A generated guide with detailed stats about the All Units mod.
British
HQ – Field Headquarters
Abilities
Transfer Orders, free
Orders a selected squad or vehicle to withdraw from the map and return to the rear.
Upgrades
Research Weapon Racks, 150 manpower and 15 fuel
Unlocks the Bren Mk. II LMG, Vickers K LMG and PIAT Weapon Rack.
The PIAT increases anti-vehicle firepower and the Bren and Vickers LMG’s increase anti-infantry firepower.
Platoon Command Post, 160 manpower and 30 fuel
The Platoon Command Post allows the player to order in various team weapons to support infantry and vehicles, as well as highly specialized infantry to engage specific threats on the battlefield.
Optional units: AEC Mk. III 75mm Armored Car and Bofors QF 40mm Emplacement.
Company Command Post, 160 manpower and 65 fuel
The Company Command Post allows the player to order in mobile cruiser tanks and heavy emplacements.
Optional units through Hammer or Anvil Specialization: Comet Tank or Churchill Mk. VII Infantry Tank.
Defensive Operations, 80 manpower and 50 munitions
Infantry Sections now have the ability to construct emplacements and repair buildings.
Emplacements can be repaired and constructed by Infantry Sections.
Lend-Lease Act, 25 fuel and 80 munitions
Your allied factions share weapons and various units.
You can now buy weapons at the weapon racks from your allies and call-in reinforcements to the battlefield. (US forces, British forces and Soviets only)
Tactical Operations Centre, 160 manpower and 30 fuel
The Tactical Operations Centre allows the player to order in several types of assault infantry.
Can call-in the Command Truck, which can convert to the Mobile Command Centre.
Vehicle Crew Repairs, 100 manpower and 10 fuel
Vehicles will be covered by a smoke barrage while repairing.
Helps keep vehicles in the action.
Stand Fast, 100 manpower and 10 fuel
British Emplacements will automatically be repaired while active.
Available on the Bofor QF 40mm, 3-inch Mortar, QF 17-Pounder AT Gun.
Infantry
Infantry Section
Equipped with Lee Enfield rifles, effective against infantry at long range. Can be upgraded with Medical Supplies or Pyrotechnics Supplies.
Squadsize: 4 and Population: 7
Cost: 270 manpower
Build time: 26 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.85
Sight range: 35
Capture rate: 1.15
De-capture rate: 1
Veterancy requirements: 560 / 1120 / 2240
Abilities
Distribute Medical Supplies, free
Infantry section will heal themselves and any injured troops nearby, if they are out of combat.
Throw No. 36M ‘Mills Bomb’, 25 munitions
Standard issue No. 36M Grenade often referred to as the ‘Mills Bomb’ can kill or injure infantry in a radius.
Coordinated Fire, 45 munitions
Orders all available 25-pounder howitzers in the British Army HQ to take aim and fire on the designated target.
Gammon Bomb, 75 munitions
Gammon Bombs, pouches tightly packed with high-explosive, have a very large blast radius capable of immobilizing tanks temporarily.
Smoke Barrage, 25 munitions
Saturate target area with smoke shells to disrupt sight-lines.
Building Repair, free
Infantry Sections can repair any damaged structure, or bridge.
Upgrades
Medical Supplies, 40 munitions
Improves unit preservation.
Pyrotechnics Supplies, 40 munitions
Unlocks the Coordinated Fire and Smoke Barrage abilities. Increases squad vision.
Structures
Radar, 210 manpower and 50 fuel
Munitions Cache, 250 manpower
Fuel Cache, 250 manpower
Defenses
TrenchSandbags, Sandbags, Forward Assembly, 3-inch Mortar Emplacement, Bofors QF 40mm Emplacement, ‘Land Mattress’ Emplacement, QF 25-Pounder Howitzer, QF 17-Pounder AT Gun, QF 17-Pounder AT Gun Emplacement
Royal Engineers
Equipped with Sten SMGs, but has limited combat capability. Can be upgraded with a Flamethrower, Minesweeper and Heavy Equipment.
Squadsize: 4 and Population: 5
Cost: 210 manpower
Build time: 20 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.9
Sight range: 35
Capture rate: 1.15
De-capture rate: 1
Veterancy requirements: 400 / 800 / 1600
Abilities
Repair, free
Demonstrating pure ingenuity, troops can repair any damaged structure, vehicle, or bridge.
