british faction icon

British Forces

Infantry and team weapons form a backbone that is tough to break. Myriad vehicles will create the opening you need to seize the day.
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Anti-infantry / Support

Royal Engineer Section

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Support infantry effective against infantry at short-range. Can repair and build defenses.

Stats

sapper_africa_uk
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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No.2 Flamethrower

Upgrades the squad with a flamethrower. Flamethrowers ignore cover and are very effective against infantry.
Unlocks the Breach ability. Deals Area of Effect damage and ignores cover.
Costs
munition
50
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Support upgrade

Hazard Removal Package

Upgrades the squad with minesweepers, wire cutters, and increases the squad's repair speed.
Allows the squad to Detect and Defuse Mines. Can cut Barbed Wire. Increases health restored by repairs by +2.5 per second.
Costs
munition
30
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PIAT

Equips the squad with a PIAT.
Weapon upgrade
Costs
munition
75

Abilities

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Support

Repair

Repairs the target vehicle, building, bridge, or emplacement over time. Hold CTRL to override repair command, allowing the unit to garrison structures or vehicles.
Restores +8 health per second. Unit takes +100% additional damage and is +200% easier to hit while repairing.
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Offensive / Select target position

No. 69 Hand 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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Defuse Mine

Defuses the selected mine.
Support / Select enemy mine
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Can switch between weapon loadouts. Automatically Defuses mines if detected.

Minesweeper Disabled

Orders the squad to equip or unequip a minesweeper. When equipped, minesweepers allow the unit to find and defuse enemy mines.
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Support / Select target barbed wire

Wire Cutters

Destroys a section of barbed wire, enabling access to infantry.
Image for /icons/legacy/abilities/ability_british_cover_combat_bonus.png}
Passive

Valour

Improves offensive and defensive capabilities of infantry as they take casualties.
-15% incoming damage, +15% rate of fire, and +15% accuracy. Bonuses increase by +5% when squad reaches 38% and 22% of its current squad size.
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Offensive / Select enemy-occupied building

Flamethrower 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
35

Stats

Costs
time_seconds
30
manpower
220
popcap
4
Reinforce
cost
26
time
5
Hitpoints
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85
85
85
85
340
Upkeep per minute
manpower
4
Veterancy
vet 1 star
vet 1 empty star
vet 1 empty star
XP: 700
Unlocks veteran ability. Unit is harder to hit and fires faster.
vet 2 star
vet 2 star
vet 2 empty star
XP: 2100
Increases accuracy, rate of fire, and unit is harder to hit. Improves repair and construction speed.
vet 3 star
vet 3 star
vet 3 star
XP: 4200
Increases accuracy, rate of fire, and health. Unit no longer takes extra damage when repairing.

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

Modified AT Mines G.S.

Explosive device triggered by nearby enemies. Suppresses infantry and damages the engines of vehicles.
Costs
munition
30
Image for /icons/races/british/buildings/forward_repair_assembly_africa_uk.png}
Field support / Emplacement

Forward Repair Assembly

Repairs nearby stationary vehicles, buildings, and emplacements that are out of combat.
Costs
manpower
150
fuel
20
Image for /icons/races/british/team_weapons/howitzer_bl_5_5_africa_uk.png}
Heavy Artillery / Emplacement

BL 5.5 Artillery Emplacement

Artillery emplacement extremely effective against stationary targets. Must barrage to attack.
Costs
manpower
400
fuel
40
Image for /icons/races/american/buildings/observation_post_us.png}
Economic structure

Resource Cache

Protects Territory Point from capture. Increases resource income.
Costs
manpower
200
Image for /icons/races/british/team_weapons/bofors_emplacement_africa_uk.png}
Anti-infantry / Emplacement

Bofors Anti-air Emplacement

Emplacement very effective against infantry and light vehicles. Can shoot down aircraft.
Costs
manpower
260
fuel
35
Image for /icons/races/british/buildings/17_pdr_at_emplace_aus.png}
Anti-tank / Emplacement

17-pounder Anti-tank Emplacement

Emplacement very effective against all vehicles. Has long-range and does not need to set-up to face targets.
Costs
manpower
380
fuel
45
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General-purpose Trap / Recon

Artillery Trip Wire Flares

Explosive device that must be placed on Territory or Victory Points. Fires a flare providing vision and a single artillery shell at the point when it is contested by enemy units. Can be detected by minesweepers.
Costs
munition
20
Image for /icons/races/american/buildings/observation_post_us.png}
Economic structure

Resource Cache

Protects Territory Point from capture. Increases resource income.
Costs
manpower
200
Image for /icons/races/british/buildings/base_defense_africa_uk.png}
Anti-infantry / Emplacement

HMG Nest

Emplacement very effective against infantry. Limited arc of fire.
Can Suppress infantry within its arc of fire.
Costs
manpower
250

Loadout

4
9mm_sten_sapper_africa_uk
9mm sten sapper africa uk
smg - small arms
Moving Accuracy Multiplier
0.75
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.58
0.2875
0.1725
Rounds per minute (RPM)
227
74
37
Range of Fire
7
15
35
Penetration
1
1
1
Scatter Area
31
59
129
Min.
Max.
Damage
4
4
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.