this menace. Also has the same defensive traits of the Enterprise, range of 2 tiles allows it to counterattack cruisers.
F2P general recommendation is the same as Enterprise.
This is the elite unit for Spruance (or any future generals with the Efficient Bombardment skill), as all attacks are bombings it always triggers the 50% bonus damage. This also applies to units targeted via the Intensive Air Raid ability. Basically becoming a one unit bombing force.
Recommended target level: 5
Fragment Cost: 300/fragment
BM-21
Abilities:
Salvo
Lv 5-8: Damage to additional targets is not reduced.
Lv 9: Damage to additional targets is not reduced, critical damage is increased by 20%.
Marching
Lv 6-9: Terrain mobility consumtion -100%.
Analysis:
Great at dealing AOE damage, especially in challenge conquest and events where we need to deal with swarms of units. AOE damage gains a significant boost at lv 5, by unlocking the salvo ability units behind the primary target are hit for the same damage. Is very mobile, becomes even faster at lv through the marching ability. Has all the perks of the standard rocket artillery that already is the best basic unit in the game.
Yet it's siginificatly weaker then the SzF, the ability to regain turns/attacks easily bests the increased AOE damage. Upgrade this unit naturally and use either Kluge or Brooke to weaken swarms of powerful units.
General Recommendation:
P2P: Zhukov, Kluge
F2P: Konev, Brooke
Recommended target level: 5
Fragment cost: ?
Brandenburgers
Abilities:
Rapid March
Lv 5-8: Operate again after action, 1 turn cooldown.
Lv 9: Operate again after action, 1 turn cooldown. 100% rate to attack again after the second action destroys the enemy army (one time only).
Analysis:
Under level 5 this is a useless elite unit, replacable by mech infantry. But once upgraded to level 5 it unlocks the rapid march ability. This allows the Brandenburger to be incredibly mobile and adapt at capturing cities. This support utility is far more useful then additional dps from infantry. Shines in conquest where we need to cover vast amounts of space. Can also be airlifted and open new fronts quickly. Does not require an elite general to be useful. Mobility stars and mobility ribbons are key, MacArthur is great for the Brandenburger.
General Recommendation:
P2P General: Marshall, Richthofen
F2P General: MacArthur, Yamashita, Chennault, Higuchi, Rundstedt
Recommended target level: 5
Fragment cost: ?
C-47 Skytrain
Abilities:
Air Transportation
Lv. 1-?: Transport an infantry, armored car, field artillery or howitzer to targeted location.
Lv ?: Transport an infantry, armored car, field artillery or howitzer to targeted location, recovering 50% HP during the transport.
Air Combat Readiness
Lv 5-8: Money spent for building Air units is decreased by 10%.
Lv 9: Money spent for building Air units is decreased by 20%.
Analysis:
One of the best strategic tools at our disposal. Can airlift all elite infantry, the M7-Priest and the B4-Howitzer. This allows us to cross bodies of water quickly with powerful units to open new fronts where we can spawn our more powerful units. This significally cuts turns in conquest, campaigns and events.
For F2P the most powerful skytrain is Konev on an upgraded M7-Priest, this also takes advantage of his biography bonus.
Skytrain is immediately viable at level 1. Upgrading it increases range and the amount of uses we get. The ability upgrades are insignificant and should not steer our upgrading process on the Skytrain. Drops at a middling rate from events and can be upgraded organically.
Recommended Target Level: 1
Fragment Cost: 150/fragment
HMS Prince of Wales
Abilities:
Heavy Naval Artillery
Lv 1-8: Damage to land units is increased by 25%, damage dealt to fortresses is increased by 100%.
Lv 9: Damage to land units is increased by 50%, damage dealt to fortresses is increased by 120%.
Mines Planting
Lv 5-8: Plant naval mines within 1 grid, 1 turn cooldown.
Lv 9: Plant naval mines within 2 grids, 1 turn cooldown.
Analysis:
The PoW is an elite cruiser that is incredibly accessible and a staple of most early players lineup. It's most important skill, the heavy naval artillery, is accessible immediately at lv 1. This allows the PoW, to attack land units without the typical damage malus of cruisers. When fighting along the shoreline and providing naval bombardment this unit is second to none. But it has it's limitations in straight naval combat, here it's only a marginal upgrade on the standard cruiser. The mines planting skill is mediocre at best and doesn't gain any real upgrade at lv 9. Powerful when fighting in tandem with the Richelieu.
