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  • Ultimate P Talibush 7 Alliances
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  • === Ultimate Pants Talibush 7 Alliances ===Talibush mod's Joey's Ultimate Pants, Seven Teams Nazi = Germany ItalyRus = Russia FinlandCommonwealth = British IndiaAsia = China ThaiPacific = Japan AustraliaNew World = Canada USANon Allied = France Romania Balkans IraqMAKE SURE YOU CHECK THE UNIT DEFINITIONSAs with Ultimate World, Standard TripleA '4th edition' + 'LHTR' bomber rules apply.=== Capitals === The capitals of the world powers and the turn order is as follows: Germany - Berlin France - Paris Finland - Lensi Suomen Russia - Moscow Italy - Northern Italy Great Britain - London Romania - Romania Balkan States - Greece Iraq - Iraq Canada - Ontario Thailand - Cambodia India - Bombay China - Kansu Japan - Tokyo United States - North-East United States Australia - Victoria
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abstract
  • === Ultimate Pants Talibush 7 Alliances ===Talibush mod's Joey's Ultimate Pants, Seven Teams Nazi = Germany ItalyRus = Russia FinlandCommonwealth = British IndiaAsia = China ThaiPacific = Japan AustraliaNew World = Canada USANon Allied = France Romania Balkans IraqMAKE SURE YOU CHECK THE UNIT DEFINITIONSAs with Ultimate World, Standard TripleA '4th edition' + 'LHTR' bomber rules apply.=== Capitals === The capitals of the world powers and the turn order is as follows: Germany - Berlin France - Paris Finland - Lensi Suomen Russia - Moscow Italy - Northern Italy Great Britain - London Romania - Romania Balkan States - Greece Iraq - Iraq Canada - Ontario Thailand - Cambodia India - Bombay China - Kansu Japan - Tokyo United States - North-East United States Australia - Victoria === Unit definitions === Unit definitions (attack, defend, movement, PU cost) Infantry: 1, 2, 1, 3 (SPECIAL: Halftrack and Artillery enhance attack to 2) Artillery: 2, 2, 1, 4 (SPECIAL: enhances Infantry) Armour: 3, 3, 2, 5 (SPECIAL: can blitz)Halftrack: 2, 3, 3, 6 (SPECIAL: enhances Infantry, can blitz) Fighter: 3, 4, 5, 10 Bomber: 4, 1, 6, 14 (SPECIAL: SBR) Submarine: 3, 1, 2, 8 (SPECIAL: submerge, sneak attack) Destroyer: 2, 2, 2, 7 (DOES NOT CANCEL SUB CAPIBILITIES!!) Super Destroyer: 2, 2, 2, 8 (CANCELS SUB CAPIBILTIES !!) Transport: 0, 0, 3, 8 (SPECIAL: can carry 3 Infantry or 1 Infantry and 1 vehicle)Carrier: 1, 1, 2, 14 (SPECIAL: 3 Fighters or 1 Fighter and 1 Bomber may land on a Carrier) Cruiser: 3, 3, 2, 14 (CAN SHORE BOMBARD !!) Battleship: 4, 4, 2, 21 (SPECIAL: 2 hits [same turn] to destroy, can shore bombard)