Included
in this Appendix are the descriptions of each type of unit used in the basic,
standard and advanced versions of Empire Deluxe. These descriptions
include the individual statistics on each unit, picture of the unit and a text
description of its abilities and uses. An explanation of the terms used to
describe each unit can be found in Appendix I - Glossary of Terms.
Land Units
Land units
are the only units in Empire Deluxe Internet Edition that can capture
cities. They can move onto any land square, but cannot enter water squares
except on a Transport. Armies are the only type of land unit in the basic
game.
Army
Move- 1
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2*
Hold Capacity- NA
Sighting Range-
NA
Unsightable- NA
Shore
Bombardment- No
Range- NA
Production Time-
6
Armies
are the basic currency of conquest. While slow and weak compared to sea
units, Armies are vital to victory, as they are the only units capable of
capturing cities. An Army's biggest advantage lies in its ability to be
produced rapidly. Many Armies can be produced in the time it takes to
produce one Battleship.
Armies
are best used for capturing enemy cities and defending your own cities and
coastlines by cautious placement of sentries.
* - Armies defend vs. shore
bombardment at a defense rating of 1.
Sea Units
Sea units
represent ships. They can enter water and friendly city squares but not land
ones. There are 4 types of sea units in the basic game; Transport, Destroyer,
Cruiser and Battleship
Transport
Move- 2
Damage- 3
Shot Damage- 1
Attack- 1
Defense- 1
Hold Capacity- 6
Armies
Sighting Range-
NA
Unsightable- NA
Shore
Bombardment- No
Range- NA
Production Time-
30
Transports are second in importance only to Armies in Empire Deluxe
Internet Edition. Transports are the only unit capable of carrying Armies
over water and thus are the only way to capture cities on other land masses.
Transports start with a hold capacity of 6; i.e., they can hold up to 6
Armies. If they are damaged, their hold capacity is reduced by two for every
increment of damage taken. If the number of Armies held on a Transport exceed
its hold capacity, the excess units are eliminated. If a Transport is sunk,
all units on the Transport are destroyed as well.
Transports
fare poorly in combat and should be kept out of it at all costs. Since the
loss of a single Transport can also result in the loss of up to 6 Armies, they
should not go unescorted even in relatively safe areas. For similar reasons,
enemy Transports are always targets of opportunity.
Destroyer
Move- 3
Damage- 3
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range-
NA
Unsightable- NA
Shore
Bombardment- No
Range- NA
Production Time-
24
Swift and
agile, Destroyers perform a variety of tasks well but none superbly. They are
the fastest of all units in the basic game, allowing them to successfully
chase or flee other, slower ships. Their fast Production Time makes them
relatively easy to amass in large numbers.
While they
can not shore bombard Armies, Destroyers are excellent for chasing down weak
or damage enemy ships, escorting Transports and protecting friendly shorelines
from incursions by enemy Transports.
Cruiser
Move- 2
Damage- 8
Shot Damage- 2
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range-
NA
Unsightable- NA
Shore
Bombardment- Yes
Range- NA
Production Time-
36
Cruisers
are the easiest and quickest to produce of the capital ships. They fight very
well. Cruisers are capable of shore bombardment and are excellent for
escorting Transports and weakening enemy land defenses.
Battleship
Move- 2
Damage- 12
Shot Damage- 3
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range-
NA
Unsightable- NA
Shore
Bombardment- Yes
Range- NA
Production Time-
60
Battleships are the largest and most powerful of all the units in Empire
Deluxe. The large amounts of hits they can take make them durable and
very hard to kill. Battleships are best used to gain sea superiority by
sinking enemy ships. They also perform well as softeners for a prelude to an
invasion, by use of their shore bombardment ability. Due to their enormous
production times, Battleships are far too valuable to be wasted on simple
chores such as shoreline patrol and Transport escort.
Land Units
Land units
are the only units in Empire Deluxe Internet Edition that can capture
cities. They can move onto any land or city square, but cannot enter water
squares unless on a Transport. There is only one type of land unit in the
standard game; the Army.