General Recommendation:
P2P Generals: Cunnigham, Eisenhower
F2P Generals: Yamaguchi, Darlan, Donitz
Recommended target level: 1
Fragment cost: ?
Heavy Gustav
Abilities:
Giant Artillery
Lv 5-8: Next attack has: A range increase of 2 tiles & decreases the HP of target city or fortress by 40% (max 1200) & decrease HP of garrison troops by 20% (max 500). Cooldown 3 Turns.
Lv 9: Next attack has: A range increase of 2 tiles & decreases the HP of target city or fortress by 60% (max 1200) & decrease HP of garrison troops by 30% (max 500). Cooldown 2 Turns.
Critical Damage
Lv 6-8: Damage of critical attack is increased by 20%.
Lv 9: Damage of critical attack is increased by 30%.
Analysis:
This unit is pretty much useless at Lv 1-4. While it has powerful base stats, it's very slow and doesnt have any real perks yet.
Starting at Lv 5, this unit can deal a devastating strike every third turn. Especially potent at cracking generals guarding target cities and at destroying fortresses. Anyone that has played challege conquest 1939 has run into Kluge and Leeb on these units and has seen their generals HP melt away while guarding a city. Range increases allows the Gustav to avoid retribution. But the true damage output even at lv 5-8 is not groundbreaking. Ability is not compatible with the Excellence medal.
F2P Generals: Konev, Brooke, Leeb
P2P Generals: Zhukov, Kluge
Recommended Target Level: 5
Fragment Cost: ?
M26 Pershing
Abilities:
Artillery Killer
Lv 5-8: Damage to artillery units is increased by 25% for 1 turn, cooldown 2 turns.
Lv 9: Damage to artillery units is increased by 45% for 1 turn, cooldown 2 turns.
Analysis:
Great elite tank for F2P. Very accessible with a high frequency of shards via events. Even at lv 1 it provides us with a 2 range heavy tank that can be spawned in all factories. The ability to always have a heavy tank on hand is a gamechanger for all game modes. Upgrading this unit organically is best, each upgrade grants useful boosts, the AK ability at lv 5 is useful but not gamechanging. A key factor of every roster, F2P players can supplement this unit with the T-72 once reaching the endgame.
Recommended target level: 5
Fragment cost: 200
A41 Centurion
Abilities:
Smoke Bomb
Lv 1-4: Fire a smoke bomb, cannot be targeted by land forces while active, lasts for 1 turn, cooldown of 3 turns.
Lv 5-8: Fire a smoke bomb, cannot be targeted by land forces while active, lasts for 1 turn, cooldown of 2 turns.
Lv 9: Fire a smoke bomb, cannot be targeted by land forces while active, lasts for 1 turn, when activated gain an additional attack, cooldown of 2 turns.
HEAT Ammunition
Lv 1-4: While smoke bomb is active, ignore 10% of the targets defense.
Lv 5-8: While smoke bomb is active, ignore 20% of the targets defense.
Lv 9: While smoke bomb is active, ignore 30% of the targets defense.
Analysis:
Within the tier of elite heavy units, this is the most mid. More powerful then the Pershing but without the easy accessbility and a much lesser shard drop rate. Focus on the other elite tank options and view this as a deep bonus in conquest.
Can be annoying to take down, but when timed correctly and focused while out of smoke bomb this unit is nothing special.
Recommended Generals:
P2P: Manstein
F2P: Guderian, Rommel, Montgomery
Recommended target level: 1
Fragment cost: 250/fragment
Combat Medic via pevertpanda
Abilities:
Marching
Consume mobility in a particular terrain -35%.
Militia
Lv 7-9: Supply +50% in the city.
Emergency Rescue
Lv 1-4: Heals 60 HPs / unit, 1 turn cooldown.
Lv 5-8: Heals 120 HPs / unit, 1 turn cooldown.
Lv 9: Heals 150 HP and additional +50 HP for 2 turns to target unit, heals itself for 100 HPs.
Analysis:
The Combat Medic's useful for both P2P and F2P. It becomes very good at level 5 and better at level 9. It is recommended that the players should unlock the Combat as soon as possible as it is really helpful in the Events which has the buffs like : Fragmentation, Perish Together and Ionizing Radiation. The downside is that the enemies love targeting CM so it is advisable to keep it in the safe area.
Recommended Generals:
Marshall is the best suitable for CM as he has high mobility to be anywhere on the battlefield and with Guerrilla Master, Organisation and CM's Emergency Resuce lv 3 will make him immortal.
