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

Bazooka Squad

Very effective against vehicles. Less effective against tank frontal armor at long-range. • Gains increased range when stationary for 7 seconds. • Small squad size (4).

building faction icon

Stats

bazooka_team_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

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/german/upgrades/panzerschreck.png}
Weapon upgrade

RPzB 54 Panzerschreck Package

Upgrades the squad with one Panzerschreck. Very effective against vehicles.

Adds anti-tank capability.

Costs
time

30

munition

75

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

c special operations stolen schrecks passive us

Abilities

Image for /icons/common/abilities/veterancy/veterancy_1_unlock_a.png}
Offensive / Select target vehicle

Unlock Anti-tank Satchel Charge

Throws a timed satchel of explosives at the target enemy vehicle. High damage, short-range.

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

Vet 1

Image for /icons/common/abilities/veterancy/veterancy_1_unlock_b.png}
Offensive / Select target position

Unlock White Phosphorous Rocket

Fires a special smoke rocket. Smoke cloud continuously damages infantry and blocks vision.

Select to unlock

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

Vet 1

Image for /icons/common/abilities/ability_british_white_phospherous_shell.png}
Offensive / Select target position

White Phosphorous Rocket

Fires a special smoke rocket. Smoke cloud continuously damages infantry and blocks vision.

Smoke blocks vision for a short period of time.

Costs
munition

35

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

15 - 40

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/common/orders/command_hold_fire_off.png}
Toggle off auto-attack

Hold Fire Disabled

Unit will not engage unless given a manual attack order when active.

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

Steady Fire

When the unit is stationary for 7 seconds, it gains +7.5 range. Bonuses take effect when the unit is in garrisons. \nVeteran 3: +7.5 additional bonus weapon range when active.

Image for /icons/races/common/abilities/at_satchel_charge.png}
Offensive / Select target vehicle

Anti-tank Satchel Charge

Throws a timed satchel of explosives at the target enemy vehicle. High damage, short-range.

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

45

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

10

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

1

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

30s

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

25

manpower

250

popcap

7

Reinforce
cost

28

time

5

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

380

Upkeep per minute
manpower

8.5

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 1000

  • Veteran ability choice
  • +15 health
vet 2 starvet 2 starvet 2 empty star

XP: 3000

  • +25% weapon accuracy
  • +30% weapon penetration
vet 3 starvet 3 starvet 3 star

XP: 6000

  • +15 health
  • +30% rate of fire
  • +7.5 steady fire ability range

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

carbine_bazooka_team_us3
carbine bazooka team us

rifle - small arms

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

Damage

10

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

Range

35m

Near

7m

Mid

20m

Far

35m

Core Stats

Accuracy

80%

60%

30%

Rounds per Minute

22.38

15.89

12.4

Penetration

1.5

1

1

Timing

Refire Time

2.438s

3.625s

4.75s

Reload Cycle

4.875s

5.125s

5.625s

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

10 shots

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

Arc

90°

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

Image for /icons/common/weapons/weapon_m9_bazooka.png}1
bazooka bazooka team us

bazooka - ballistic weapon

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

Damage

60

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

Range

35m

Near

10m

Mid

22.5m

Far

35m

Core Stats

Accuracy

6.7%

5%

3.63%

Rounds per Minute

12.65

12.31

11.76

Penetration

200

125

110

Special Mechanics

Scatter Area

2×10

3.9×10

5.7×10

Scatter Offset

+3.8m

+3.8m

+3.8m

Timing

Refire Time

4.743s

4.875s

5.1s

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

Aim Time

1–1.25s

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

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×0.4

×0.25

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×10

Bunker

×10

×10

Infantry

×0.01

×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/german/upgrades/panzerschreck.png}
Weapon upgrade

RPzB 54 Panzerschreck Package

Upgrades the squad with one Panzerschreck. Very effective against vehicles.

Adds anti-tank capability.

Costs
time

30

munition

75

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

c special operations stolen schrecks passive us

Image for /icons/common/weapons/weapon_panzerschreck.png}1
panzerschreck stormtrooper ger

bazooka - ballistic weapon

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

Damage

160

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

Range

35m

Near

10m

Mid

22.5m

Far

35m

Core Stats

Accuracy

8.44%

5.63%

4%

Rounds per Minute

11.27

9.9

9.06

Penetration

300

180

130

Special Mechanics

Scatter Area

3.5×10

7.9×10

12.2×10

Timing

Refire Time

5.324s

6.063s

6.625s

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

Aim Time

1–1.25s

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

Traverse Speed

120

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

Arc

120°

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×0.4

×0.25

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×0.5

Infantry

×0.5

Ability Weapons

Image for /icons/races/common/abilities/at_satchel_charge.png}
Offensive / Select target vehicle

Anti-tank Satchel Charge

Throws a timed satchel of explosives at the target enemy vehicle. High damage, short-range.

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

45

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

10

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

1

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

30s

satchel_anti_tank_bazooka_team_us1
satchel anti tank bazooka team us

grenade - explosive weapon

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

Damage

240

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

Range

14m

Near

0m

Mid

7m

Far

14m

Core Stats

Accuracy

1500%

1500%

1500%

Penetration

1000

1000

1000

Special Mechanics

Scatter Area

0

0

0

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

Wind-Up

1s

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

Fuse

3s

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