my WW1 game doesnt have 2 many territories, but combat is limited to 2 rounds per turn. If you want I could post the map and or rules, just dont copy them :) .
here are my units + there stats. (warning theres alot)
Unit stats
Land
Atk Def move cost
Conscript infantry 1 1 1 2
Conscript infantry get -1 attack or defence when fighting tanks on a 3:1 ratio of conscripts to tanks depending on the combat. IE if there attacking they lose 1 attack and when defending they lose 1 defence. You may only buy 8 conscripts per turn.
Infantry 1 2 1 3
Are supported by artillery on a 1:1 ratio
Assault infantry 2 3 1 5
Assault infantry get +1 Attack in the first cycle of combat
Are supported by artillery on a 1:1 ratio
Calvary 2 1 2 4
Can blitz territories
Artillery 3 3 1 5
Can support all infantry units on a 1:1ratio,
Supported units get +1 attack.
Tank 4 2 2 6
Tanks take to hits to kill. Requires tank tech.
Tanks take away the attack/defence power of conscripts on a 3:1 ratio of conscripts to tanks.
Air
Atk Def move cost
Fighter 2 2 3 7
Can provide artillery an opening fire bombardment of 1 on a 1:1 ratio of artillery to fighters
Scout plane 1 2 4 8
Can provide artillery opening fire at a 1 on a 2:1 ratio of artillery to scout planes
Bombers 3 1 5 11
Can do strategic bombing raids on industry or naval ports. Can provide artillery opening fire at a 1 on a 3:1 ratio of artillery to bombers
Infrastructure Atk Def Move Cost
Defensive forts 0 1or2* 0 8
Defensive forts roll 1 die per ship passing through the sea zone hitting at a 1. During an amphibious assault they hit land units on a 2 and get an opening fire at landing craft landing troops. These are not killed only captured. They take 2 hits to become none operational.
They cost 3 to get repaired.
AA guns 0 1 1 N/A
AA guns roll 1 die per attacking air plane hitting at a 1.
Naval Ports 0 0 0 N/A
Naval ports let you protect your ships from harm by letting you garrison your ships in them making them immune to naval attack, but it takes 1 move to go in and out of naval ports. You may build ships at naval ports, limited to 1 per turn.
Industry 0 0 0 N/A
Industry is where you deploy your men, you can deploy double the amount of infantry of the territories income value but all other unit can only be deployed up to the territories income value I.E. South France is worth 2 so you can place 4 infantry and 2 other units there(Not infantry or conscripts).
Sea
Atk Def move cost
Transport 0 0 2 8
Can carry 1 infantry and 1 other land unit or air unit. Air units do not participate in amphibious assaults or naval battles well on a transport must be the last casualty in combat.
Destroyer 2 2 2 8
Stops subs from submerging and negates there opening fire. Can bombard at a 1 on a 1:1 ratio of Land units to ships
Carriers 0 1 2 17
Carriers can Carrie 2 scout plane or 2 fighter plane or 1 of each. Carrier’s gets to roll 1 die hitting at a 1 per attacking aircraft prior to combat. Requires carrier tech to buy.
Cruisers 3 3 2 12
Can bombard on a 2 on a ratio of 1:1 of ships to land units
Battleship 4 4 2 20
Takes two hits to sink they cost 3 to repair and they have to be in a naval port. Can bombard on a 3 on a 1:1 ratio of land units to ships
Subs 2 2 2 8
Subs get a opening fire before combat. If your defensive force is only subs and your opponent has a destroyer present you can elect 1 sub to stay and fight while the rest submerge prior to combat. Subs resurface next turn. Subs can move through hostile sea zones and stay in them as long as no destroyers are present.
*note I had naval ports and cruisers before AA50 & AA global came out.