Malinovsky (5 stars mobility) is also good to command CM, since I give him Crowd Tactics and Raider, when the enemy counterattacks him after his attack to trigger "Decoy and Strike" he can also heal himself and other unit next to him.
MacArthur (6 stars mobility) is like Marshall, high mobility.
Higuchi (5 stars mobility) is also suitable because of his first skill "Counter". The enemies really love targeting CM, Higuchi "Counter" will activate.
Recommended target level: 5
Fragment cost: 100
Tier 5Abilities:
Heavy Naval Artillery
Lv 1-8: Damage to land units is increased by 25%, damage dealt to fortresses is increased by 100%.
Lv 9: Damage to land units is increased by 50%, damage dealt to fortresses is increased by 120%.
Mines Planting
Lv 5-8: Plant naval mines within 1 grid, 1 turn cooldown.
Lv 9: Plant naval mines within 2 grids, 1 turn cooldown.
Analysis:
The PoW is an elite cruiser that is incredibly accessible and a staple of most early players lineup. It's most important skill, the heavy naval artillery, is accessible immediately at lv 1. This allows the PoW, to attack land units without the typical damage malus of cruisers. When fighting along the shoreline and providing naval bombardment this unit is second to none. But it has it's limitations in straight naval combat, here it's only a marginal upgrade on the standard cruiser. The mines planting skill is mediocre at best and doesn't gain any real upgrade at lv 9. Powerful when fighting in tandem with the Richelieu.
General Recommendation:
P2P Generals: Cunnigham, Eisenhower
F2P Generals: Yamaguchi, Darlan, Donitz
Recommended target level: 1
Fragment cost: ?
Heavy Gustav
Abilities:
Giant Artillery
Lv 5-8: Next attack has: A range increase of 2 tiles & decreases the HP of target city or fortress by 40% (max 1200) & decrease HP of garrison troops by 20% (max 500). Cooldown 3 Turns.
Lv 9: Next attack has: A range increase of 2 tiles & decreases the HP of target city or fortress by 60% (max 1200) & decrease HP of garrison troops by 30% (max 500). Cooldown 2 Turns.
Critical Damage
Lv 6-8: Damage of critical attack is increased by 20%.
Lv 9: Damage of critical attack is increased by 30%.
Analysis:
This unit is pretty much useless at Lv 1-4. While it has powerful base stats, it's very slow and doesnt have any real perks yet.
Starting at Lv 5, this unit can deal a devastating strike every third turn. Especially potent at cracking generals guarding target cities and at destroying fortresses. Anyone that has played challege conquest 1939 has run into Kluge and Leeb on these units and has seen their generals HP melt away while guarding a city. Range increases allows the Gustav to avoid retribution. But the true damage output even at lv 5-8 is not groundbreaking. Ability is not compatible with the Excellence medal.
F2P Generals: Konev, Brooke, Leeb
P2P Generals: Zhukov, Kluge
Recommended Target Level: 5
Fragment Cost: ?
M26 Pershing
Abilities:
Artillery Killer
Lv 5-8: Damage to artillery units is increased by 25% for 1 turn, cooldown 2 turns.
Lv 9: Damage to artillery units is increased by 45% for 1 turn, cooldown 2 turns.
Analysis:
Great elite tank for F2P. Very accessible with a high frequency of shards via events. Even at lv 1 it provides us with a 2 range heavy tank that can be spawned in all factories. The ability to always have a heavy tank on hand is a gamechanger for all game modes. Upgrading this unit organically is best, each upgrade grants useful boosts, the AK ability at lv 5 is useful but not gamechanging. A key factor of every roster, F2P players can supplement this unit with the T-72 once reaching the endgame.
Recommended target level: 5
Fragment cost: 200
A41 Centurion
Abilities:
Smoke Bomb
Lv 1-4: Fire a smoke bomb, cannot be targeted by land forces while active, lasts for 1 turn, cooldown of 3 turns.
Lv 5-8: Fire a smoke bomb, cannot be targeted by land forces while active, lasts for 1 turn, cooldown of 2 turns.
Lv 9: Fire a smoke bomb, cannot be targeted by land forces while active, lasts for 1 turn, when activated gain an additional attack, cooldown of 2 turns.
HEAT Ammunition
Lv 1-4: While smoke bomb is active, ignore 10% of the targets defense.
Lv 5-8: While smoke bomb is active, ignore 20% of the targets defense.
