Image for /icons/races/american/infantry/assault_engineer_us.png}
Image for /icons/races/american/symbols/assault_engineer_us.png}

Assault Engineer Squad

Effective against infantry at short-range. • Can repair at increased speeds and build defenses. • Can throw Satchel Charges to deal high damage to stationary targets.

american faction icon

Stats

assault_engineer_us

infantry

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Sight Range

35

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Detection

10

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Max Range

35

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Speed

3.6

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Armor

1

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Capture Multiplier

1

Image for /icons/unit_status/bw2/10_retreatpoint.png}

Decapture Multiplier

1

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Target Size

1

Upgrades

Image for /icons/races/american/upgrades/flamethrower_m2.png}
Weapon upgrade

M2 Flamethrower

Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.

Costs
munition

50

Image for /icons/races/common/upgrade/hazard_removal_package.png}
Support upgrade

Hazard Removal Package

Upgrades the squad with minesweepers, wire cutters, and increases the squad's repair speed.

Allows the squad to Detect and Defuse Mines. Can cut Barbed Wire. Increases health restored by repairs by +4 per second. Increases detection range to 35.

Costs
munition

30

Image for /icons/races/american/weapons/johnson_lmg_us.png}
Weapon upgrade

M1941 Light Machine Gun Package

Upgrades the squad with two M1941 Light Machine Guns.

Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.

Costs
munition

75

Image for /icons/races/american/upgrades/thompson.png}
Weapon upgrade

Thompson Submachine Gun Package

Upgrades the entire squad with Thompson Submachine Guns.

Greatly increases anti-infantry firepower at short-range.

Costs
munition

75

Abilities

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Support / Select target barbed wire

Wire Cutters

Destroys a section of barbed wire, enabling access to infantry.

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Offensive / Select target position

Unlock Light It Up!

Fires sustained bursts with the flamethrower, continuously burning enemies in the area. Very effective against infantry in cover.

Image for /icons/common/abilities/veterancy/veterancy_1_unlock_b.png}
Passive

Unlock Superior Fieldcraft

Increases the squad's repair and construction speed. Mine detection radius is increased when equipped with minesweepers.

Increases repair rate by +2 health per second, +25% construction rate, and +10 mine detection range.

Image for /icons/common/abilities/light_it_up_engineer_us.png}
Offensive / Select target position

Light It Up!

Fires sustained bursts with the flamethrower, continuously burning enemies in the area. Very effective against infantry in cover.

Ability does not cost munitions when equipped with a flamethrower.

Image for /icons/common/abilities/field_craft_engineer_us.png}
Passive

Superior Fieldcraft

Increases the squad's repair and construction speed. Mine detection radius is increased when equipped with minesweepers.

Increases repair rate by +2 health per second, +25% construction rate, and +10 mine detection range.

Image for /icons/races/common/abilities/mine_sweeper_off.png}
Can switch between weapon loadouts. Automatically Defuses mines if detected.

Minesweeper Disabled

Orders the squad to equip or unequip a minesweeper. When equipped, minesweepers allow the unit to find and defuse enemy mines.

Image for /icons/common/abilities/ability_german_activate_minesweeper_off.png}

Defuse Mine

Defuses the selected mine.

Support / Select enemy mine

Image for /icons/races/common/abilities/satchel_charge.png}
Offensive / Select target position

Satchel Charge

Throw an explosive that detonates in a wide radius after a moderate delay. Effective against stationary targets and structures.

Costs
munition

45

Image for /icons/races/afrika_corps/abilities/salvage_kits.png}
Support / Select target wreck

Salvage

Orders the unit to salvage the target wreck. Grants 25% manpower and 20% fuel of the wreck's original cost upon completion and destroys the wreck.

