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

Riflemen Squad

Effective against infantry at medium range. • High squad health, large squad size (6). • Barracks upgrades greatly improves unit's effectiveness.

american faction icon

Stats

riflemen_us

infantry

Image for /icons/unit_status/bw2/5_obervationmode.png}

Sight Range

35

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

Detection

10

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

Max Range

35

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

Speed

3.6

Image for /icons/unit_status/bw2/3_defensivebonus.png}

Armor

1

Image for /icons/unit_status/bw2/11_capturebonus.png}

Capture Multiplier

1.25

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

Decapture Multiplier

1

Image for /icons/unit_status/bw2/9_markedtarget.png}

Target Size

1

Upgrades

Image for /icons/races/american/upgrades/m1918a2_browning.png}
Weapon upgrade

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
time

20

munition

60

Requires
Image for /icons/races/american/upgrades/m1918a2_browning.png}

M1918 Browning Automatic Rifles

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

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
time

50

munition

75

Requires
Image for /icons/hud/decorators/vet_star.png}

c special operations special arms passive us

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

M1941 Light Machine Guns

Image for /icons/races/american/upgrades/lmg_m1919a6.png}
Weapon upgrade

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
time

30

munition

90

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

M1919A6 Browning Machine Gun

Image for /icons/races/american/upgrades/lmg_m1919a6.png}
Weapon upgrade

M1919A6 Light Machine Gun

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
time

30

munition

60

Requires
Image for /icons/races/american/battlegroups/free_french_us_icon_mipped.png}

french us

Image for /icons/races/american/abilities/old_guard.png}

Old Guard

Image for /icons/races/american/upgrades/lmg_m24_29_chatellerault.png}
Weapon upgrade

M24/29 Chatellerault Light Machine Gun

Upgrades the squad with an M24/29 Light Machine Gun.

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

Costs
time

30

munition

70

Requires
Image for /icons/races/american/battlegroups/free_french_us_icon_mipped.png}

french us

Image for /icons/races/american/abilities/new_blood.png}

New Blood

Abilities

Image for /icons/races/american/abilities/mk2_grenade.png}
Offensive / Select target position

Mk 2 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

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

20

Shots
Image for /icons/common/abilities/ability_british_counter_barrage.png}

1

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

30s

Requires
Image for /icons/races/american/abilities/mk2_grenade.png}

Grenade Package

Image for /icons/common/abilities/veterancy/veterancy_1_unlock_a.png}
Offensive / Timed

Unlock Pour it On 'em

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

Requires
Image for /icons/hud/decorators/vet_star.png}

Vet 1

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

Sprint

Increases the unit's speed for a period of time. Infantry units are unable to fire on the move while the ability is active.

+80% speed.

Requires
Image for /icons/hud/decorators/vet_star.png}

Vet 1

Image for /icons/legacy/abilities/ability_aef_volley_fire.png}
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.

Costs
munition

15

Duration
Image for /icons/unit_status/bw2/ammo_swap.png}

15s

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

120s

Requires
Image for /icons/hud/decorators/vet_star.png}

Veterancy Officer Unlock 1

Image for /icons/races/american/abilities/riflemen_sticky_bomb.png}
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 applies the Crew Shock critical. Causes Engine Damage on vehicles that reach 50% health or below. Damaging a vehicle with an active Crew Shock critical will cause Engine Damage.

Costs
munition

25

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

15

Shots
Image for /icons/common/abilities/ability_british_counter_barrage.png}

1

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

30s

Requires
Image for /icons/races/american/abilities/mk2_grenade.png}

Grenade Package

Image for /icons/common/orders/breach.png}
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

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

10

Duration
Image for /icons/unit_status/bw2/ammo_swap.png}

5s

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

10s

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

Sprint

Increases the unit's speed for a period of time. Infantry units are unable to fire on the move while the ability is active.

+80% speed.

Duration
Image for /icons/unit_status/bw2/ammo_swap.png}

5s

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

120s

Requires
Image for /icons/hud/decorators/vet_star.png}

Veterancy 1 B

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.

Requires
Image for /icons/races/american/abilities/oss_coordination.png}

OSS Coordination

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.

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

5s

Requires
Image for /icons/races/american/abilities/old_guard.png}

Old Guard

Image for /icons/races/american/abilities/french_grenade_assault.png}
Offensive / Select target position

F1 Grenade Assault

Every member throws a grenade that deals damage to infantry in the area. Very effective against infantry in cover or structures.