Lv 9: While smoke bomb is active, ignore 30% of the targets defense.
Analysis:
Within the tier of elite heavy units, this is the most mid. More powerful then the Pershing but without the easy accessbility and a much lesser shard drop rate. Focus on the other elite tank options and view this as a deep bonus in conquest.
Can be annoying to take down, but when timed correctly and focused while out of smoke bomb this unit is nothing special.
Recommended Generals:
P2P: Manstein
F2P: Guderian, Rommel, Montgomery
Recommended target level: 1
Fragment cost: 250/fragment
Combat Medic via pevertpanda
Abilities:
Marching
Consume mobility in a particular terrain -35%.
Militia
Lv 7-9: Supply +50% in the city.
Emergency Rescue
Lv 1-4: Heals 60 HPs / unit, 1 turn cooldown.
Lv 5-8: Heals 120 HPs / unit, 1 turn cooldown.
Lv 9: Heals 150 HP and additional +50 HP for 2 turns to target unit, heals itself for 100 HPs.
Analysis:
The Combat Medic's useful for both P2P and F2P. It becomes very good at level 5 and better at level 9. It is recommended that the players should unlock the Combat as soon as possible as it is really helpful in the Events which has the buffs like : Fragmentation, Perish Together and Ionizing Radiation. The downside is that the enemies love targeting CM so it is advisable to keep it in the safe area.
Recommended Generals:
Marshall is the best suitable for CM as he has high mobility to be anywhere on the battlefield and with Guerrilla Master, Organisation and CM's Emergency Resuce lv 3 will make him immortal.
Malinovsky (5 stars mobility) is also good to command CM, since I give him Crowd Tactics and Raider, when the enemy counterattacks him after his attack to trigger "Decoy and Strike" he can also heal himself and other unit next to him.
MacArthur (6 stars mobility) is like Marshall, high mobility.
Higuchi (5 stars mobility) is also suitable because of his first skill "Counter". The enemies really love targeting CM, Higuchi "Counter" will activate.
Recommended target level: 5
Fragment cost: 100
T-44
Abilities:
Sloped Armour
Lv 5-8: 60% chance to lower damage received by 50% for 1 turn. 2 turns cooldown.
Lv 9: 80% chance to lower damage received by 80% for 1 turn. 2 turns cooldown.
Analysis:
Becomes powerful at level 6 due to range increase. Fragments are easily obtainable via Events. This unit is incrredibly mobile and cost effective, sloped armor provides a very noticable survivability bonus. Along with the Pershing this armor unit should be an early focus of F2P players. Drops of significantly in the endgame, the lack of machine gun on the T-44 limits the use of the green ribbon for health regen by farming infantry kills.
Recommended target level: 6
Fragment Cost: 150/fragment
Hawkeye Force
Abilities:
Forest Commando
+75% damage when on a forest tile.
Sniper
+75% damage to infantry units.
Critical Damage
Lv 1-6: Critical damage +30%.
Lv 7-9: Critical damage +40%.
Precision Snipe
Lv 5-8: Critical chance +40% for 1 turn, cooldown 2 turns.
Lv 9: Critical chance +70% for 1 turn, cooldown 2 turns.
Attack on the unready Enemy
Lv 6-8: The overflow crit chance is converted into extra damage, for every 2% crit chance above 100% gain 1% damage.
Lv 9: The overflow crit chance is converted into extra damage, for every 1% crit chance above 100% gain 1% damage.
Analysis:
Great damage dealer, especially against other infantry generals. Weakness: range & survivability. Needs to get in close to deal damage, cannot counterattack against most units in the endgame when they are 2 tiles away. Simo's range increase only works on offense. With the addition of the RPG, the Hawkeye becomes a potent counter. Can be airlifted and has good mobility. Cannot be a frontline bruiser.
Recommended Generals:
P2P: Marshall, Simo
F2P: Malinovsky, Yamashita, Meretskov
Recommended target level: 6
Fragment cost: 100
Yukikaze
Abilities:
Minesweeper
Damage from naval mines -90%.
Depth Charge
Damage to subs +40%.
Fighting Alongside
Lv 1-4: Damage taken is split between yourself and surrounding allies, for every 20 damage split or dodged the base attack is increased by 2 points for 2 turns, damage boost is capped at +100% of initial attack.
Lv 5-8: Increase damage by 4 points, damage increase lasts for 3 turns.
Lv 9: Increase damage by 4 points, damage boost is capped at +200% of initial attack, damage increase lasts for 3 turns.