Image for /icons/races/american/abilities/partisan_go_to_ground.png}
Passive

Go To Ground

Provides the following effects: • Partisans will be instantly transported to the Tunnel Network when given a retreat order in garrisons, even if they are in combat. Triggering this effect forces the Tunnel Network's cooldown and this effect cannot occur until the cooldown is complete. • Partisans can use tunnels to be transported to neutral ambient buildings within range of a Tunnel. Tunnel Network must not be on cooldown for this to trigger.

Image for /icons/common/abilities/ability_german_retreat_point_unlock.png}
Support / Timed

Scarper

The vehicle drops smoke and retreats to the HQ or the nearest forward retreat point. The vehicle has increased movement and rotation speed while active. Passengers may continue to fire while the vehicle is moving.

Image for /icons/races/common/abilities/advanced_repair.png}
Support

Advanced Repairs

Repairs the target vehicle, building, bridge, or emplacement over time. Hold CTRL to override repair command, allowing the unit to garrison structures or vehicles.

Restores +10 health per second. Unit takes +100% additional damage and is +200% easier to hit while repairing.

Stats

Costs
time_seconds

25

manpower

200

popcap

7

Reinforce
cost

28

time

3

Hitpoints
Image for /icons/common/squad/squad.png}
100
100
100
100
100

500

Upkeep per minute
manpower

7

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 750

  • Veteran ability choice
  • +15% harder to hit
vet 2 starvet 2 starvet 2 empty star

XP: 2250

  • +3 repair speed
  • Constructing objects no longer causes unit to take bonus damage
vet 3 starvet 3 starvet 3 star

XP: 4500

  • +20 health
  • +10 satchel charge cost reduction
  • +10 satchel charge range

Can Construct

Image for /icons/common/buildings/icons/sandbag_wall_us.png}
Defensive structure

Sandbag Wall

Provides heavy cover.

Costs

Free

Image for /icons/common/buildings/icons/barbed_wire_ger.png}
Defensive structure

Barbed Wire Fence

Blocks infantry and ultra-light vehicle movement. • Can be crushed by heavier vehicles. • Light vehicles crushing wire temporarily move slower. • Can be destroyed with Wire Cutters.

Costs

Free

Image for /icons/races/american/buildings/fighting_position_us.png}
Field support / Emplacement

Fighting Position

Fighting position that can be garrisoned by infantry and Heavy Machine Guns.

Costs
manpower

100

Image for /icons/common/buildings/icons/tank_trap_us.png}
Defensive structure

Tank Trap

Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.

Costs

Free

Image for /icons/races/american/team_weapons/howitzer_105mm_us.png}
Medium Artillery / Emplacement

M2A1 Howitzer Emplacement

Emplacement very effective against stationary targets at long-range. Must barrage to attack.

Costs
manpower

400

fuel

40

Image for /icons/races/american/team_weapons/mine_engineer_us.png}
General purpose / Explosive

M1 Mine

Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to vehicles.

Costs
munition

30

Image for /icons/common/buildings/icons/m5_mine_us.png}
Anti-tank / Explosive

M6 Heavy Anti-tank Mine

Explosive device only triggered by vehicles. Deals high damage and causes heavy engine damage.

Anti-tank / Explosive

Costs
munition

50

Image for /icons/races/common/abilities/democharge_icon.png}
General purpose / Explosive

High-explosive Demolition Charge

Plants a demolition charge at the target position. Extremely effective against structures and stationary units. Can be detected by nearby enemy units. Minesweepers can detect demo charges at further distances.

Must be manually detonated.

Costs
munition

50

Image for /icons/races/american/buildings/observation_post_us.png}
Economic structure

Resource Cache

Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.

Costs
manpower

200

Image for /icons/races/american/buildings/ammunition_storage_us.png}
Field support / Emplacement

Ammunition Storage

Increases the combat performance of all friendly units and emplacements. Explodes on death.

Costs
manpower

125

fuel

25

Image for /icons/races/american/buildings/tunnel_hideout_us.png}
Transport Building

Tunnel Hideout

Costs
manpower

50

Image for /icons/races/american/buildings/tourelle_emplacement_us.png}
Field support / Emplacement

Tourelle

Emplacement that is effective against light targets.

Costs
manpower

240

fuel

20

Image for /icons/races/american/buildings/belgian_gate_us.png}
Defensive structure

Belgian Gate

Blocks infantry and vehicle movement and provides limited light cover. \n• Can be crushed by heavy vehicles.

Costs

Free

Image for /icons/races/american/buildings/concrete_bastion_us.png}
Defensive structure

Concrete Bastion

Defensive object that can provide heavy cover for infantry. \n• Higher health and armor than sandbag walls. \n• Can be vaulted by infantry.

Costs

Free

Loadout

grease_gun_assault_engineer_us5
grease gun assault engineer us

smg - small arms

Accuracy

Burst Duration

Cooldown

On the Move Multipliers

0.85

1

1

Near

Medium

Far

Distance

7

15

35

Accuracy

0.456

0.265

0.17

Rounds per Minute

219.79

113.57

29.81

Penetration

1

1

1

Scatter Area

31.4

59.3

129.2

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

4

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Range

35

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

180°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.55

Damage

1

0.5

0.5

  • The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.

Weapons Available Via Upgrade

Image for /icons/races/american/upgrades/flamethrower_m2.png}
Weapon upgrade

M2 Flamethrower

Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.

Costs
munition

50

Image for /icons/common/weapons/weapon_flamethrower.png}1
flamethrower engineer us

flame - flame throwers

Near

Medium

Far

Distance

0

10

20

Accuracy

1

1

1

Rounds per Minute

142.22

142.22

142.22

Penetration

2.5

2.5

2.5

Scatter Area

0

15.4

28.4

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

2

Image for /icons/unit_status/bw2/range_boost.png}

Range

20

Image for /icons/unit_status/bw2/flame.png}

AoE Size

4×5

Image for /icons/unit_status/bw2/skorpion.png}

Traverse Speed

45

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

90°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

1.25

1.5

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×25

×3.5

Folliage

×1000

Bunker

×20

×2.5

Destructible Object

×1000

Mine

×20

×2

Emplacement

×20

×2.5

Image for /icons/races/american/weapons/johnson_lmg_us.png}
Weapon upgrade

M1941 Light Machine Gun Package

Upgrades the squad with two M1941 Light Machine Guns.

Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.

Costs
munition

75

Image for /icons/common/weapons/weapon_johnson_lmg.png}2
m1941 lmg devils brigade us

lmg - small arms

Accuracy

Burst Duration

Cooldown

On the Move Multipliers

0.75

1

1

Near

Medium

Far

Distance

7

22.5

35

Accuracy

0.57

0.5

0.41

Rounds per Minute

190.66

160.4

95.38

Penetration

2.5

2

1.75

Scatter Area

27.1

107.7

160

Incremental Target Radius

6

10

15

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

5.25

Image for /icons/unit_status/bw2/range_boost.png}

Range

35

Image for /icons/unit_status/bw2/skorpion.png}

Traverse Speed

120

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

180°

Image for /icons/unit_status/bw2/accuracy_buff.png}

Inc. Accuracy

x1.02

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.55

Damage

1

0.6

0.6

Ability Weapons

Image for /icons/races/common/abilities/satchel_charge.png}
Offensive / Select target position

Satchel Charge

Throw an explosive that detonates in a wide radius after a moderate delay. Effective against stationary targets and structures.

Costs
munition

45

Cast range: 10
Fires once
satchel_charge_paratrooper_us1
satchel charge paratrooper us

grenade - explosive weapon

Near

Medium

Far

Distance

0

5

10

Accuracy

0

0

0

Rounds per Minute

24

24

24

Penetration

1000

1000

1000

Scatter Area

0

0

0

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

600

Image for /icons/unit_status/bw2/range_boost.png}

Range

10

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

1.25

2.5

3.75

5

Damage

600

450

150

150

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

0.5

1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Bridge

×1.3334