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Force types include Religious Movement, Colonial Power/Settlers, People's Popular Front, Superpower Back Client Force and Dictatorship. All have their own political phase flow chart, where you spend your political maneuvering points to progress through the steps (which have a randomly determined cost so you can't PLAN the political phase). These have results that can assign you an extra unit, improve the quality of some of your troops, affect movement, cause enemy militia units to defect or run away etc. Fun stuff!
Units arrive on the board as follows - at the start of game, line up your five units in the order you would like them to arrive. You then roll a d6 for each unit to see if it shows up for the start of the battle, for the first unit you need a 2+, second unit needs a 3+, third needs a 4+ etc. Any that don't show up arrive late and can enter on a 5+ (for the defender) or a 6 (for the attacker) on or after turn 4.
Hope this helps! "