Unity of Command II – Armor Shift
Armor Shift
Armored units can produce a significant shock effect when attacking in suitable terrain. In-game terms, this is represented with the armor shift. This is a value that is attack-only by definition: if the defender happens to have stronger armor, the armor shift is zero. In unsuitable terrain, there is no armor shift: when attacking across rivers or into cities, ruins, mountains, forests, or swamps (excluding frozen swamps).
Armor shift amounts to the difference between attacker and defender armor totals (armor value times number of steps), divided by 10. When the defender is is entrenched or fortified, its defensive armor total is boosted by 50% or 100%, respectively. Specialist steps contribute armor to both attacker and defender armor totals. Armor added by specialist is expressed as a whole shift, e.g., a +2 armor shift (in other words, its value does not get divided by 10).
Limitations:
● Towed AT steps contribute to armor shift only in defense. Non-towed AT steps can contribute in attack, but only to offset defender armor if present.
● Infantry units with defensive armor (AT icon on the unit sheet instead of a tank icon) contribute to the armor total only in defense.
● armor shift is capped (has a maximum value) at 5 in any combat
Armor Penalty: when armored units attack into cities, mountains, or forests, they receive no armor shift. On top of this, they incur an additional -1/-2 penalty shift for mechanized and
armored units, respectively.
Note that the list of terrain types for the armor penalty is not the same as the one for negating the armor shift. This is easily overlooked, but it’s intentional and important.