3. Long-Range Artillery. A long-range artillery (LRA) unit has an attack range of two hexes. This range is indicated on the counter by the small number 2 in a contrasting color, located between the attack and defense strength of the unit. When firing at two-hex range, LRA is not subject to any combat results, is not included in any exchange calculations, and may not advance after combat. LRA may not attack by itself when firing at two-hex range; it may attack only if units adjacent to the defending hex are attacking the hex as well. When not firing at two-hex range, LRA is subject to combat results, is included in exchange calculations, and may advance after combat.
Note: Both field and siege artillery can be long range. Long-range field artillery does not have siege artillery ability.
4. Coast Defense Artillery.Some artillery units may also engage in surface naval combat with enemy naval units; these units are known as coast defense artillery (CDA). A CDA unit has two sides/modes, one showing its normal artillery unit ratings (artillery mode), and the other its rating as a notional naval unit (CD mode). As an identification aid, each CDA unit has “CD” featured on both sides of its counter. Note that all Long Range Siege Artillery units are also CDA units.
A player may switch his CDA units between their two sides/modes only during his initial phase.
In games using the detailed rules on coast defenses, CDA units engage in naval combat as described in those rules. In games where the effects of coast defenses are incorporated into ‘naval hazard areas’ such as Total War, the presence of a CDA unit in CD mode in a hex exerts a hazard area versus enemy naval units in that hex/surrounding hexes as described in the naval hazard area rule.
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F. Light Infantry Capable.
The term ‘light infantry’ refers to all unit types within the light infantry category of units. The light infantry category comprises all most non-motorized unit types with the light infantry/jager (Lt Inf/Jager), commando (Cmdo), or partisan (Prtsn) symbols, whether alone or in conjunction with another unit type symbol; plus all high-mountain (High Mtn), parachute (Para), parachute-infantry (Para-Inf), and air landing infantry/glider infantry (Air Lndng/Glider) units. See the Unit Identification Chart for the complete list.
Light infantry units have movement advantages in certain types of terrain as shown on the “Exceptions” column of the Terrain Effects Chart. Light infantry units also count towards adverse terrain expertise when attacking or defending various types of terrain (see Rule 14G).
Rule 16 - Air Rules Introduction
A. Air Units.
Air units are illustrated on the Unit Identification Chart (UIC).
1. Categories/Types. There are three basic categories of air units: fighters, bombers, and transports. Each category contains several specific air unit types, as shown on the UIC. For example, the fighter category contains fighters (type F), heavy fighters (type HF), ground attack fighters (type AF) and dive-bomber fighters (type DF); while the bomber category contains bombers (type B), ground attack bombers (type A), and dive-bombers (type D). Unless otherwise noted herein, rules about “fighter,” “bomber,” and “transport” pertain to all air unit types within their respective categories. For example, a rule describing the abilities of fighters applies to all fighter types.
Rule 23 - Special Air Rules
. . . D. Fighter Capabilities.
1. Fighter-bombers. A fighter flying a bombing mission has its air attack strength reduced by 2 and its air defense strength reduced by 1 while carrying bombs. Air attack or defense strengths may never be reduced below 1. For example, a Me 109E fighter (7F5) carrying bombs would have an air attack strength of 5 and an air defense strength of 4.
In the air combat step, a fighter flying a bombing mission may jettison its bomb load during air combat preparation, at the option of the owning player. If this is done, the fighter reverts to its printed air attack and defense strengths, but has its bombing strength reduced to: