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

Scout Squad

Recon unit that excels at capturing territory. • High capture speed (1.5). • Increased vision range and can detect camouflage units. • Low squad size (3). • Gains experience for capturing and decapturing territory.

american faction icon

Stats

scout_us

infantry

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

Sight Range

45

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

Detection

35

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

1.5

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/common/upgrade/flare_gun.png}
Support upgrade

Utility Package

Upgrades the squad with smoke grenades and recon flares.

Unlocks Recon Flare and Rifle Smoke grenade abilities.

Costs
time

25

munition

25

Abilities

Image for /icons/races/common/abilities/flares.png}
Recon / Select target position

Recon Flare

Fires a flare over the target area that will provide vision and reveal camouflaged units for a short period of time.

Provides vision for 15 seconds in a radius of 40.

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

15 - 45

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

1

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

180s

Image for /icons/races/american/abilities/rifle_smoke_grenade_us.png}
Support / Select target position

Smoke Rifle Grenade

Fires a smoke grenade at the target location that can obscure vision.

Smoke blocks vision for up to 20 seconds.

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

15 - 35

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

1

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

180s

Image for /icons/common/abilities/veterancy/veterancy_1_unlock_a.png}
Recon / Toggle

Unlock Stealth Reconnaissance

Unit will become camouflaged, but will be unable to fire weapons, capture territory, and will move slower. Unit is invisible to enemies unless they get too close.

Does not require cover to camouflage.

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

Vet 1

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

Smoke Drop

When this unit retreats, it drops a smoke grenade at its current position to block vision. Recharges every 40 seconds.

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

Vet 1

Image for /icons/races/common/abilities/camouflage.png}
Recon / Toggle

Stealth Reconnaissance Disabled

Unit will become camouflaged, but will be unable to fire weapons, capture territory, and will move slower. Unit is invisible to enemies unless they get too close.

Does not require cover to camouflage.

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

10s

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

Vet 1

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

Veterancy Officer Unlock 1

Image for /icons/common/abilities/ability_105mm_barrage.png}
Causes Area of Effect damage.

Forward Observer Artillery Barrage

Coordinates a barrage between off-map artillery batteries, converging on the target area.

Offensive / Select target position

Costs
munition

55

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

15 - 40

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

120s

Requires
Image for /icons/common/abilities/ability_155mm_barrage.png}

Forward Observers

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

Rifle Grenade

Fires a long-range grenade that deals high damage to infantry in a small area. Effective against infantry in cover or structures.

Has higher minimum range than other grenades.

Costs
munition

35

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

15 - 30

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/common/upgrade/flare_gun.png}

Utility Package

Image for /icons/races/common/abilities/smoke_cannisters.png}
Defensive / Passive

Smoke Drop

When this unit retreats, it drops a smoke grenade at its current position to block vision. Recharges every 40 seconds.

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

60s

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

Veterancy 1 B

Image for /icons/races/common/abilities/smoke_cannisters.png}
Defensive / Passive

Smoke Drop

When this unit retreats, it drops a smoke grenade at its current position to block vision. Recharges every 40 seconds.

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

Stats

Costs
time_seconds

30

manpower

160

popcap

4

Reinforce
cost

28

time

4

Hitpoints
Image for /icons/common/squad/squad.png}
85
85
85

255

Upkeep per minute
manpower

3

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 600

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

XP: 1800

  • +10 vision and detection range
  • +50% capture speed
vet 3 starvet 3 starvet 3 star

XP: 3600

  • +20 health
  • +10 ability range
  • +66% ability recharge speed

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

garand_scout_us1
garand scout 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

81.3%

77.5%

65%

Rounds per Minute

20.63

17.05

16.6

Penetration

1.5

1

1

Timing

Refire Time

2.771s

3.449s

3.56s

Reload Cycle

3.875s

4s

4s

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

garand_scout_us2
garand scout 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

81.3%

77.5%

65%

Rounds per Minute

20.63

17.05

16.6

Penetration

1.5

1

1

Timing

Refire Time

2.771s

3.449s

3.56s

Reload Cycle

3.875s

4s

4s

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.

Ability Weapons

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

Rifle Grenade

Fires a long-range grenade that deals high damage to infantry in a small area. Effective against infantry in cover or structures.

Has higher minimum range than other grenades.

Costs
munition

35

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

15 - 30

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/common/upgrade/flare_gun.png}

Utility Package

rifle_grenade_pathfinder_us1
rifle grenade pathfinder us

rifle grenade - explosive weapon

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

Damage

120

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

Range

30m

Near

0m

Mid

15m

Far

30m

Core Stats

Scatter Area

0

0

0

Penetration

25

25

25

Timing

Time of Flight

1.47s

1.99s

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

Aim Time

0.125s

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

Shot Block Avoidance

89°

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

×2.5

Barbed Wire

×2.5

Mine

×2

×2