this is Casaubons suggestions table for new weewar.com units. for new terrain suggestions see this table. to see other stuff return to homepage.


Transport Units

- Number of units loaded is always visible from "outside" to all players, you always can see how many units are transported as cargo

- Attacks on transports affect their cargo, loaded units lose hitpoints same as their transporter

- Transporters have low or no attack values

 

 

 

features
specifications
no
cargo
1 cargo
2 cargo
3 cargo
4 cargo
what for?

Carrier
(BOAT)

built in:
(Harbor)

example>click<

 

  • Aircraft carriers transport and autorepair 2 landed aircraft
  • defenseless except against air
 
attacks
         soft 0
         hard 0
         air 6
         speedboat 0
         amphibic 0
         sub 0
         boat 0

defense 12
range 1
move 2
price 2000

-
-
  • at the moment air is pretty weak on water (destroyers). that is less because of combat values of air units but because of the destroyer's ability to move and shoot from distance plus its repair ability of 2/turn, while air units needs to fly to an airfield for repairs
  • carriers could strengthen overpriced bombers and widen their operational area/ increase their lifespan
 
Carrier Rating
 
Your vote for Carrier
1 = very poor 10 = best possible

Freighter
(BOAT)

built in:
(Harbor)

example

  • Freighers transport up to 4 land units over water
  • have no ZoC
  • can not attack
attacks
         soft 0
         hard 0
         air 0
         speedboat 0
         amphibic 0
         sub 0
         boat 0

defense 4
range 0
move 3
price 500

  • only hovercrafts can capture bases/ structures separated by water, this would change
  • victorious units on conquered islands are useless mostly and could be further put into action by freighters
Freighter Rating
 
Your vote for Freighter
1 = very poor 10 = best possible

Halftrack
(HARD)

built in:
(Base)

 

  • Halftracked armored personell carriers transport up to 4 troopers of all sorts
  • weak combat except against soft
attacks
         soft 6
         hard 3
         air 0
         speedboat 3
amphibic 6 sub 0 boat 3

defense 8
range 1
move 4
price 300

  • this armored troop transport can avoid spamming whole landscapes with troopers, where you might want to position artillery or other stronger units but still have large numbers of infantry at your disposal.
  • increases mobility of your whole army formation
Halftrack Rating
 
Your vote for Halftrack
1 = very poor 10 = best possible


Combat Units

 

 

 

features
specifications
what for?

Cruiser
(BOAT)

built in:
(Harbor)

(on test server
with different stats)

 

  • stronger than destroyer
  • weak against subs
  • only 1 range against air
 
attacks
         soft 8
         hard 14
         air 6
         speedboat 12
         amphibic 12
         sub 4
         boat16

defense 12
range 3
(4 if returning fire)
move 3
price 1000

 

  • more diversity/ tactics on sea with split roles. (destroyers attack vs land & boat should be decreased)
  • destroyer is overpowered currently and should become support ships. cruisers should take over destroyers' role as attack units vs. boat and land but not for anti sub or anti air missions.
Cruiser Rating
 
Your vote for Cruiser
1 = very poor 10 = best possible

Paratrooper
(SOFT / AIR)

built in:
(Base)

example >click<

  • starting from airfields paras can travel 7 by air (transport plane is displayed)
  • zone of control for air is valid if moving by plane
  • parachuting (turn airplane into trooper again) not available on water, mountain, forest, buildings
on ground/ in airplane:
attacks
       soft 8 / 0
       hard 3 / 0
       air 0 / 0
       speedboat 3 / 0
amphibic 3 / 0 sub 0 / 0
boat 3 / 0
defense 6 / 2
range 1 / 0
move 3 /
5+2 price 225
normal look ->

air transfer look ->
  • tactical landing behind enemy lines (counterstrikes)
  • crossing water by air
  • slightly better against other infantry (more experienced troops)
  • air move reinforces /seizes distant areas (speeds up gameplay on big maps)
Paratrooper Rating
 
Your vote for Paratrooper
1 = very poor 10 = best possible

 


Launch Site Units

The Launch Site could be a special terrain tile, where the following non movable rocket units could be built.

 

 

features
specifications
what for?

Cruise Missile
(HARD)

built in:
(Launch Site)

example

  • single use weapon with areal damage within 1 radius to the targeted hexfield.
  • has no ZoC
  • only available, if map holds at least 1 launch site
attacks
         soft 20
         hard 18
         air 0
         speedboat 16
         amphibic 16
         sub 0
         boat 16

defense 2
range 6-10
move 0
price 1000

  • areal damage against (mainly low armored) units and big range would be an expensive but effective defense against a bunch of guarded artillery advancing against your launch site's position. (which is very hard to stem in the current game)
  • cruise missile can hit empty ground to damage nearby units with its areal attack
Cruise Missile Rating
 
Your vote for Cruise Missile
1 = very poor 10 = best possible

Satellite
(HARD)

built in:
(Launch Site)

  • single use device, removes shroud effect for several turns in target area (unit clears shroud and disappears)
  • only available if shroud mode was activated as game mode and map holds at least 1 launch site
  • has no ZoC
attacks
         soft 0
         hard 0
         air 0
         speedboat 0
         amphibic 0
         sub 0
         boat 0

defense 2
range 1-99
move 0
price 700

  • if shroud mode was active, a satellite could be built and started from launch sites to reveal hidden parts of the map (or even the whole map)
Satellite Rating
 
Your vote for Satellite
1 = very poor 10 = best possible

Nuke Missile
(HARD)

built in:
(Launch Site)

 

example>click<

 

  • built not for attack but for victory points in nuclear domination mode: player owning all launch sites on the map equipped with nuke missiles wins.
  • only available if nuclear domination mode was activated in game setup and map holds at least 1 launch site.
  • has no ZoC
attacks
         soft 0
         hard 0
         air 0
         speedboat 0
amphibic 0 sub 0 boat 0

defense 2
range 0
move 0
price 2000

  • increases even more the strategical value of launch sites: while you conquer launch sites and safe credits to build expensive nuke missiles, others try to stop you. this gives the nuke player an economical slow down. you need to save up credits for nukes, others must use them for an offensive.
Nuke Missile Rating
 
Your vote for Nuke Missile
1 = very poor 10 = best possible

 


see original Weewar unit specifications here. see the actual discussion about units in the Weewar forum here, comments are very welcome