Speedy Dodge
Lv 1-4: 20% chance of dodging damage from Air Force.
Lv 5-8: 40% chance of dodging damage from Air Force.
Lv 9: 60% chance of dodging damage from Air Force.
Analysis:
The Yukikaze is our first elite destroyer, it gains a range increase of +1 through upgrades. When fighting in formation this naval unit can spread damage to allies and gain a significant damage boost in the process. It's best used to combat sub-spam and protect our cruisers and carriers. A nice utility piece but far from a gamechanger. View this as a low priority piece of your naval force. The Speedy Dodge skill essentially replaces the air defense feature that comes build into Cruisers.
Recommended Generals:
P2P: Cunningham
F2P: Yamaguchi, Darlan
Recommended target level: 5
Fragment cost: ?
M7 Priest
Abilities:
Armor-piercings
Lv 1-5: Damage to land targets with maxed HP +15%.
Lv 6-9: Damage to land targets with maxed HP +45%.
Suppressive Fire
Lv 5-8: Attack also hits an additional bordering unit, damage to this unit -50%, 2 turns cooldown.
Lv 9: Attack also hits an additional bordering unit, no damage reduction, 2 turns cooldown.
Analysis:
Very accessible and easily upgradeable elite howitzer. Can be airlifted. Great unit for the beginning, but outclassed in most categories by other elite artillery units. Should be an auxiliary unit for endgame players.
Recommended Generals:
P2P: Zhukov, Kluge
F2P: Konev, Brooke, Leeb
Recommended target level: 5
Fragment cost: ?
Stuka
Abilities:
Howled Nosedive
Lv 5-8: 50% chance to lower the morale and/or ignite the targeted plot.
Lv 9: 80% chance to lower the morale and/or ignite the targeted plot.
Analysis:
Limited time chance to apply rumour via air attacks. Useful for causing chaos on key generals. Limited usage, reduces the impact the stuka can have on naval combat in events/conquest.
Recommended target level: 5
Fragment cost: ?
P-40
Abilities:
Air Strike
+50% damage to infantry
Neutralize Fortifications
Lv 1-4: 25% probability of destroying a cities air defense permanently.
Lv 5-8: 50% probability of destroying a cities air defense permanently.
Lv 9: 75% probability of destroying a cities air defense permanently.
Flying Tiger Attack
Lv 5-8: Increase morale of 1 random unit within one grid of the target plot.
Lv 9: Increase morale of all friendly units within one grid of the target plot.
Analysis:
Much like the Spitfire, but with the additional ability to destroy city air defens and the possibility of boosting morale ar higher upgrade levels. These additional perks elevate the P40 past the Spitfire. Can be useful when cleaning up in conquest or for destroying a key air defense (London, Conquest 39', 43').
Recommended Target Level: 1
Fragment Cost: 150/fragment
Type VII Submarine
Abilities:
Torpedo
+100% damage when attacking cruisers and carriers. Cannot attack land units.
Submerge
The enemy are unable to fight back when attacking; receive no harm from land units except coastal artillery.
Wolfpack Tactic
Lv 5-8: Damage is increased by 50% when attacking transport ship.
Lv 9: Damage is increased by 70% when attacking all ship.
Analysis:
Statisticaly superior standard sub at an increased price. At Lv 5 this unit gains a damage boost against transport ships, sadly these are not our main targets when using subs. Subs are best used to take out opposing generals on cruisers and carriers. The all ship damage boost is only activated at Lv 9. Due to the high threshhold of investment to usage the Type VII Submarine is in the bottom tier of elite units.
P2P Generals: Cunnigham
F2P Generals: Yamaguchi, Donitz, Räder, Darlan
Recommended target level: 1
Fragment cost: 150/fragment
Alpini
Abilities:
Marching
Consume mobility in a particular terrain -100%.
Hill Commando
+75% damage when fighting in mountains/hills.
Impede
Lv 5-8: Immobilize enemy troops within 1 square for 1 turn, with a cooldown of 3 turns. Whenn affecting 3 or more targets, the cooldown is 1 turn.
Lv 9: Cause chaos on enemy troops within 1 square for 1 turn, with a cooldown of 3 turns. Whenn affecting 3 or more targets, the cooldown is 1 turn.
