Image for /icons/races/german/infantry/coastal_reserves_squad_wicd.png}
Image for /icons/races/german/symbols/coastal_reserves_squad_dec.png}

Coastal Reserves Squad

Effective against infantry at long-range when in cover or fighting near bunkers. • Can repair structures and builds defenses +33% faster. • Can gain free reinforcements from Bunkers. • Can throw anti-vehicle grenades. • Ineffective when firing on the move.

german faction icon

Stats

coastal_reserves_ger

infantry

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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

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Target Size

1

Abilities

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Passive

Reserve Pool

Coastal Reserve Squads slowly replenish their squad for free when near bunkers.

Grants free reinforcement every 60 seconds. Recharge time only resets upon being granted reinforcement.

Image for /icons/races/german/abilities/oto_mod_42.png}
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
munition

25

Image for /icons/races/german/abilities/defensive_infantry.png}
Passive

Defensive Infantry

Coastal Reserves are more effective when in cover or near bunkers.

+25% accuracy, +25% rate of fire.

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

Image for /icons/races/german/abilities/stronghold_defenders.png}
Passive

Stronghold Defenders

When fighting from garrisons, Coastal Reserves gain a Breda M30 Light Machine Gun which increases their firepower. Weapon is removed when the unit exits or garrison is destroyed.

Stats

Costs
time_seconds

20

manpower

240

popcap

6

Reinforce
cost

23

time

3

Hitpoints
Image for /icons/common/squad/squad.png}
80
80
80
80
80
80

480

Upkeep per minute
manpower

9

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 800

  • Veteran ability
  • +10% harder to hit
vet 2 starvet 2 starvet 2 empty star

XP: 2400

  • +1 squad member
  • +20% weapon accuracy
vet 3 starvet 3 starvet 3 star

XP: 4800

  • +10 health
  • +15% harder to hit
  • +15% weapon accuracy

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/races/german/buildings/fighting_nest_ger.png}
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
manpower

50

Image for /icons/races/german/buildings/bunker_ger.png}
Field support / Emplacement

Concrete Bunker

Emplacement that can be garrisoned by infantry and heavy machine guns for defensive bonuses.

Costs
manpower

175

Image for /icons/races/german/buildings/schu-mine_42.png}
General purpose / Explosive

Schu-mine 42

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/common/buildings/icons/building_reinforced_barbwire.png}
Defensive structure

Reinforced Barbed Wire

Blocks infantry and light vehicle movement. • Can be crushed by heavier vehicles. • All vehicles crushing wire temporarily move slower. • Cannot be destroyed with Wire Cutters.

Costs

Free

Image for /icons/races/german/buildings/tank_trap_ger.png}
Defensive structure

Tank Trap

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

Costs

Free

Image for /icons/races/german/buildings/command_bunker_wicd.png}
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
manpower

250

fuel

25

Image for /icons/races/german/buildings/anti_tank_bunker_wicd.png}
Anti-vehicle / Emplacement

Anti-tank Bunker

Long-range emplacement effective against all vehicles. Limited firing arc.

Costs
manpower

200

fuel

15

Image for /icons/races/german/team_weapons/obice_da_210_22_wicd.png}
Heavy Artillery / Emplacement

Obice da 210/22 Artillery Emplacement

Artillery emplacement extremely effective against stationary targets. Must barrage to attack.

Costs
manpower

400

fuel

40

Image for /icons/races/german/buildings/oberservation_post_ger.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

Loadout

carcano_reserve_ger6
carcano reserve ger

rifle - small arms

Accuracy

Burst Duration

Cooldown

On the Move Multipliers

0.25

1

1.5

Near

Medium

Far

Distance

7

25

35

Accuracy

0.755

0.73

0.695

Rounds per Minute

19.22

17.74

16.18

Penetration

1.5

1

1

Scatter Area

9.3

51.5

68.9

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

Damage

12

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

Range

35

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

Arc

180°

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.

Ability Weapons

Image for /icons/races/german/abilities/oto_mod_42.png}
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
munition

25

Cast range: 15
Fires once
grenade_anti_tank_coastal_ger1
grenade anti tank coastal ger

grenade - explosive weapon

Near

Medium

Far

Distance

0

10.5

21

Accuracy

15

15

15

Rounds per Minute

11.43

11.43

11.43

Penetration

1000

1000

1000

Scatter Area

0

0

0

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

Damage

80

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

Deflection Damage

64

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

Range

21

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

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

0.5

0.5

0.5

0.2

Damage

80

80

80

80

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

0.5

1

Image for /icons/races/german/abilities/stronghold_defenders.png}
Passive

Stronghold Defenders

When fighting from garrisons, Coastal Reserves gain a Breda M30 Light Machine Gun which increases their firepower. Weapon is removed when the unit exits or garrison is destroyed.

Image for /icons/common/weapons/weapon_breda_model_30lmg.png}1
lmg breda m30 coastal ger

lmg - small arms

Near

Medium

Far

Distance

7

22.5

35

Accuracy

0.55

0.45

0.41

Rounds per Minute

218.18

218.18

218.18

Penetration

2.5

2

1.75

Scatter Area

5.4

21.5

32

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

Damage

3.5

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

180°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.55

Damage

1

0.6

0.6