Infantry and team weapons form a backbone that is tough to break. Myriad vehicles will create the opening you need to seize the day.
Important Note: This section may contain some inacurracies regarding the unit costs. We're still working on redefining the calculation for infantry, so feel free to report any bug.
Battlegroups
Air and Sea Battlegroup
Use airpower to drop in elite Commandos and strike hostile targets while the navy supports your economy and cripples the enemy.
Royal Navy Support
Ability / Call In
Supply Surplus
Resources points can be upgraded with Resource Caches and Strategic Points can be upgraded with Field Infirmaries. Reduces the cost of Resource Caches by 25%.
Costs
120
1
Ability / Call In
Naval Blockade
Enemies cannot capture neutral territory and resource points when active.
Globally upgrades all Infantry Sections with rifle and anti-tank grenades.
Unlocks Rifle Grenade and Anti-tank Grenade abilities.
Costs
25
100
15
Platoon Command Post
Production building
Produces: 6-pounder Anti-tank Gun Teams, Humber Armored Cars, and CMP 15cwt Trucks. Can be upgraded to produce M3 Stuart Light Tanks and Bishop Self-propelled Artillery.
Allows Bishop Self-propelled Artillery to be deployed.
Costs
30
100
25
Tech upgrade
Unlock M3 Stuart Light Tanks
Allows M3 Stuart Light Tanks to be deployed.
Costs
30
100
30
Company Command Post
Production building
Produces: Foot Guards Sections, Crusader II Medium Tanks, and Matilda II Heavy Tanks. Can be upgraded to produce Towed 17-pounder Anti-tank Gun Teams and M3 Grant Medium Tanks.