Analysis:
Subpar infatry. Has an extremly powerful support ability in Impede, but this is only useable at Lv 9, an Alpini lv 9 easily moves up multiple tiers. Immobilize (Lv 5-8) has certain restricted uses but suffers from the danger of tanks wiping out the Alpini due to not having their attacks constricted. Thus the prestage of the Alpini (Lv 1-8) is close to replacable by a standard mech infantry. Not worth focusing on.
Recommended target level: 9
Fragment Cost: ?
Tier 6Abilities:
Sloped Armour
Lv 5-8: 60% chance to lower damage received by 50% for 1 turn. 2 turns cooldown.
Lv 9: 80% chance to lower damage received by 80% for 1 turn. 2 turns cooldown.
Analysis:
Becomes powerful at level 6 due to range increase. Fragments are easily obtainable via Events. This unit is incrredibly mobile and cost effective, sloped armor provides a very noticable survivability bonus. Along with the Pershing this armor unit should be an early focus of F2P players. Drops of significantly in the endgame, the lack of machine gun on the T-44 limits the use of the green ribbon for health regen by farming infantry kills.
Recommended target level: 6
Fragment Cost: 150/fragment
Hawkeye Force
Abilities:
Forest Commando
+75% damage when on a forest tile.
Sniper
+75% damage to infantry units.
Critical Damage
Lv 1-6: Critical damage +30%.
Lv 7-9: Critical damage +40%.
Precision Snipe
Lv 5-8: Critical chance +40% for 1 turn, cooldown 2 turns.
Lv 9: Critical chance +70% for 1 turn, cooldown 2 turns.
Attack on the unready Enemy
Lv 6-8: The overflow crit chance is converted into extra damage, for every 2% crit chance above 100% gain 1% damage.
Lv 9: The overflow crit chance is converted into extra damage, for every 1% crit chance above 100% gain 1% damage.
Analysis:
Great damage dealer, especially against other infantry generals. Weakness: range & survivability. Needs to get in close to deal damage, cannot counterattack against most units in the endgame when they are 2 tiles away. Simo's range increase only works on offense. With the addition of the RPG, the Hawkeye becomes a potent counter. Can be airlifted and has good mobility. Cannot be a frontline bruiser.
Recommended Generals:
P2P: Marshall, Simo
F2P: Malinovsky, Yamashita, Meretskov
Recommended target level: 6
Fragment cost: 100
Yukikaze
Abilities:
Minesweeper
Damage from naval mines -90%.
Depth Charge
Damage to subs +40%.
Fighting Alongside
Lv 1-4: Damage taken is split between yourself and surrounding allies, for every 20 damage split or dodged the base attack is increased by 2 points for 2 turns, damage boost is capped at +100% of initial attack.
Lv 5-8: Increase damage by 4 points, damage increase lasts for 3 turns.
Lv 9: Increase damage by 4 points, damage boost is capped at +200% of initial attack, damage increase lasts for 3 turns.
Speedy Dodge
Lv 1-4: 20% chance of dodging damage from Air Force.
Lv 5-8: 40% chance of dodging damage from Air Force.
Lv 9: 60% chance of dodging damage from Air Force.
Analysis:
The Yukikaze is our first elite destroyer, it gains a range increase of +1 through upgrades. When fighting in formation this naval unit can spread damage to allies and gain a significant damage boost in the process. It's best used to combat sub-spam and protect our cruisers and carriers. A nice utility piece but far from a gamechanger. View this as a low priority piece of your naval force. The Speedy Dodge skill essentially replaces the air defense feature that comes build into Cruisers.
Recommended Generals:
P2P: Cunningham
F2P: Yamaguchi, Darlan
Recommended target level: 5
Fragment cost: ?
M7 Priest
Abilities:
Armor-piercings
Lv 1-5: Damage to land targets with maxed HP +15%.
Lv 6-9: Damage to land targets with maxed HP +45%.
Suppressive Fire
Lv 5-8: Attack also hits an additional bordering unit, damage to this unit -50%, 2 turns cooldown.
Lv 9: Attack also hits an additional bordering unit, no damage reduction, 2 turns cooldown.
Analysis:
Very accessible and easily upgradeable elite howitzer. Can be airlifted. Great unit for the beginning, but outclassed in most categories by other elite artillery units. Should be an auxiliary unit for endgame players.
Recommended Generals:
P2P: Zhukov, Kluge
F2P: Konev, Brooke, Leeb
Recommended target level: 5
Fragment cost: ?
Stuka
Abilities:
Howled Nosedive
Lv 5-8: 50% chance to lower the morale and/or ignite the targeted plot.
