A steadfast and elite force that can hold against even the most stubborn foe. Unlock unique arsenals to specialize your forces.
Anti-infantry / Standard
Coastal Reserves Squad
Support infantry effective against infantry at long-range when in cover or fighting near bunkers. Can repair structures and build defenses. Can gain free reinforcements from Bunkers.
Stats
coastal_reserves_ger
infantry
Sight Range
35
Speed
3.6
Max Range
35
Target Size
1
Armor
1
Capture Multiplier
1
Decapture Multiplier
1
Abilities
Passive
Reserve Pool
Coastal Reserve Squads slowly replenish their squad for free when near bunkers.
Grants free reinforcement every 40 seconds. Recharge time only resets upon being granted reinforcement.
Offensive / Select target vehicle
OTO Mod. 42
Throws an OTO Mod. 42 grenade at the target vehicle. Deals less damage than other anti-tank grenades, but temporarily blinds vehicles.
Damages and temporarily disables vehicle weapons and sight for 5 seconds. Causes Engine Damage on vehicles that reach 50% health or below.
Costs
25
Passive
Defensive Infantry
Coastal Reserves are more effective when in cover or near bunkers.
+25% accuracy, +25% rate of fire.
Support
Structure Repairs
Repairs the target building. 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.
Stats
Costs
20
240
6
Reinforce
20
3
Hitpoints
80
80
80
80
80
80
480
Upkeep per minute
8
Veterancy
XP: 800
Unit is harder to hit.
XP: 2400
Increases accuracy and unit is harder to hit. Squad size increased by 1.
XP: 4800
Increases accuracy, rate of fire, and health.
Can construct
Defensive structure
Sandbag Wall
Provides heavy cover.
Costs
Free
Defensive structure
Barbed Wire Fence
Blocks infantry movement, but can be crushed by any vehicle. Can be destroyed with Wire Cutters.
Costs
Free
Field support / Emplacement
Fighting Nest
Fighting position that can be garrisoned by infantry or heavy machine gun teams. Reverts to neutral control when ungarrisoned.
Costs
50
Field support / Emplacement
Concrete Bunker
Emplacement that can be garrisoned by infantry and heavy machine guns for defensive bonuses.
Costs
175
General purpose / Explosive
Schu-mine 42
Explosive device triggered by nearby enemies. Suppresses infantry and damages the engines of vehicles.
Costs
30
Defensive structure
Reinforced Barbed Wire Fence
Blocks infantry and light vehicle movement, but can be crushed by certain light vehicles, medium and heavy vehicles. Cannot be destroyed by wire cutters.
Costs
Free
Defensive structure
Tank Trap
Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
Costs
Free
Field support / Emplacement
Command Bunker
Emplacement that act as a forward retreat point and reduces the damage taken by all units, Bunkers, emplacements, and defenses.
Costs
250
25
Anti-vehicle / Emplacement
Anti-tank Bunker
Long-range emplacement effective against all vehicles. Limited firing arc.
Costs
200
15
Heavy Artillery / Emplacement
Obice da 210/22 Artillery Emplacement
Artillery emplacement extremely effective against stationary targets. Must barrage to attack.
Costs
400
40
Economic structure
Resource Cache
Protects Territory Point from capture. Increases resource income.
Costs
200
Loadout
6
carcano reserve ger
rifle - small arms
Moving Accuracy Multiplier
0.25
Moving Cooldown Multiplier
1.5
Near
Mid
Far
Accuracy
0.67
0.65
0.63
Rounds per minute (RPM)
19
17
16
Range of Fire
7
25
35
Penetration
1
1
1
Scatter Area
9
51
69
Min.
Max.
Damage
12
12
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.