infantry
Sight Range
35
Detection
10
Max Range
35
Speed
3.6
Armor
1
Capture Multiplier
1.25
Decapture Multiplier
1
Target Size
1
Upgrades the squad with an anti-infantry machine gun.
Increases anti-infantry firepower at all ranges. Most effective at long-range. Cannot fire on the move.
90
Upgrades the squad with 3 StG 44 assault rifles and additional training for improved survivability.
Increases anti-infantry firepower at medium and short-range. +10% harder to hit.
40
Repairs the target building. Hold CTRL to override repair command, allowing the unit to garrison structures or vehicles.
Restores +12 health per second. Unit takes +100% additional damage and is +200% easier to hit while repairing.
Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.
30
Unit does not take additional damage when constructing or repairing.
Every member throws a grenade that deals damage to infantry in the area. Very effective against infantry in cover or structures.
Fires an explosive grenade that deals high damage to infantry in a small radius. Effective against infantry in cover or structures.
Has higher minimum range than other grenades.
Throws a special smoke grenade. Smoke cloud continuously damages infantry and blocks vision.
Smoke blocks vision for a short period of time.
Throws an incendiary grenade at the target that deals light explosion damage and continuously burns infantry in an area.
When the Kriegsmariner Squad picks up a Resupply Crates of any type, the unit gains a single-use, random grenade ability. Assault Grenades: All members throw an anti-infantry grenades. \nRed Phosphorous: Blocks vision and continuously damages infantry in the area.\nRifle Grenade: Long-range anti-infantry grenade. \nIncendiary Grenade: Continuously damages infantry in the area
!Recover Casualties to gain XP
Only casualties from your own units can be rescued. Units that are recovering casualties are +100% easier to hit and take +50 damage.
36
256
6
32
4
400
9
XP: 900
XP: 2700
XP: 5400
Provides heavy cover.
Free
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.
Free
Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
Free
Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to vehicles.
30
Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.
200
Upgrades:\n• Resource Cache \n• Retreat Point \n• Forward Reinforcement Point
50
3rifle - small arms
Accuracy
Burst Duration
Cooldown
On the Move Multipliers
0.75
1
1
Near
Medium
Far
Distance
7
25
35
Accuracy
0.7
0.688
0.65
Rounds per Minute
23.92
20.28
18
Penetration
1.5
1
1
Scatter Area
13.5
116.2
147.7
Damage
16
Range
35
Arc
180°
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
0.5
0.5
0.55
Damage
1
0.5
0.5
1smg - small arms
Accuracy
Burst Duration
Cooldown
On the Move Multipliers
0.75
1
1
Near
Medium
Far
Distance
7
22.5
35
Accuracy
0.749
0.605
0.403
Rounds per Minute
124.44
115.4
60.21
Penetration
1
1
1
Scatter Area
11.2
53.2
75
Damage
5
Range
35
Arc
180°
VS Cover - Modifiers
Light
Heavy
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.
Upgrades the squad with an anti-infantry machine gun.
Increases anti-infantry firepower at all ranges. Most effective at long-range. Cannot fire on the move.
90
lmg - small arms
Near
Medium
Far
Distance
7
20
35
Accuracy
0.4356
0.3432
0.27984
Rounds per Minute
469.46
494.94
525.66
Penetration
2.5
2
1.75
Scatter Area
11.2
83.8
123
Damage
3.5
Range
35
Traverse Speed
120
Arc
120°
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
0.5
0.5
0.55
Damage
1
0.6
0.6
Upgrades the squad with 3 StG 44 assault rifles and additional training for improved survivability.
Increases anti-infantry firepower at medium and short-range. +10% harder to hit.
40
smg - small arms
Accuracy
Burst Duration
Cooldown
On the Move Multipliers
0.75
1
1
Near
Medium
Far
Distance
7
22.5
35
Accuracy
0.749
0.605
0.403
Rounds per Minute
124.44
115.4
60.21
Penetration
1
1
1
Scatter Area
11.2
53.2
75
Damage
5
Range
35
Arc
180°
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
0.5
0.5
0.55
Damage
1
0.5
0.5
Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.
30
1grenade - explosive weapon
Near
Medium
Far
Distance
5
10
25
Accuracy
11
11
11
Rounds per Minute
11.43
11.43
11.43
Penetration
25
25
25
Scatter Area
0
0
0
Damage
120
Range
5 - 25
Arc
120°
AoE Falloff
Near
Medium
Far
Limit
AoE Radius
0.35
1
3
4
Damage
120
84
27
27
VS Cover - Modifiers
Light
Heavy
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
Every member throws a grenade that deals damage to infantry in the area. Very effective against infantry in cover or structures.
1grenade - explosive weapon
Near
Medium
Far
Distance
0
10
20
Accuracy
1
1
1
Rounds per Minute
12.31
12.31
12.31
Penetration
25
25
25
Scatter Area
0
28.8
55
Damage
70
Range
20
Arc
120°
AoE Falloff
Near
Medium
Far
Limit
AoE Radius
0.5
1.5
4.5
4
Damage
70
42
28
30.33
VS Cover - Modifiers
Light
Heavy
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
Fires an explosive grenade that deals high damage to infantry in a small radius. Effective against infantry in cover or structures.
Has higher minimum range than other grenades.
1rifle grenade - explosive weapon
Near
Medium
Far
Distance
0
15
30
Accuracy
0
0
0
Rounds per Minute
14.12
14.12
14.12
Penetration
25
25
25
Scatter Area
0
0
0
Damage
120
Range
30
Arc
120°
AoE Falloff
Near
Medium
Far
Limit
AoE Radius
2
2
2
3
Damage
120
120
20.03
20.03
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
1
1
1
Damage
1
0.5
1
Target Modifiers
Base DMG
Accuracy
Penetration
Damage
Building
—
—
—
×0.75
Emplacement
—
—
—
×0.75
Sandbag
—
—
—
×2.5
Barbed Wire
—
—
—
×2.5
Mine
—
—
×2
×2
Throws a special smoke grenade. Smoke cloud continuously damages infantry and blocks vision.
Smoke blocks vision for a short period of time.
1grenade - explosive weapon
Near
Medium
Far
Distance
5
5
15
Accuracy
1
1
1
Rounds per Minute
25.26
25.26
25.26
Penetration
0
0
0
Scatter Area
0
0
0
Damage
30
Range
5 - 15
Arc
120°
AoE Falloff
Near
Medium
Far
Limit
AoE Radius
0
0
0
2
Damage
30
30
30
30
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
1
1
1
Damage
1
0.5
1
Target Modifiers
Base DMG
Accuracy
Penetration
Damage
Mine
—
—
×2
×2
Throws an incendiary grenade at the target that deals light explosion damage and continuously burns infantry in an area.
1flame - explosive weapon
Near
Medium
Far
Distance
5
7.5
20
Accuracy
11
11
11
Rounds per Minute
11.43
11.43
11.43
Penetration
25
25
25
Scatter Area
0
0
0
Damage
30
Range
5 - 20
Arc
120°
AoE Falloff
Near
Medium
Far
Limit
AoE Radius
1
2.5
2.5
4
Damage
30
30
30
30
VS Cover - Modifiers
Light
Heavy
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