Lv 9: 80% chance to lower the morale and/or ignite the targeted plot.
Analysis:
Limited time chance to apply rumour via air attacks. Useful for causing chaos on key generals. Limited usage, reduces the impact the stuka can have on naval combat in events/conquest.
Recommended target level: 5
Fragment cost: ?
P-40
Abilities:
Air Strike
+50% damage to infantry
Neutralize Fortifications
Lv 1-4: 25% probability of destroying a cities air defense permanently.
Lv 5-8: 50% probability of destroying a cities air defense permanently.
Lv 9: 75% probability of destroying a cities air defense permanently.
Flying Tiger Attack
Lv 5-8: Increase morale of 1 random unit within one grid of the target plot.
Lv 9: Increase morale of all friendly units within one grid of the target plot.
Analysis:
Much like the Spitfire, but with the additional ability to destroy city air defens and the possibility of boosting morale ar higher upgrade levels. These additional perks elevate the P40 past the Spitfire. Can be useful when cleaning up in conquest or for destroying a key air defense (London, Conquest 39', 43').
Recommended Target Level: 1
Fragment Cost: 150/fragment
Type VII Submarine
Abilities:
Torpedo
+100% damage when attacking cruisers and carriers. Cannot attack land units.
Submerge
The enemy are unable to fight back when attacking; receive no harm from land units except coastal artillery.
Wolfpack Tactic
Lv 5-8: Damage is increased by 50% when attacking transport ship.
Lv 9: Damage is increased by 70% when attacking all ship.
Analysis:
Statisticaly superior standard sub at an increased price. At Lv 5 this unit gains a damage boost against transport ships, sadly these are not our main targets when using subs. Subs are best used to take out opposing generals on cruisers and carriers. The all ship damage boost is only activated at Lv 9. Due to the high threshhold of investment to usage the Type VII Submarine is in the bottom tier of elite units.
P2P Generals: Cunnigham
F2P Generals: Yamaguchi, Donitz, Räder, Darlan
Recommended target level: 1
Fragment cost: 150/fragment
Alpini
Abilities:
Marching
Consume mobility in a particular terrain -100%.
Hill Commando
+75% damage when fighting in mountains/hills.
Impede
Lv 5-8: Immobilize enemy troops within 1 square for 1 turn, with a cooldown of 3 turns. Whenn affecting 3 or more targets, the cooldown is 1 turn.
Lv 9: Cause chaos on enemy troops within 1 square for 1 turn, with a cooldown of 3 turns. Whenn affecting 3 or more targets, the cooldown is 1 turn.
Analysis:
Subpar infatry. Has an extremly powerful support ability in Impede, but this is only useable at Lv 9, an Alpini lv 9 easily moves up multiple tiers. Immobilize (Lv 5-8) has certain restricted uses but suffers from the danger of tanks wiping out the Alpini due to not having their attacks constricted. Thus the prestage of the Alpini (Lv 1-8) is close to replacable by a standard mech infantry. Not worth focusing on.
Recommended target level: 9
Fragment Cost: ?
B-4 Howitzer
Abilities:
Assault
Lv 1-4: Damage to city defense increased by 15% for 2 turns. Cooldown 3 turns.
Lv 5-8: Damage to city defense increased by 30% for 2 turns. Cooldown 3 turns.
Lv 9: Damage to city defense increased by 45% for 2 turns. Cooldown 3 turns.
Critical Damage
Lv 1-4: Damage of critical attack is increased by 20%.
Lv 5-9: Damage of critical attack is increased by 30%.
Analysis:
Incredibly underwhelming. Essentially has a build in explosives bonus on a statistically superior Howitzer. Can be airlifted. In comparison to a standard Rocket Artillery unit this is only marginally better. Doesn't warrant targeted investment. Can be useful when upgraded organically.
Recommended target level: 1
Fragment Cost: 200/fragment
Spitfire
Abilities:
Air Strike
+50% damage to infatry
Air combat Readiness
Lv 5-8: Cost reduction -10%
Lv 9: Cost reduction -20%
High-speed Machine Cannon
+25% defense penetration
Analysis:
Improved fighter with limited uses. Upgrading increases skills but primarily increases damage, range and uses. The increased range can come in clutch in conquest, but also pairs nicely with Chennaults "Inspection" skill, thus allowing us to deactivate counterattacks on a larger scale. Very obtainable from events, not worth focusing on.
