Military Rules
As usual, unit upkeep is 1/2 their original price.
Land units:
Spoiler Alert, click show to read:
Militia Division - 20,000 - 15,000 pounds sterling, 1 day - poorly trained, ill-equipped and undisciplined (but cheap and quick to raise) irregulars useful for little more than human wave attacks, police actions or home defense while the real soldiers are off on campaign.
Infantry Division - 10,000 - 30,000 pounds sterling, 3 days - the bread and butter of any army, well-trained and well-equipped professionals/semi-professional troops who can effectively take and secure ground.
Cavalry Division - 10,000 - 30,000 pounds sterling, 3 days - Speedy mounted troops who can still be useful for outmaneuvering enemies, rushing weak points in enemy lines and harassing supply lines, though the days of the famous frontal cavalry charges of old are done with.
Light Infantry Division - 8,000 - 50,000 pounds sterling, 4 days - Lightly-equipped crack troops specially trained for rapid deployment and independent operations in rough terrain (ex. deserts, jungles).
Mountaineer Division - 8,000 - 55,000 pounds sterling, 4 days - Crack troops specially trained and equipped for high-altitude, low-temperature operations.
Marine Division - 8,000 - 55,000 pounds sterling, 4 days - Crack troops specially trained and equipped for amphibious operations.
Artillery Division - 3,000, 100 guns - 80,000 pounds sterling, 6 days - Heavy artillery useful on both the offensive and the defensive.
Armored Regiment - 5,000, 500 tanks - 145,000 pounds sterling, 1 week - Men driving 'land battleships' into battle, capable of overrunning all but the greatest of fortified lines and turning everyone who comes their way into something resembling chunky salsa. Must be researched first.
Recruitable brigades (to attach to divisions):
Spoiler Alert, click show to read:
Artillery Brigade - 3,000, 40 guns - 25,000 pounds sterling, 4 days - Mobile field artillery used primarily in support roles for offensive and defensive operations. Infantry (all types), Militia and Cavalry only.
Armored Brigade - 3,000, 250 tanks - 60,000 pounds sterling, 6 days - Small detachments of armored troops to help with punching holes in enemy lines. Infantry (all types), Militia and Cavalry only. Event will give them.
Armored Car Brigade - 3,000, 600 armored cars - 40,000 pounds sterling, 4 days - Detachments of speedy, lightly armored cars equipped with machine guns useful as support vehicles. Can be attached to all but Mountaineer and Marine Divisions.
Engineer Brigade - 3,000 men - 20,000 pounds sterling, 2 days - Trained combat engineers who can help construct pontoon bridges, trenches, crude bunkers etc. within short periods of times. On the offensive, they can mine an area and sabotage enemy defenses. Can be attached to all Divisions.
Armored Train Brigade - 3,000 men, 24 armored trains - 50,000 pounds sterling, 5 days - Massive, heavily armored trains that can quickly move troops and equipment along railways and function as mobile artillery platforms on the frontlines. Obviously, these brigades are restricted to railroads and will perform poorly (if at all) in low-infrastructure regions. Can be attached to any division.
Anti-Air Brigade - 3,000 men, 60 guns - 40,000 pounds sterling, 4 days - Troops equipped with and specially trained in the use of anti-air guns, an increasingly important asset to have on your side as the role of aircraft grows on the battlefield.
Gas Brigade - 3,000 men - 35,000 pounds sterling, 3 days - Men specially trained in the use of various poison gases, ranging from the relatively harmless tear gas to the infamous mustard and chlorine gases, as well as in countering these chemical weapons. Can be attached to any unarmored division.
Warships:
Spoiler Alert, click show to read:
Battleship - 300,000 pounds sterling, 10 days - The ruler of the high seas, a floating fortress that can blow lesser ships out of the water with little effort...but are vulnerable to submarines.
Battlecruiser - 200,000 pounds sterling, 8 days - A larger, heavier cruiser with the arms of a battleship, the perfect blend of speed and firepower that can serve as support vessels for battleships or fight in their own right.
Cruiser - 120,000 pounds sterling, 6 days - Ships balancing the massive firepower and heavy armor of the Battleship and the speed and maneuverability of Destroyers, the mainstay of most surface fleets.
Destroyer - 80,000 pounds sterling, 5 days - Small, lightly armed ships mostly used as escorts or submarine hunters.
Submarine - 80,000 pounds sterling, 5 days - Watercraft capable of extended underwater operations, invaluable in crippling an opposing country's merchant shipping lines and combating Battleships.
Minelayer - 40,000 pounds sterling, 4 days - Tiny, unarmed ships designed to litter an area with mines as quickly as possible.
Minesweeper - 40,000 pounds sterling, 4 days - Tiny, unarmed ships meant to sweep an area clean of mines as quickly as possible.
Aircraft:
Spoiler Alert, click show to read:
Scout plane - 4 planes/squadron - 40,000 pounds sterling, 2 days - Fast, unarmed craft meant to collect intelligence on enemy movements and positions and report these findings to the troops on the ground.
One-seat fighter plane - 3 planes/squadron - 50,000 pounds sterling, 3 days - Planes armed with light machine guns and built specifically for high-speed dogfights, but also invaluable as escorts for Bombers and Airships.
Two-seat fighter plane - 2 planes/squadron - 75,000 pounds sterling, 4 days - Heavier planes with two-man crews (a pilot and gunner) and heavier armaments specialized in extended, long-range dogfights.
Bomber - 2 planes/squadron - 75,000 pounds sterling, 4 days - Slow, heavy warplanes outfitted with large payloads of explosives, capable of raining death from above on both enemy military installations and cities but highly vulnerable to enemy fighters.
Airship - 2/squadron - 80,000 pounds sterling, 6 days - Massive rigid dirigibles that can both scout enemy positions and serve as heavy bombers, but are lacking in the air-to-air defense department and so will have to rely on Fighters to protect them.
Retraining Rules: -
Land & Air – Costs 1/4 the units recruitment and takes ½ construction time
Sea- Costs ¼ the unit’s recruitment and takes1/2 the construction time. Note sunken ships cannot be repaired
Blockades- During a war once a nation has obtained Naval supremacy, the dominate nation may choose to send a Naval force that must consist of at least 5 ship to Blockade enemy trade. I will roll a dice to see if the Blockade is successful or if blockade runners get through. If succesfull the dominate nation receives the income from the trade.