Army
Move- 1
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2*
Hold Capacity- NA
Sighting Range- 1
Unsightable- SU
Shore
Bombardment- No
Range- NA
Production Time-
6/5
Armies are
the basic currency of conquest. While slow and weak compared to sea and air
units, Armies are vital to victory. They are the only units capable of
capturing cities. An Army's biggest advantage lies in its ability to be
produced rapidly. Many Armies can be produced in the time it takes to produce
one Battleship.
Armies are
best used for capturing enemy cities and defending your own cities and
coastlines by cautious placement of sentries.
* - Armies defend vs. shore
bombardment at a defense rating of 1.
Air Units
Air units
represent airplanes in Empire Deluxe. They can fly over any terrain
square except for cities and edge. Because of their limited fuel capacity,
all air units have a restricted range. If they move more squares than their
Range before landing in a friendly city or Carrier, they crash and are
destroyed. Unlike other units, air units must always move their maximum
allotment of movement. Even if they sit still the entire turn, they are still
assumed to have moved their full Move. An air unit that flies over a friendly
city or Carrier, automatically lands and ends its turn. Fighters are
the only type of air unit in the standard game.
Fighter
Move- 5
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- SU
Shore
Bombardment- No
Range- 20
Production Time-
12/10
Fighters
are the swiftest units in Empire Deluxe Internet Edition and make
excellent rapid attack/rapid deployment units. They fight as well as an Army
and can move considerably faster. They can travel over land, water and fly
over, but not end their turn on, friendly units. They cannot, however, capture
cities. Fighters make excellent scouts for exploring unexplored territory and
for patrolling against enemy incursions, but are limited by their range. They
are as effective as Destroyers in killing Submarines once the Submarine has
been located by other units.
Sea Units
Sea units
represent ships. They can enter water or friendly city squares but not land
ones. There are 6 types of sea units in the standard version of Empire
Deluxe; Transport, Destroyer, Submarine, Cruiser, Battleship and Carrier.
Transport
Move- 2
Damage- 3
Shot Damage- 1
Attack- 1
Defense- 1
Hold Capacity- 6
Armies
Sighting Range- 1
Unsightable- SU
Shore
Bombardment- No
Range- NA
Production Time-
30/25
Transports
are second in importance only to Armies in Empire Deluxe Internet Edition.
Transports are the only unit capable of carrying Armies over water and
thus are the only way to capture cities on other land masses. Transports
start with a hold capacity of 6; i.e., they can hold up to 6 Armies. If they
are damaged, their hold capacity is reduced by two for every increment of
damage taken. If the number of Armies held on a Transport exceed its holding
capacity, the excess units are eliminated. If a Transport is sunk, all units
of the Transport are destroyed as well.
Transports
fare poorly in combat and should be kept out of it at all costs. Since the
loss of a single Transport can also result in the loss of up to 6 Armies, they
should not go unescorted even in relatively safe areas. For similar reasons,
enemy Transports are always targets of opportunity. Submarines are the bane
of all Transports.
Destroyer
Move- 3
Damage- 3
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore
Bombardment- No
Range- NA
Production Time-
24/20
Swift and
agile, Destroyers perform a variety of tasks well but none superbly. They are
the fastest of all sea units in the game, allowing them to successfully chase
or flee other slower ships. Their fast Production Time makes them relatively
easy to amass in large numbers.
While they
cannot shore bombard Armies, Destroyers are excellent for chasing down weak or
damage enemy ships, escorting Transports, protecting friendly shorelines from
incursions by enemy Transports, scouting unexplored terrain and hunting down
enemy Submarines.
Submarine
Move- 2
Damage- 2
Shot Damage- 3
Attack- 2
Defense- 1
Hold Capacity- NA
Sighting Range- 1
Unsightable- Land
and air units
Shore
Bombardment- No
Range- NA
Production Time-
24/20
Submarines
are the assassins of the seas. Few units can sight them, making it easy to
sneak them behind enemy lines. They can kill very effectively but if caught,
are easy to destroy. Submarines are the bane of Transports. Submarines are
effective in disrupting sea movement behind enemy lines, weakening capital
ships, scouting out enemy protected territory and allowing at least some navy
when the enemy has gained sea superiority. The best defense for a Submarine
is a good offense.