Forward Observation Post, 250 manpower and 30 fuel
Designate an occupied ambient building or Forward Assembly as a Forward Observation Post. These positions can direct special air and artillery strike abilities
Throw HEAT Grenade, 25 munitions
The squad will throw a grenade at target vehicle.
Destroy Cover, free
The Sappers plant a small timed demo charge at the target location, which can destroy cover, fences and other weak objects.
Upgrades
Hazard Removal Package, 30 munitions
Allows the squad to detect hidden explosive devices and defuse them.
Heavy Engineers, 60 munitions
Royal Engineers repair and construct faster. The Vickers K LMG is effective against infantry.
M2 Flamethrower, 60 munitions
Improves anti-infantry capability with area-effect weapon.
Structures
Radar, 210 manpower and 50 fuel
Munitions Cache, 250 manpower
Fuel Cache, 250 manpower
Defenses
Forward Assembly, 200 manpower
Bunker, 150 manpower and 60 munitions
Wooden Bunker, 50 manpower
Watchtower, 150 manpower
Slit Trench, free
3-inch Mortar Emplacement, 400 manpower
Bofors QF 40mm Emplacement, 280 manpower and 30 fuel
‘Land Mattress’ Emplacement, 380 manpower and 40 fuel
QF 25-Pounder Howitzer, 400 manpower and 50 fuel
QF 17-Pounder AT Gun, 600 manpower
QF 17-Pounder AT Gun Emplacement, 400 manpower and 75 fuel
Other: Sandbags, Sandbags, Razor Wire, Tank Trap, Modified M6 Mines, Road Blocks
Royal Engineer Demolition Team
Equipped with Sten SMGs, but has limited combat capability. Can be upgraded with Flamethrowers.
Squadsize: 4 and Population: 5
Cost: 210 manpower
Build time: 20 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.9
Sight range: 35
Capture rate: 1.15
De-capture rate: 1
Veterancy requirements: 400 / 800 / 1600
Abilities
Repair, free
Demonstrating pure ingenuity, troops can repair any damaged structure, vehicle, or bridge.
Coordinated Fire, 45 munitions
Orders all available 25-pounder howitzers in the British Army HQ to take aim and fire on the designated target.
Light Gammon Bomb, 35 munitions
A Gammon Bomb packed with less explosives, but still possessing reliable damage and blast radius.
Demolition Charge, 90 munitions
Plants a powerful explosive charge capable of destroying structures, killing enemies, and punching holes in ice.
Upgrades
2x M2 Flamethrower, 90 munitions
Improves anti-infantry capability with area-effect weapon.
Defenses
Modified M6 Mines
Medics
Avoid combat.
Squadsize: 3 and Population: 2
Cost: 180 manpower
Build time: 21 seconds
Hit points: 80
Armor: 1
Received accuracy: 1
Sight range: 35
Capture rate: 1
De-capture rate: 1
Abilities
Medical Station (toggle), free
The Medic squad will heal themselves and nearby friendly troops, if they are out of combat.
Vehicles
Universal Carrier
Transport a single infantry squad. Can be upgraded with a Vickers K HMG or WASP Flamethrower.
Population: 3
Cost: 260 manpower and 5 fuel
Build time: 25 seconds
Hit points: 240
Armor: 5.8
Rear armor: 4.1
Received accuracy: 10
Sight range: 35
Veterancy requirements: 540 / 1080 / 2160
Abilities
Suppressing Fire, 10 munitions
The Vickers gunner will fire blindly on the target, suppressing infantry in the area. The Vickers can fire on the move.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Stealth Detection, free
Special training allows this unit to detect hidden enemies at greater distance than usual.
Upgrades
Vickers K Mounted Variant, 60 munitions
Effective against infantry.
WASP Flamethrower Variant, 75 munitions
Effective against infantry in cover, garrisons, or close proximity to one another.
T1 – Platoon Command Post
Abilities
Counter Battery, 30 munitions
The team will automatically barrage enemy artillery weapons that fire within range.
Designate Command Vehicle, 75 munitions
Designate a target vehicle as a Command Vehicle. The Command Vehicle increases accuracy and rate of fire of nearby units.
Upgrades
Specialization: Trench Warfare, 100 manpower and 20 fuel
Specialize the British Army around Defense and Durability.
