Image for /icons/races/american/team_weapons/at_gun57mm_us.png}
Image for /icons/races/american/symbols/at_gun_m1_57mm_us.png}

M1 Anti-tank Gun Team

Effective against all vehicles. • Must be set-up to attack. • Long-range. • Can be towed.

american faction icon

Stats

at_gun_57mm_paradrop_us

team_weapons

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Sight Range

35

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Detection

10

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Max Range

60

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Speed

3.6

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Armor

1

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Capture Multiplier

1

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Decapture Multiplier

1

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Target Size

1.33

Upgrades

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Passive upgrade

Medical Supplements

Enables the squad to slowly heal when out of combat.

Restores +3.2 health per second.

Costs
munition

35

Abilities

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Support / Select unit capable of towing

Transport Heavy Weapon

Orders the unit to load the squad into the transport and attach their heavy weapon to the rear of the vehicle.

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Toggle off auto-attack

Hold Fire Disabled

Unit will not engage unless given a manual attack order when active.

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Recon / Toggle

Unlock Focused Sight

Orders the crew to focus forward and scan the area.

Increases vision range by 30. Unit cannot see to the sides and rear when active.

Image for /icons/common/abilities/veterancy/veterancy_1_unlock_b.png}
Support / Timed

Quick Adjust

Orders the crew to disable movement and weapons. Unit takes less damage while active.

+33% rotation rate, +30% teardown speed. Lasts for 10 seconds.

Image for /icons/races/american/abilities/quick_adjust.png}
Support / Timed

Quick Adjust

Crews gain a temporary boost of speed, allowing them to rotate and teardown the weapon faster, even if the unit is in combat.

+50% rotation rate, +30% teardown speed. Lasts for 10 seconds.

Image for /icons/races/american/abilities/focus_vision.png}
Recon / Timed

Focused Sight

Orders the crew to focus forward, increasing the unit's vision range when the team weapon is set-up.

Increases vision range by 20. Unit cannot see to the sides and rear when active. Must be set-up for bonuses to take effect.

Stats

Costs
time_seconds

45

manpower

270

popcap

8

Reinforce
cost

28

time

5

Hitpoints
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90
90
90
90
90

450

Image for /icons/races/common/symbols/hmg.png}
350

350

Upkeep per minute
manpower

8

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 1000

  • Veteran ability
  • +15 health
vet 2 starvet 2 starvet 2 empty star

XP: 3000

  • +15% rate of fire
  • +25% weapon accuracy
vet 3 starvet 3 starvet 3 star

XP: 6000

  • +20% damage reduction
  • +30% rate of fire
  • Armor-piercing Rounds causes Crew Injury criticals.

Loadout

57mm_at_gun_us1
57mm at gun us

at gun - ballistic weapon

Near

Medium

Far

Distance

15

35

60

Accuracy

0.067

0.05

0.04625

Rounds per Minute

12

12

11.71

Penetration

300

150

120

Scatter Area

8.2

37.9

64.1

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Damage

160

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Range

60

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

Traverse Speed

24

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

Arc

80°

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

Setup

2.5s

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Teardown

1.75s

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

0.1

0.2

0.25

0.5

Damage

160

24

8

8

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

1

1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Infantry

×0.25

carbine_crew_us3
carbine crew us

rifle - small arms

Accuracy

Burst Duration

Cooldown

On the Move Multipliers

0.5

1

1

Near

Medium

Far

Distance

7

15

35

Accuracy

0.4

0.25

0.2

Rounds per Minute

51.35

26.16

18.22

Penetration

1.5

1

1

Scatter Area

16.8

77.3

184.6

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

Damage

10

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

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.