Cruiser
Move- 2
Damage- 8
Shot Damage- 2
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore
Bombardment- Yes
Range- NA
Production Time-
36/30
Cruisers
are the easiest and quickest to produce of the capital ships. They fight well
and are capable of shore bombardment. They are excellent for escorting
Transports, weakening enemy land defenses and Submarine hunting.
Battleship
Move- 2
Damage- 12
Shot Damage- 3
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore
Bombardment- Yes
Range- NA
Production Time-
60/50
Battleships are the largest and most powerful of all the units in Empire
Deluxe Internet Edition. The large amount of damage they can take make
them durable and very hard to kill. Battleships are best used to gain sea
superiority by sinking enemy ships. They also perform well as softeners for a
prelude to an invasion by use of their shore bombardment ability. Due to
their enormous production times, Battleships are far too valuable to be wasted
on simple chores such as shoreline patrol and Transport escort.
Carrier
Move- 2
Damage- 8
Shot Damage- 1
Attack- 1
Defense- 2
Hold Capacity- 8
Fighters
Sighting Range- 1
Unsightable- SU
Shore
Bombardment- No
Range- NA
Production Time-
48/40
Almost as
hard to produce as a Battleship, Carriers are a vital part of any major fleet
action in Empire Deluxe. Carriers are as durable as Cruisers but do
not have the same innate offensive ability. The strength of a Carrier lies in
its ability to transport Fighters to vital areas on the map. As such,
a Carrier and it's Fighters are best used as invasion support troops,
as a defensive screen for large sea task forces and as a staging area for land
based Fighters to extend their range. A Carrier with a few Fighters
on it, can also make an excellent scout force. Carriers can hold up to 8
Fighters at any one time. Each increment of damage inflicted on a
Carrier reduces the number of Fighters it can carry by 1. Any excess
Fighters over that amount at the time the damage is taken, are eliminated.
Because Fighters may stay in the air for several turns, it is actually
possible to base more than 8 Fighters off a single Carrier. This is,
however, a difficult juggling feet.
Carriers
are difficult to replace and the loss of a Carrier may also mean the loss of
up to 8 Fighters. Because of this, Carriers should be protected almost
as well as Transports. Carriers function best when fully loaded with Fighters
and escorted by other capital ships.
Land Units
Land units
are the only units in Empire Deluxe Internet Edition that can capture
cities. They can move onto any land or city square, but cannot enter water
squares unless on a Transport. There are three types of land units in the
advanced version of Empire Deluxe Internet Edition; Infantry, Armor and
Airbase.
Infantry
Move- 1
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2*
Hold Capacity- NA
Sighting Range- 1
Unsightable- SU
Shore
Bombardment- No
Range- NA
Production Time-
6/5
Infantry
units are the basic currency of conquest. While slow and weak compared to
other units, Infantry is vital to victory as they are one of only two units
capable of capturing cities. An Infantry's biggest advantage lies in its
ability to be produced rapidly. Many Infantry can be produced in the time it
takes to produce one Battleship.
Infantries
are best used for capturing enemy cities and defending your own cities and
coastlines by judicious placement of sentries. They are also the only units
capable of creating Airbases.
* - Infantry defend vs. shore
bombardment at a defense rating of 1.
Armor
Move- 2*
Damage- 2
Shot Damage- 1
Attack- 2
Defense- 2***
Hold Capacity- NA
Sighting Range- 1
Unsightable- SU
Shore
Bombardment- No
Range- NA
Production Time-
12/10
Armor
units play a vital role in land offenses but have peculiar weaknesses that
require a certain amount of skill to circumvent. Their function is much the
same as Infantry and they can do many of the same things. They are twice as
fast and can take twice as much damage, but otherwise perform the same. It is
important to note that when defending against shore bombardment and bomber
attacks; Armor has no advantage over Infantry. Armor cannot enter mountains.
They cannot enter water squares except on Transports and take up twice as much
space as an Infantry unit. If an Armor unit takes a city, it will immediately
produce an Infantry unit at that city.
