Units

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Units refers to military commands you can deploy to flex that capitalist/communist muscle. Instead of micromanagement, the game focuses on grand strategy, using a simple, but effective paper-rock-scissors relationship between your military components.

List[edit | edit source]

  • Nuclear forcs must be equipped with nuclear weapons to be able to carry out strikes.
Name USA USSR Procurement Cost

(Finance)

Description Abilities
Army Command Global USA ArmyCommand Normal.png Global USSR ArmyCommand Normal.png 4 The only unit capable of capturing and fortifying regions. Can be deployed, embarked, transported and disembarked from SURFACE FLEETs. May withdraw to a region with presence.
  • Military Intelligence: Detects enemy LAND/AIR in adjacent regions when not REORGANIZING
  • Fortify: Increase INFLUENCE by 1 in the local region
  • Embark: Load ARMY COMMAND onto available SURFACE FLEET
Submarine Fleet Global USA SubmarineFleet Normal.png Global USSR SubmarineFleet Normal.png 5 Containing a large number of submarine vessels of all types and impervious to FIGHTER COMMAND and CARRIER STRIKE. Devastating against CARRIER FLEETs but vulnerable against SURFACE FLEETs. Nuclear launch capable and can operate in the ARCTIC.
  • Rigorous Vetting (Passive): Immune to INFILTRATION operation by enemy intelligence
  • Arctic Operation (Passive): Can enter and operate in ARCTIC regions.
  • Special Operations Duty (Fleet Status: ENGAGED): Increase intelligence mission success in non-friendly region by 25%
  • Hunter Killer Duty (Passive): Detects and identifies enemy SEA fleets in adjacent non-ARCTIC regions when not REORGANIZING
Surface Fleet Global USA SurfaceFleet Normal.png Global USSR SurfaceFleet Normal.png 6 Consists of a large number of capital ships and surface vessels of all types, the fleet is a deployment and transport platform for any one ARMY COMMAND asset. Devastating against SUBMARINE FLEETs but vulnerable against CARRIER FLEETs. Nuclear launch capable.
  • Convoying (Passive): Reduces regional deployment cost for friendly forces by 1 when not REORGANIZING
  • Disembark: Unload transported ARMY COMMAND to region
Carrier Fleet Global USA CarrierFleet Normal.png Global USSR CarrierFleet Normal.png 7 Constituted by a carrier battle group and its grouping of surface vessels of all types, its Fighter wing provides regional air superiority against Bomber attacks or can stage CARRIER STRIKE operations in the fleets region. CARRIER FLEETs are devastating against SURFACE FLEETs but vulnerable against SUBMARINE FLEETs. Nuclear launch capable.
  • Carrier Fleet Strike: Engage one LAND, AIR or non-Submarine SEA target in designated region
Bomber Command Global USA BomberCommand Normal.png Global USSR BomberCommand Normal.png 5 Contains several bomber air wings and their support elements, capable of theater wide air operations suppressing all regional targets. Vulnerable against FIGHTER COMMANDs and CARRIER FLEETs. May REBASE once deployed to a region with PRESENCE (1) or to non-friendly region occupied by friendly LAND/AIR forces but always WITHDRAWS to COMMAND RESERVES. Nuclear launch capable.
  • Airbase (Passive): If LOST but not destroyed, unit is immediately RETIRED to COMMAND RESERVE
  • Rebase (Ends Turn): Redeploy to a region with PRESENCE (1) or to non-friendly region occupied by friendly LAND/AIR forces
Fighter Command Global USA FighterCommand Normal.png Global USSR FighterCommand Normal.png 4 Contains several fighter air wings and their support elements, capable of theater wide air operations against one regional target. May REBASE once deployed to a region with PRESENCE (1) or to non-friendly region occupied by friendly LAND/AIR forces but always WITHDRAWS to COMMAND RESERVES. Nuclear launch capable.
  • Air Superiority (Passive): Engages any enemy AIR FORCE taking action in local region when not REORGANIZING.
  • Air Patrol (Passive): Detects and identifies any non-Submarine SEA FORCES in local region when not REORGANIZING
  • Airbase (Passive): If LOST but not destroyed, unit is immediately RETIRED to COMMAND RESERVE
  • Rebase (Ends Turn): Redeploy to a region with PRESENCE (1) or to non-friendly region occupied by friendly LAND/AIR forces

Strategy[edit | edit source]

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