Costs
munition

30

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

20

Shots
Image for /icons/common/abilities/ability_british_counter_barrage.png}

1

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

60s

Requires
Image for /icons/races/american/abilities/new_blood.png}

New Blood

Image for /icons/races/american/abilities/mk2_grenade.png}

Grenade Package

Stats

Costs
time_seconds

20

manpower

270

popcap

8

Reinforce
cost

30

time

4

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

600

Upkeep per minute
manpower

12

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 900

  • Veteran ability choice
  • +10% harder to hit
vet 2 starvet 2 starvet 2 empty star

XP: 2700

  • +25% weapon accuracy
  • +50% ability recharge speed
vet 3 starvet 3 starvet 3 star

XP: 5400

  • +15 health
  • +20% harder to hit
  • +35% rate of fire

Can Construct

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
time

10

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
time

10

munition

50

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

Tunnel Hideout

Costs
time

7

manpower

50

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
time

8

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
time

10

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
time

25

manpower

100

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

Tourelle

Emplacement that is effective against light targets.

Costs
time

35

manpower

240

fuel

20

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
time

9

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
time

20

manpower

200

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
time

3

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

Sandbag Wall

Provides heavy cover.

Costs
time

6

Loadout

thompson_riflemen_leader_us1
thompson riflemen leader us

smg - small arms

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

Damage

3

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

Range

35m

Near

7m

Mid

25m

Far

35m

Core Stats

Accuracy

56%

55%

37%

Rounds per Minute

149.37

93.28

66.49

Penetration

1

1

1

Special Mechanics

Damage Distribution Area

0.2×10

0.7×10

1×10

Timing

Burst Duration

0.75s

0.625s

0.375s

Time Between Bursts

2.063s

3.125s

3.125s

Reload Cycle

3.266s

3.453s

3.453s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.25s

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

Magazine

3 bursts

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

Arc

180°

Moving Accuracy

×0.85

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×0.55

×0.5

garand_rifleman_us5
garand rifleman us

rifle - small arms

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

Damage

12

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

Range

35m

Near

7m

Mid

25m

Far

35m

Core Stats

Accuracy

68%

61.5%

35%

Rounds per Minute

28.24

20.62

16.51

Penetration

1.5

1

1

Timing

Refire Time

1.813s

2.654s

3.422s

Reload Cycle

4.313s

4.708s

5.125s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.375–0.875s

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

Magazine

8 shots

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

Arc

180°

Moving Accuracy

×0.75

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×0.55

×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/m1918a2_browning.png}
Weapon upgrade

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
time

20

munition

60

Requires
Image for /icons/races/american/upgrades/m1918a2_browning.png}

M1918 Browning Automatic Rifles

Image for /icons/common/weapons/weapon_bar.png}1
bar riflemen us

lmg - small arms

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

Damage

5.25

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

Range

35m

Near

7m

Mid

17m

Far

35m

Core Stats

Accuracy

60%

46%

42%

Rounds per Minute

159.34

139.35

122.88

Penetration

1.75

1.5

1.33

Special Mechanics

Incremental Target Radius

6

10

15

Timing

Burst Duration

1.25s

1.102s

1s

Time Between Bursts

2s

2.125s

2.298s

Reload Cycle

3.25s

3.375s

3.375s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.125s

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

Magazine

9 bursts

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

×1.02

Moving Accuracy

×0.75

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.6

Garrison

Garrison

×0.55

×0.6

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

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
time

50

munition

75

Requires
Image for /icons/hud/decorators/vet_star.png}

c special operations special arms passive us

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

M1941 Light Machine Guns

Image for /icons/common/weapons/weapon_johnson_lmg.png}1
m1941 lmg devils brigade us