*- Entering rough, forest or
river squares reduces an Armor's Move to 1.
***- Armor defending against
shore bombardment has a defense rating of 1.
Airbase
Move- 0
Damage- 1
Shot Damage- 1
Attack- NA
Defense- 2*
Hold Capacity- 8
air units.
Sighting Range- 2
Unsightable- NA
Shore
Bombardment- No
Range- NA
Production Time-
NA
Airbases
are the only unit in the game that are not produced directly by cities. They
are created by an Infantry that has been given the "Unload" order. Once an
Infantry has changed itself to an Airbase, it cannot change itself back
again. Airbases cannot move or attack, but are otherwise identical to
Infantry in combat. They have the added advantage of being able to see 2
squares instead of one, but their primary use is as a place to land and refuel
air units. In this, they are similar in performance to Carriers, but can hold
any type of air unit, not just Fighters. Airbases can hold an
unlimited number of air units at any one given time, but may hold no other
unit types. An Airbase only takes one hit to kill. If destroyed, all air
units at the Airbase are destroyed with it.
Note that airbases may only be built
on clear terrain.
Air Units
Air units
represent airplanes in Empire Deluxe Internet Edition. They can fly
over any terrain square except for cities and edge. Because of their limited
fuel capacity, all air units have a restricted range. If they move more
squares than their range before landing in a friendly city, Airbase or
Carrier, they crash and are destroyed. Unlike other units, air units must
always move their maximum allotment of movement. Even if they sit still the
entire turn, they are still assumed to have moved their maximum movement. An
air unit that flies over a friendly city, Airbase or Carrier, automatically
lands and ends it's turn if it can. There are two types of air units in the
advanced version of Empire Deluxe Internet Edition; Fighter and Bomber.
Fighter
Move- 6
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 2
Unsightable- SU
Shore
Bombardment- No
Range- 18
Production Time-
12/10
Fighters
are the swiftest units in Empire Deluxe Internet Edition and make
excellent rapid attack/rapid deployment units. They fight as well as an
Infantry and can move considerably faster. They can travel over land, water
and fly over, but not end their turn on, friendly units. They cannot, however,
capture cities. Fighters make excellent scouts for exploring
unexplored territory and for patrolling against enemy incursions, but are
limited by their range. They are as effective as Destroyers in killing
Submarines once the Submarine has been located by other units.
Bomber
Move- 4
Damage- 1
Shot Damage- 2
Attack- 2*
Defense- 2*
Hold Capacity- NA
Sighting Range- 2
Unsightable- SU
Shore
Bombardment- No
Range- 24
Production Time-
12/10
While
they are slower than Fighters and cannot land on Carriers, Bombers make
up for this by their greater range and their ability to stay in the air
longer. They are the only units in the game capable of bombing cities. In
addition to their unique bombing capability, Bombers do well in damaging and
sinking enemy ships, scouting unexplored terrain and can kill an Armor unit as
easily as an Infantry.
*Bombers have an attack and
defense rating of 1 when in battle against Fighters.
Sea Units
Sea units
represent ships. They can enter water and friendly city squares but not land
ones. There are 6 types of sea units in the advanced game; Transport,
Destroyer, Submarine, Cruiser, Battleship and Carrier.
Transport
Move- 2
Damage- 3
Shot Damage- 1
Attack- 1
Defense- 1
Hold Capacity- 6
Armies
Sighting Range- 1
Unsightable- SU
Shore
Bombardment- No
Range- NA
Production Time-
30/25
Transports are second in importance only to Infantry and Armor in Empire
Deluxe Internet Edition. Transports are the only unit capable of carrying
land units over water and thus are the only way to capture cities on other
land masses. Transports start with a hold capacity of 6; i.e., they can hold
up to 6 Infantry or 3 Armor. If they are damaged, their hold capacity is
reduced by two for every increment of damage taken. If the number of units
held on a Transport exceed its holding capacity, the excess units are
eliminated. If a Transport is sunk, all units of the Transport are destroyed
as well.
