PG2 Leaders

 

Each leader will be assigned one automatic ability, depending on the unit type, and one random ability.

The automatically assigned abilities are:

Air Defense (Mechanized Veteran): The air defense unit will be allowed to both move and fire in the same turn.

Anti-Tank (Tank Killer): The anti-tank unit will no longer suffer an initiative penalty when initiating combat.

Artillery (Marksman): The unit’s attack range is increased by one hex.

Fighter (Skilled Interceptor): The unit can intercept multiple enemy aircraft in the defensive phase.

Infantry (Tenacious Defense): The unit’s ground defense factor is increased by 4.

Reconnaissance (Elite Recon Veteran): The unit’s spotting range is increased by two hexes.

Tactical Bomber (Skilled Assault): The unit cannot be surprised ("out of the sun") in combat.

Tank (Aggressive Maneuver): The unit’s movement factor is increased by 1.

The random abilities are:

Aggressive Attack: Each of the unit’s attack factors is increased by 2.

Aggressive Maneuver: The unit’s movement factor is increased by 1.

All Weather Combat (awarded only to air units): The unit may attack normally during inclement weather conditions.

Alpine Training: When moving the unit treats forest and mountain hexes as clear terrain.

Battlefield Intelligence: The unit cannot be surprised in combat.

Bridging: When moving the unit treats passable river hexes as rough terrain.

Combat Support: Unit lends a combat bonus (based on its experience level) to all adjacent friendly units in both attacking and defending (ground units can only help other ground units; air units can only help other air units).

Determined Defense: Each of the unit’s defense factors is increased by 2.

Devastating Fire: The unit may attack twice in a turn.

Ferocious Defense: The unit’s entrenchment cannot be ignored by enemy pioneers or engineers.

Fire Discipline: The unit will expend only one-half of an ammunition point each time it attacks.

First Strike: The unit will fire first against an enemy unit if it wins the initiative in a combat round.

Infiltration Tactics: The unit ignores enemy unit entrenchment when calculating combat results and also acts as a bridging unit for other units.

Influence: Allows the unit to upgrade to better equipment at reduced prestige point cost.

Liberator: You receive double the normal number of prestige points for all objective and victory hexes captured by the unit.

Overwatch: The unit will fire at any enemy unit that moves within its range. The enemy unit is automatically surprised, allowing your unit to fire first and at the enemy’s close assault, rather than its ground defense, factor. Note: a unit with an Overwatch leader will only fire at the first enemy unit that comes within range, not any subsequent enemy units.

Overwhelming Attack: When attacking the unit will have an indeterminate number of the suppression points it would otherwise inflict converted to kills.

Reconnaissance Movement: The unit is permitted phased movement, just like reconnaissance units.

Resilience: The unit will suffer 1 to 3 fewer step casualties than normal units when attacked.

Shock Tactics: Any suppression which the unit inflicts on an enemy unit will last the entire player’s turn, not just the specific combat round.

Skilled Ground Attack: The unit will inflict 1 to 3 more step casualties than normal units when attacking.

Skilled Reconnaissance: The unit’s spotting range is increased by one hex.

Street Fighter: The unit ignores an enemy unit’s city entrenchment when calculating combat results.

Superior Maneuver: The unit may ignore enemy units’ zones of control

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