Image for /icons/races/british/infantry/sapper_africa_uk.png}
Image for /icons/races/british/symbols/sapper_uk.png}

Royal Engineer Section

Effective against infantry at short-range. • Can repair and build defenses.

british faction icon

Stats

sapper_africa_uk

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/british/abilities/british_flamethrower.png}
Weapon upgrade

No.2 Flamethrower

Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.

Unlocks the Breach ability. Deals Area of Effect damage and ignores cover.

Costs
munition

50

Image for /icons/races/common/upgrade/hazard_removal_package.png}
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 +4 per second. Increases detection range to 35.

Costs
munition

30

Image for /icons/common/abilities/ability_british_drop_piat.png}

PIAT

Equips the squad with a PIAT.

Weapon upgrade

Costs
munition

75

Image for /icons/races/common/abilities/democharge_icon.png}
Squad Upgrade

Demolition Package

Upgrades the squad with equipment that grants them powerful flamethrowers, demolition charges, and increased durability. Allows the squad to be upgraded with both the No.2 Flamethrower and Hazard Removal Package upgrades. Grants Hazard Removal Package if already upgraded with No.2 Flamethrower.

Grants +25% damage reduction.

Costs
munition

75

Abilities

Image for /icons/races/common/abilities/repair.png}
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.

Image for /icons/races/british/abilities/36_mills_grenade.png}
Offensive / Select target position

Mills Bomb

Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.

Costs
munition

25

Image for /icons/common/abilities/ability_german_activate_minesweeper_off.png}

Defuse Mine

Defuses the selected mine.

Support / Select enemy mine

Image for /icons/races/common/abilities/mine_sweeper_off.png}
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.

Image for /icons/races/common/abilities/wirecutters.png}
Support / Select target barbed wire

Wire Cutters

Destroys a section of barbed wire, enabling access to infantry.

Image for /icons/races/british/abilities/valour.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.

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

25

Image for /icons/races/british/abilities/incendiary_munitions.png}
Offensive / Passive

Incendiary Munitions

Grenade and 2-inch Mortar abilities create patches of fire after detonation, dealing periodic burn damage to infantry and structures in the area for 10 seconds.

Costs
munition

70

Image for /icons/races/british/abilities/pyrotechnics.png}
Offensive / Passive

Pyrotechnics

Enhances all incendiary weapons to blind and slow enemy units. Affects the following: \n• Infantry-based Flamethrowers \n• Churchill Crocodile Heavy Tank \n• Abilities affected by Incendiary Munitions \n• Burnout

Reduces accuracy by -20%, vehicle acceleration and deceleration by -33%, and speed of infantry and heavy weapons by -20%. Lasts 5 seconds after leaving burning area.

Costs
munition

70

Image for /icons/races/british/abilities/no_man_left_behind.png}
Support / Select friendly casualty

No Man Left Behind

Rescues the target casualty. When the squad has recovered a casualty, it is immediately reinforced by 1 additional wounded squad member. If the squad is already full, +30 manpower is granted instead.

Only casualties from your own units can be rescued. Units that are recovering casualties are +100% easier to hit and take +50 damage.

Stats

Costs
time_seconds

20

manpower

220

popcap

4

Reinforce
cost

29

time

5

Hitpoints
Image for /icons/common/squad/squad.png}
95
95
95
95

380

Upkeep per minute
manpower

4

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 650

  • Veteran ability
  • +15% harder to hit
vet 2 starvet 2 starvet 2 empty star

XP: 1950

  • +20% harder to hit
  • Constructing objects no longer causes unit to take bonus damage
vet 3 starvet 3 starvet 3 star

XP: 3900

  • +1 squad member
  • +30% burst length
  • +3 repair speed

Can Construct

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

Sandbag Wall

Provides heavy cover.

Costs

Free

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

Free

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

Tank Trap

Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.

Costs

Free

Image for /icons/races/british/buildings/mine_sapper_uk.png}
General purpose / Explosive

Modified AT Mines G.S.

Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to 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. Can be upgraded to act as a forward retreat point.

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

200

fuel

25

Image for /icons/races/british/buildings/17_pdr_at_emplace_aus.png}

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

320

fuel

45

Image for /icons/races/british/weapons/trip_wire_flares.png}
General-purpose Trap / Recon

Artillery Trip Wire Flares

Explosive device that fires a flare, providing vision over the area when detonated. A single artillery shell is fired at the mine's position after it is detonated.