lmg - small arms

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

Damage

5.25

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

Range

35m

Near

7m

Mid

22.5m

Far

35m

Core Stats

Accuracy

57%

50%

41%

Rounds per Minute

190.66

160.4

95.38

Penetration

2.5

2

1.75

Special Mechanics

Incremental Target Radius

6

10

15

Timing

Burst Duration

1.964s

1.576s

1.059s

Time Between Bursts

1.611s

1.875s

2.96s

Reload Cycle

3.25s

3.375s

3.5s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.125s

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

Magazine

11 - 10 bursts

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

×1.02

Moving Accuracy

×0.75

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.6

Garrison

Garrison

×0.55

×0.6

Image for /icons/races/american/upgrades/lmg_m1919a6.png}
Weapon upgrade

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
time

30

munition

90

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

M1919A6 Browning Machine Gun

Image for /icons/common/weapons/weapon_m1919a6.png}1
m1919a6 old guard us

lmg - small arms

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

Damage

6

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

Range

35m

Near

7m

Mid

22.5m

Far

35m

Core Stats

Accuracy

49%

38%

34%

Rounds per Minute

121.6

149.55

160.4

Penetration

2.5

2

1.75

Timing

Burst Duration

0.924s

1.278s

1.409s

Time Between Bursts

2.458s

3.108s

3.75s

Reload Cycle

4.833s

4.958s

5.063s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.25–0.75s

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

Magazine

9 bursts

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

Traverse Speed

120

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

Arc

180°

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.6

Garrison

Garrison

×0.55

×0.6

Image for /icons/races/american/upgrades/lmg_m1919a6.png}
Weapon upgrade

M1919A6 Light Machine Gun

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
time

30

munition

60

Requires
Image for /icons/races/american/battlegroups/free_french_us_icon_mipped.png}

french us

Image for /icons/races/american/abilities/old_guard.png}

Old Guard

Image for /icons/common/weapons/weapon_m1919a6.png}1
m1919a6 old guard us

lmg - small arms

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

Damage

6

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

Range

35m

Near

7m

Mid

22.5m

Far

35m

Core Stats

Accuracy

49%

38%

34%

Rounds per Minute

121.6

149.55

160.4

Penetration

2.5

2

1.75

Timing

Burst Duration

0.924s

1.278s

1.409s

Time Between Bursts

2.458s

3.108s

3.75s

Reload Cycle

4.833s

4.958s

5.063s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.25–0.75s

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

Magazine

9 bursts

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

Traverse Speed

120

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

Arc

180°

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.6

Garrison

Garrison

×0.55

×0.6

Image for /icons/races/american/upgrades/lmg_m24_29_chatellerault.png}
Weapon upgrade

M24/29 Chatellerault Light Machine Gun

Upgrades the squad with an M24/29 Light Machine Gun.

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

Costs
time

30

munition

70

Requires
Image for /icons/races/american/battlegroups/free_french_us_icon_mipped.png}

french us

Image for /icons/races/american/abilities/new_blood.png}

New Blood

Image for /icons/common/weapons/weapon_lmg_m24_29_chatellerault.png}1
lmg m24 29 chatellerault us

lmg - small arms

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

Damage

3.5

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

Range

35m

Near

7m

Mid

22m

Far

35m

Core Stats

Accuracy

56%

52.5%

48%

Rounds per Minute

204.67

204.02

177.88

Penetration

2.5

2

1.75

Timing

Burst Duration

1.75s

1.75s

1.313s

Time Between Bursts

1.813s

1.805s

1.625s

Reload Cycle

5.063s

5.18s

5.25s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.75–1s

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

Magazine

6 bursts

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

Traverse Speed

120

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

Arc

180°

Moving Accuracy

×0.75

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.6

Garrison

Garrison

×0.55

×0.6

Ability Weapons

Image for /icons/races/american/abilities/mk2_grenade.png}
Offensive / Select target position

Mk 2 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

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

20

Shots
Image for /icons/common/abilities/ability_british_counter_barrage.png}

1

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

30s

Requires
Image for /icons/races/american/abilities/mk2_grenade.png}

Grenade Package

grenade_rifleman_us1
grenade rifleman us

grenade - explosive weapon

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

Damage

120

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

Range

20m

Near

0m

Mid

10m

Far

20m

Core Stats

Scatter Area

0

0

0

Penetration

25

25

25

Image for /icons/unit_status/bw2/9_markedtarget.png}

Wind Up

0.75s

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

Arc

120°

AoE Falloff

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×1

×1

Heavy Cover

Heavy Cover

×1

×0.5

Garrison

Garrison

×1

×1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×0.75

Emplacement

×0.75

Sandbag

×3.75

Barbed Wire

×2.5

Mine

×2

×2

Image for /icons/legacy/abilities/ability_aef_volley_fire.png}
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.