Recommended Target Level: 1
Fragment Cost: 100/fragment
Engineering Unit
Abilities:
Landmine Deployment
Lv 1-4: Deploy a landmine within 1 square, landmine deals 115 damage, 1 turn cooldown.
Lv 5-8: Deploy a landmine within 1 square, landmine deals 160 damage, 1 turn cooldown.
Lv 9: Deploy a landmine within 2 squares, landmine deals 205 damage, 1 turn cooldown.
Engineering Maintenance
Lv 1-4: Buildings within 1 square of the surrounding area regain 40 HP, effective once per turn.
Lv 5-8: Buildings within 1 square of the surrounding area regain 80 HP, effective once per turn.
Lv 9: Buildings within 1 square of the surrounding area regain 120 HP, effective once per turn.
Tunnel Excavation
Lv 5-8: Within 5 squares, dig a tunnel from current location to target plot (plots cannot be oceanic or mountainous), creating a tunnel between these plots. Infantry, artillery, light & medium tanks can pass through this tunnel. 2 turns cooldown, when a new tunnel is dug the old one disappears.
Lv 9: Expand range of tunnel to surrounding 7 squares.
Analysis:
Very disappointing support unit. Most useful ability is the mine planting that can deal nice damage to armored units. The tunneling is very underwhelming, very limited range and getting it setup in a useful manner is not worth the effort.
Cannot tunnel underneath bodies of water.
Should be avoided and warrants no targeted investment.
Recommended Generals:
P2P: Marshall
F2P: Higuchi, MacArthur
Recommended target level: 1
Fragment cost: 200
Abilities:
Assault
Lv 1-4: Damage to city defense increased by 15% for 2 turns. Cooldown 3 turns.
Lv 5-8: Damage to city defense increased by 30% for 2 turns. Cooldown 3 turns.
Lv 9: Damage to city defense increased by 45% for 2 turns. Cooldown 3 turns.
Critical Damage
Lv 1-4: Damage of critical attack is increased by 20%.
Lv 5-9: Damage of critical attack is increased by 30%.
Analysis:
Incredibly underwhelming. Essentially has a build in explosives bonus on a statistically superior Howitzer. Can be airlifted. In comparison to a standard Rocket Artillery unit this is only marginally better. Doesn't warrant targeted investment. Can be useful when upgraded organically.
Recommended target level: 1
Fragment Cost: 200/fragment
Spitfire
Abilities:
Air Strike
+50% damage to infatry
Air combat Readiness
Lv 5-8: Cost reduction -10%
Lv 9: Cost reduction -20%
High-speed Machine Cannon
+25% defense penetration
Analysis:
Improved fighter with limited uses. Upgrading increases skills but primarily increases damage, range and uses. The increased range can come in clutch in conquest, but also pairs nicely with Chennaults "Inspection" skill, thus allowing us to deactivate counterattacks on a larger scale. Very obtainable from events, not worth focusing on.
Recommended Target Level: 1
Fragment Cost: 100/fragment
Engineering Unit
Abilities:
Landmine Deployment
Lv 1-4: Deploy a landmine within 1 square, landmine deals 115 damage, 1 turn cooldown.
Lv 5-8: Deploy a landmine within 1 square, landmine deals 160 damage, 1 turn cooldown.
Lv 9: Deploy a landmine within 2 squares, landmine deals 205 damage, 1 turn cooldown.
Engineering Maintenance
Lv 1-4: Buildings within 1 square of the surrounding area regain 40 HP, effective once per turn.
Lv 5-8: Buildings within 1 square of the surrounding area regain 80 HP, effective once per turn.
Lv 9: Buildings within 1 square of the surrounding area regain 120 HP, effective once per turn.
Tunnel Excavation
Lv 5-8: Within 5 squares, dig a tunnel from current location to target plot (plots cannot be oceanic or mountainous), creating a tunnel between these plots. Infantry, artillery, light & medium tanks can pass through this tunnel. 2 turns cooldown, when a new tunnel is dug the old one disappears.
Lv 9: Expand range of tunnel to surrounding 7 squares.
Analysis:
Very disappointing support unit. Most useful ability is the mine planting that can deal nice damage to armored units. The tunneling is very underwhelming, very limited range and getting it setup in a useful manner is not worth the effort.
Cannot tunnel underneath bodies of water.
Should be avoided and warrants no targeted investment.
Recommended Generals:
P2P: Marshall
F2P: Higuchi, MacArthur
Recommended target level: 1
Fragment cost: 200