american faction icon

US Forces

Versatile infantry and weaponry that can displace any opponent. Experience is key to improving your forces for the fight ahead.
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Anti-infantry / Standard

Riflemen Squad

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Standard infantry effective against infantry at medium range.

Stats

riflemen_us
infantry
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Sight Range
35
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Speed
3.6
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Max Range
35
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Target Size
1
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Armor
1
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Capture Multiplier
1.25
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Decapture Multiplier
1

Upgrades

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M1918 Browning Automatic Rifle

Upgrades the squad with one M1918 Browning Automatic Rifle.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
Costs
Image for /icons/races/american/weapons/johnson_lmg_us.png}

M1941 Light Machine Gun Package

Upgrades the squad with one M1941 Light Machine Gun.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
Costs
munition
75
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M1941 Light Machine Gun Package

Adds one M1919A6 Light Machine Gun, increasing anti-infantry firepower.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
Costs
munition
90

Abilities

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Offensive / Select target position

Frag Grenade

Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.
Costs
munition
25
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Offensive / Timed

Unlock Pour it On 'em

Increases the squad's rate of fire and allows the squad to deal suppression damage.
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Offensive / Timed

Unlock Sprint

Increases squad's speed when active.
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Offensive / Timed

Pour it On 'em

Increases the squads rate of fire and allows it to deal suppression damage. Reduces speed while active.
+50% rate of fire, +33% burst length. -33% speed.
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Offensive / Timed

Sprint

Increases squad's speed when active.
+80% speed.
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Offensive / Select target vehicle

Sticky Bomb

Throws a sticky explosive at the target vehicle, dealing moderate damage that can also cause critical damage. Veteran 2: Deals an additional +40 damage.
Damages and temporarily slows vehicles. Causes Engine Damage on vehicles that reach 50% health or below.
Costs
munition
25
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Offensive / Select enemy-occupied building

Breach

Squad will breach the target building, forcing enemy squads to exit and take heavy damage after a short delay.
Squad will garrison the building after Breach is completed.
Costs
munition
25

Stats

Costs
time_seconds
22
manpower
260
popcap
7
Reinforce
cost
26
time
6
Hitpoints
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100
100
100
100
100
100
600
Upkeep per minute
manpower
9
Veterancy
vet 1 star
vet 1 empty star
vet 1 empty star
XP: 900
Unlocks veteran ability choice. Unit is harder to hit.
vet 2 star
vet 2 star
vet 2 empty star
XP: 2700
Increases accuracy, rate of fire, and unit is harder to hit.
vet 3 star
vet 3 star
vet 3 star
XP: 5400
Increases accuracy, rate of fire, and health.

Can construct

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Defensive structure

Sandbag Wall

Provides heavy cover.
Costs
Free
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Defensive structure

Barbed Wire Fence

Blocks infantry movement, but can be crushed by any vehicle. Can be destroyed with Wire Cutters.
Costs
Free
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Defensive structure

Tank Trap

Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
Costs
Free
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General purpose / Explosive

M1 Mine

Explosive device triggered by nearby enemies. Suppresses infantry and damages the engines of vehicles.
Costs
munition
30
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Field support / Emplacement

Fighting Position

Fighting position that can be garrisoned by infantry and Heavy Machine Guns.
Costs
manpower
100
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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
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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

Loadout

1
thompson_riflemen_leader_us
thompson riflemen leader us
smg - small arms
Moving Accuracy Multiplier
0.85
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.53
0.46
0.29
Rounds per minute (RPM)
132
79
40
Range of Fire
7
25
35
Penetration
1
1
1
Scatter Area
2
7
10
Min.
Max.
Damage
3
3
AoE Radius
-
0
5
garand_rifleman_us
garand rifleman us
rifle - small arms
Moving Accuracy Multiplier
0.75
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.68
0.615
0.33
Rounds per minute (RPM)
38
23
16
Range of Fire
7
25
35
Penetration
1
1
1
Scatter Area
13
116
148
Min.
Max.
Damage
12
12
AoE Radius
-
0
  • 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.