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/common/upgrades/m1919a6_paratrooper_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
Image for /icons/common/upgrades/m1919a6_paratrooper_us.png}

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

High-explosive Demolition Charge

Plants a demolition charge at the target position. Extremely effective against structures and stationary units.
Must be manually detonated.
Costs
munition
60

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
0.42
0.375
0.22
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
0.55
0.5
0.29
Rounds per minute (RPM)
37
21
15
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.