Ground Units

Ground units have the following visual features:
 * Color: Represents the controlling nation
 * Icon: Represents the unit type. Some unit icons are colored, representing colonial units or other variations
 * Factors: Most units feature two numbers. The left number if the Combat Factor, and the right number is the Movement Factor. If there is a smaller font number next to the movement factor, the larger number is the movement factor for the European mapboard, while the smaller number is for the Pacific mapboard.
 * Unit name: Listed to the right of the unit icon, these represent historical names of units and do not affect gameplay.

Standard Ground Units

 * Standard ground units typically have a stacking limit of 2 per hex; this limit may be ignored in certain circumstances, though any overstacked units may be eliminated if left overstacked to late into the turn.

Infantry
Basic infantry divisions largely composed of riflemen travelling on foot. Cheap, plentiful, and essential for maintaining a front line
 * No special rules

Mechanized Infantry
Infantry divisions that are motorized, largely travelling in trucks of half-tracks, allowing them to travel far more quickly
 * Mechanized Component: If this unit has its mechanized component intact, it receives the following abilities:
 * It receives a higher movement factor (represented on the counter)
 * It may conduct Overruns in conjunction with armor units
 * Pacific rules: Mechanized Infnatry in the Pacific mapboard lose their mechanized component and are treated as normal Infantry for all purposes

Armor
Divisions composed largely of tanks and other armored vehicles, useful as offensive spearheads
 * Mechanized Component: If this unit has its mechanized component intact, it receives the following abilities:
 * It receives a higher movement factor (represented on the counter)
 * It exerts a Zone of Control (ZoC)
 * It may conduct Overruns, Breakthroughs, and Exploitations

Replacements
Replacements represent fresh recruits meant to replenish casualties. They are largely used to mitigate casualties caused by Attrition Combat.
 * Replacements have a Movement Factor of 1
 * They may not conduct offensive operations, and have Combat Factor of 1 for defending against enemy attack
 * They are not counted towards a player's attrition totals, and may not advance to a hex gained by attrition combat, but may be chosen as casualties caused by attrition combat

Partisans
Partisans are irregular forces such as the French Resistance that serve to sabotage industrial production and harass enemy military forces
 * Partisan Rules

Specialized Ground Units

 * Specialized ground units have a stacking limit of 3, independent of the stacking limit of standard ground units

Airborne
US Airborne, German Falschirmjaeger, and other countries' special forces units specialized in entering the battlefield by parachute
 * Airborne units may be Airdropped

Chindit (British Only)
Indian infantry specialized in jungle warfare
 * The Chindit may be airdropped, and do not require an Air Transport unit to do so, though it may not airdrop into a hex occupied by an enemy unit; they may not move or attack in the turn they are airdropped
 * It is always at least in Limited Supply
 * It does not expend an additional movement factor to enter jungle hexes; this does not count jungle/mountain hexes
 * Units attacked by the Chindit receive -1 DM if the Chindit is not adjacent to other Western Allied ground units
 * In addition to normal production, the Chindit may be added to the force pool (on-board or unbuilt) by removing 3 Indian infantry factors from the British force pool
 * It may be constructed in any eligible Indian hex, or the India box, and counts towards the British, but not the Indian, construction limit
 * It may not exit the Southeast Asian front on the Pacific mapboard for any reason, and may not leave India before Britain and Japan are at war

Marines (US and Japan only)
Infantry specialized in performing seaborne invasions
 * Defending units do not receive the normal +1 DM for defending against a seaborne invasion if the attackers have at least half of their ground factors that are directly participating in the seaborne invasion composed of Marines
 * Marines are not counted towards the stacking limits when conducting seaborne invasions

Commandos (British Only)
British special forces specializing in raiding operations
 * Commandos may perform seaborne invasions of any undefended port hex within 10 hexes (Europe) or 5 hexes (Pacific); no bridgehead is placed

Flak
Anti-aircraft artillery meant to protect from enemy bombers
 * Flak units have a movement factor of 1
 * They have no combat factor, and are ignored completely concerning offensive operations, attrition combat, and supply determination
 * They are eliminated if their hex is occupied by enemy units
 * Each flak factor increased air defense and SW combat defense by 1
 * Up to three Flak factors may stack in a hex; they are ignored in determining any other stacking limits
 * Each flak factor is considered 1 unit for Strategic Redeployment purposes

Movement

 * Ground units may move from one friendly hex to another during the movement phase, based on the number of their movement factors
 * Movement must occur through a hexside not fully composed of ocean or impassible terrain, with the exception of crossing arrows
 * Movement into a hex with clear terrain costs one movement factor
 * Movement into a hex with rough terrain costs two movement factors
 * Exception: Japanese ground units and British Chindit moving into jungle hexes (but not jungle/mountain hexes)
 * A unit must expend an additional 2 (Europe) or 1 (Pacific) movement factors to leave a hex in an enemy Zone of Control
 * Mechanized Infantry and Armor units that lose their mechanized components have a movement factor of 3 (Europe) or 2 (Pacific)
 * A unit in Limited or Full supply may always move at least 1 hex
 * Unit movement capabilities can be restricted by weather effects, supply status, and other effects