Transports
fare poorly in combat and should be kept out of it at all costs. Since the
loss of a single Transport can also result in the loss of up to 6 other units,
they should not go unescorted even in relatively safe areas. For similar
reasons, enemy Transports are always targets of opportunity. Submarines are
the bane of all Transports.
Destroyer
Move- 3
Damage- 3
Shot Damage- 1
Attack- 2*
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore
Bombardment- No
Range- NA
Production Time-
24/20
Swift and
agile, Destroyers perform a variety of tasks well but none superbly. They are
the fastest of all sea units in the game, allowing them to successfully chase
or flee other slower ships. Their fast Production Time makes them relatively
easy to amass in large numbers.
While they
can not shore bombard land units, Destroyers are excellent for chasing down
weak or damage enemy ships, escorting Transports, protecting friendly
shorelines from incursions from enemy Transports, scouting unexplored terrain
and hunting down enemy Submarines.
*- Destroyers have an attack
rating of 1 when attacking air units.
Submarine
Move- 2
Damage- 2
Shot Damage- 3
Attack- 2*
Defense- 1
Hold Capacity- NA
Sighting Range- 1
Unsightable- Land
and air units
Shore
Bombardment- No
Range- NA
Production Time-
24/20
Submarines are the assassins of the seas. Few units can sight them, making it
easy to sneak them behind enemy lines. They can kill very effectively but if
caught, are easy to destroy. Submarines are the bane of Transports.
Submarines are effective in disrupting sea movement behind enemy lines,
weakening capital ships, scouting out enemy protected territory and allowing
at least some navy when the enemy has gained sea superiority. The best
defense for a Submarine is a good offense.
*- Submarines have an attack
rating of 1 when attacking air units.
Cruiser
Move- 2
Damage- 8
Shot Damage- 2
Attack- 2*
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore
Bombardment- Yes
Range- NA
Production Time-
36/30
Cruisers
are the easiest and quickest to produce of the capital ships. They fight well
and are capable of shore bombardment. Cruisers are excellent for escorting
Transports, weakening enemy land defenses and Submarine hunting.
*- Cruisers have an attack
rating of 1 when attacking air units.
Battleship
Move- 2
Damage- 12
Shot Damage- 3
Attack- 2*
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore
Bombardment- Yes
Range- NA
Production Time-
60/50
Battleships are the largest and most powerful of all the units in Empire
Deluxe Internet Edition. The large amounts of damage they can take make
them durable and very hard to kill. Battleships are best used to gain sea
superiority by sinking enemy ships. They also perform well as softeners for a
prelude to an invasion by use of their shore bombardment ability. Due to
their enormous production times, Battleships are far too valuable to be wasted
on simple chores such as shoreline patrol and Transport escort.
*Battleships have an attack
rating of 1 when attacking air units.
Carrier
Move- 2
Damage- 8
Shot Damage- 1
Attack- 1
Defense- 2
Hold Capacity- 8
Fighters
Sighting Range- 1
Unsightable- SU
Shore
Bombardment- No
Range- NA
Production Time-
48/40
Almost as
hard to produce as a Battleship, Carriers are a vital part of any major fleet
action in Empire Deluxe Internet Edition. Carriers are as durable as
Cruisers but do not have the same innate offensive ability. The strength of a
Carrier lies in its ability to transport Fighters to vital areas on the
map. As such, a Carrier and it's Fighters are best used as invasion
support troops, as a defensive screen for large sea task forces and as a
staging area for land based Fighters to extend their range. A Carrier
with a few Fighters on it can also make an excellent scout force.
Carriers can hold up to 8 Fighters at any one time. Each increment of
damage inflicted on a Carrier reduces the number of Fighters it can
carry by 1. Any excess Fighters over that amount at the time the damage is
taken, are eliminated. Because Fighters may stay in the air for
several turns, it is actually possible to base more than 8 Fighters off
a single Carrier. This is, however, a difficult juggling feet.
Carriers
are difficult to replace and the loss of a Carrier may also mean the loss of
up to 8 Fighters. Because of this, Carriers should be protected almost
as well as Transports. Carriers function best when fully loaded with Fighters
and escorted by other capital ships.
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