Costs
munition

15

Duration
Image for /icons/unit_status/bw2/ammo_swap.png}

15s

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

120s

Requires
Image for /icons/hud/decorators/vet_star.png}

Veterancy Officer Unlock 1

garand_rifleman_fire_superiority_us1
garand rifleman fire superiority us

rifle - small arms

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

Damage

12

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

Range

35m

Near

7m

Mid

25m

Far

35m

Core Stats

Accuracy

68%

61.5%

35%

Rounds per Minute

37.4

28.61

23.69

Penetration

1.5

1

1

Timing

Refire Time

1.448s

1.97s

2.427s

Reload Cycle

2.698s

2.986s

3.271s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.375–0.875s

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

Magazine

8 shots

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

Arc

180°

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

Suppression Radius

0

Moving Accuracy

×0.5

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×0.55

×0.5

thompson_riflemen_leader_fire_superiority_us1
thompson riflemen leader fire superiority us

smg - small arms

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

Damage

3

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

Range

35m

Near

7m

Mid

15m

Far

35m

Core Stats

Accuracy

56%

55%

37%

Rounds per Minute

293.19

203.88

122.69

Penetration

1

1

1

Special Mechanics

Damage Distribution Area

0.2×10

0.4×10

1×10

Timing

Burst Duration

1.875s

1.403s

0.938s

Time Between Bursts

2.063s

3.125s

4.375s

Reload Cycle

1.813s

2s

2.375s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.25s

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

Magazine

3 bursts

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

Arc

180°

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

Suppression Radius

0

Moving Accuracy

×0.85

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×0.55

×0.5

Image for /icons/common/weapons/weapon_bar.png}1
bar riflemen fire superiority us

lmg - small arms

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

Damage

5.25

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

Range

35m

Near

7m

Mid

17m

Far

35m

Core Stats

Accuracy

60%

46%

42%

Rounds per Minute

258.94

235.55

221.06

Penetration

1.75

1.5

1.33

Special Mechanics

Incremental Target Radius

6

10

15

Timing

Burst Duration

1.875s

1.648s

1.5s

Time Between Bursts

1.104s

1.229s

1.31s

Reload Cycle

1.75s

1.875s

1.875s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.125s

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

Magazine

9 bursts

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/suppressive_fire.png}

Suppression Radius

0

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

Inc. Accuracy

×1.02

Moving Accuracy

×0.75

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.6

Garrison

Garrison

×0.55

×0.6

Image for /icons/races/american/abilities/riflemen_sticky_bomb.png}
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 applies the Crew Shock critical. Causes Engine Damage on vehicles that reach 50% health or below. Damaging a vehicle with an active Crew Shock critical will cause Engine Damage.

Costs
munition

25

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

15

Shots
Image for /icons/common/abilities/ability_british_counter_barrage.png}

1

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

30s

Requires
Image for /icons/races/american/abilities/mk2_grenade.png}

Grenade Package

sticky_bomb_rifleman_us1
sticky bomb rifleman us

grenade - explosive weapon

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

Damage

120

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

Range

21m

Near

0m

Mid

10.5m

Far

21m

Core Stats

Accuracy

1500%

1500%

1500%

Penetration

1000

1000

1000

Special Mechanics

Scatter Area

0

0

0

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

Deflection Damage

96

Image for /icons/unit_status/bw2/9_markedtarget.png}

Wind Up

0.875s

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

Arc

120°

AoE Falloff

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×1

×1

Heavy Cover

Heavy Cover

×1

×0.5

Garrison

Garrison

×1

×1

Image for /icons/races/american/abilities/french_grenade_assault.png}
Offensive / Select target position

F1 Grenade Assault

Every member throws a grenade that deals damage to infantry in the area. Very effective against infantry in cover or structures.

Costs
munition

30

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

20

Shots
Image for /icons/common/abilities/ability_british_counter_barrage.png}

1

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

60s

Requires
Image for /icons/races/american/abilities/new_blood.png}

New Blood

Image for /icons/races/american/abilities/mk2_grenade.png}

Grenade Package

grenade_assault_f1_french_us1
grenade assault f1 french us

grenade - explosive weapon

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

Damage

87

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

Range

5 - 20m

Near

5m

Mid

7.5m

Far

20m

Core Stats

Scatter Area

2.1×10

3×10

7.3×10

Scatter Offset

+1m

+1m

+1m

Penetration

25

25

25

Image for /icons/unit_status/bw2/9_markedtarget.png}

Wind Up

0.625s

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

Arc

120°

AoE Falloff

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×1

×1

Heavy Cover

Heavy Cover

×1

×0.5

Garrison

Garrison

×1

×1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×0.75

Emplacement

×0.75

Sandbag

×3.75

Barbed Wire

×2.5

Mine

×2

×2