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. Can be upgraded to act as a forward retreat point.

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

200

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
munition

50

Loadout

9mm_sten_sapper_africa_uk4
9mm sten sapper africa uk

smg - small arms

Accuracy

Burst Duration

Cooldown

On the Move Multipliers

0.75

1

1

Near

Medium

Far

Distance

10

15

35

Accuracy

0.667

0.331

0.198

Rounds per Minute

237.72

80.09

43.13

Penetration

1

1

1

Scatter Area

41.9

59.3

129.2

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

Damage

4

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

Range

35

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

Arc

120°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.55

Damage

1

0.5

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/british/abilities/british_flamethrower.png}
Weapon upgrade

No.2 Flamethrower

Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.

Unlocks the Breach ability. Deals Area of Effect damage and ignores cover.

Costs
munition

50

Image for /icons/common/weapons/weapon_flamethrower.png}1
flamethrower sapper africa uk

flame - flame throwers

Near

Medium

Far

Distance

0

10

20

Accuracy

1

1

1

Rounds per Minute

153.6

153.6

153.6

Penetration

2.5

2.5

2.5

Scatter Area

0

15.4

28.4

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

Damage

2

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

Range

20

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

AoE Size

4×5

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

Traverse Speed

45

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

Arc

90°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

1.25

1.5

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×25

×3.5

Folliage

×1000

Bunker

×20

×2.5

Destructible Object

×1000

Mine

×20

×2

Emplacement

×20

×2.5

Image for /icons/common/abilities/ability_british_drop_piat.png}

PIAT

Equips the squad with a PIAT.

Weapon upgrade

Costs
munition

75

Image for /icons/common/weapons/weapon_piat.png}1
sapper piat uk

bazooka - ballistic weapon

Near

Medium

Far

Distance

0

17.5

35

Accuracy

0.15

0.045

0.025

Rounds per Minute

10.21

10.21

10.21

Penetration

90

60

40

Scatter Area

0

16.5

31.2

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

Damage

60

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

Range

35

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

Traverse Speed

120

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

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

0.5

0.25

0.1

3

Damage

30

15

6

6

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.4

Damage

1

0.5

0.25

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×10

Bunker

×10

×10

×1.5

Ability Weapons

Image for /icons/races/british/abilities/36_mills_grenade.png}
Offensive / Select target position

Mills Bomb

Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.

Costs
munition

25

Cast range: 20
Fires once
grenade_no69_africa_uk1
grenade no69 africa uk

grenade - explosive weapon

Near

Medium

Far

Distance

0

10

20

Accuracy

11

11

11

Rounds per Minute

10.21

10.21

10.21

Penetration

25

25

25

Scatter Area

0

0

0

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

Damage

120

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

Range

20

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

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

0.35

1.5

3

4.5

Damage

120

102

24

24

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

0.5

1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×0.75

Emplacement

×0.75

Sandbag

×3.75

Barbed Wire

×2.5

Mine

×2

×2

grenade_no69_incendiary_africa_uk1
grenade no69 incendiary africa uk

flame - explosive weapon

Near

Medium

Far

Distance

0

10

20

Accuracy

11

11

11

Rounds per Minute

20.87

20.87

20.87

Penetration

25

25

25

Scatter Area

0

0

0

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

Damage

120

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

Range

20

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

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

0.35

1.5

3

4.5

Damage

120

102

24

24

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

0.5

1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×0.75

Emplacement

×0.75

Sandbag

×3.75

Barbed Wire

×2.5

Mine

×2

×2

grenade_no69_pyrotechnics_africa_uk1
grenade no69 pyrotechnics africa uk

flame - explosive weapon

Near

Medium

Far

Distance

0

10

20

Accuracy

11

11

11

Rounds per Minute

20.87

20.87

20.87

Penetration

25

25

25

Scatter Area

0

0

0

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

Damage

120

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

Range

20

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

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

0.35

1.5

3

4.5

Damage

120

102

24

24

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

0.5

1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×0.75

Emplacement

×0.75

Sandbag

×3.75

Barbed Wire

×2.5

Mine

×2

×2