Unlocking the Trench Warfare specialization will decrease the costs for the Anvil specialization.
Specialization: Mobile Warfare, 100 manpower and 20 fuel
Specialize the British Army around Mobility and Firepower.
Unlocking the Mobile Warfare specialization will decrease the costs for the Hammer specialization.
Infantry
Units
Vickers Heavy Machine Gun Team
Effective against massed infantry, but must be properly positioned.
Squadsize: 4 and Population: 7
Cost: 260 manpower
Build time: 34 seconds
Crew,
Hit points: 80
Armor: 1
Received accuracy: 1.25
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 480 / 960 / 1920
Abilities
Garrison Bonus, free
Veteran Vickers team now have improved weapon range when inside buildings.
Ordnance ML 3-inch Mortar
Effective against static infantry and structures.
Squadsize: 4 and Population: 6
Cost: 240 manpower
Build time: 27 seconds
Crew,
Hit points: 80
Armor: 1
Received accuracy: 1.25
Main gun,
Damage: 80
Penetration (near/mid/far): 35/35/35
Range: 80
Reload time: 9.4 seconds
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 480 / 960 / 1920
.55 cal Armor-Piercing Sniper
Equipped with at Boys Anti-Tank Rifle, effective against infantry, support weapons, and light armor.
Squadsize: 1 and Population: 9
Cost: 340 manpower
Build time: 36 seconds
Hit points: 82
Armor: 1
Received accuracy: 1.15
Sight range: 40
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 720 / 1440 / 2880
Abilities
Coordinated Fire, 45 munitions
Orders all available 25-pounder howitzers in the British Army HQ to take aim and fire on the designated target.
Setup Tent, 50 manpower
The sniper will plant a hidden tent at the target location. Sniper can hide inside to recover.
Sniper Prone (toggle), free
Using a prone position, the squad is able to crawl while being camouflaged while not in cover.
Critical Shot, 30 munitions
After pinpointing the most vulnerable part of a target, the Sniper puts a 13.9mm round into it.
Assault Section
Equipped with Sten SMGs and Thompsons, effective against infantry at short range. Can be upgraded with two additional Thompsons or a Flamethrower.
Squadsize: 4 and Population: 7
Cost: 280 manpower
Build time: 34 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.8
Sight range: 35
Capture rate: 1.15
De-capture rate: 1
Veterancy requirements: 560 / 1120 / 2240
Abilities
Gammon Bomb, 75 munitions
Gammon Bombs, pouches tightly packed with high-explosive, have a very large blast radius capable of immobilizing tanks temporarily.
Assault Grenades, 45 munitions
Each member of the squad will throw a grenade at the target location.
Smoke Grenade, 15 munitions
Throw a small smoke grenade at a target location.
Upgrades
2x Thompson Submachine Guns, 50 munitions
Submachine guns increase short-range combat effectiveness.
M2 Flamethrower, 60 munitions
Improves anti-infantry capability with area-effect weapon.
Ordnance QF 6-Pounder Anti-Tank Gun
Effective against all armored targets.
Squadsize: 4 and Population: 7
Cost: 320 manpower
Build time: 36 seconds
Crew,
Hit points: 80
Armor: 1
Received accuracy: 1
Main gun,
Damage: 160
Penetration (near/mid/far): 210/200/190
Range: 60
Reload time: 4.5 seconds
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 1280 / 2560 / 5120
Abilities
Rapid Maneuvers, 20 munitions
The 6-pounder crew exerts themselves to quickly maneuver their AT gun, resulting in increased mobility and responsiveness.
Vehicles
M3 Half-track
Can transport and reinforce infantry. Troops can fire out of the M3. Can drop weapons on the ground.
Population: 5
Cost: 270 manpower and 30 fuel
Build time: 30 seconds
Hit points: 320
Armor: 8.4
Rear armor: 4.2
Received accuracy: 20
Sight range: 35
Veterancy requirements: 540 / 1080 / 2160
Abilities
Deploy Vickers K LMG, 60 munitions
Places a Vickers K LMG on the ground at the target location, for infantry units to pick up.
Deploy Boys Anti-Tank Rifle, 35 munitions
Places a Boys Anti-Tank Rifle on the ground at the target location, for infantry units to pick up.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
AEC Mk. III Armored Car
Effective against light tanks.
Population: 6
Cost: 280 manpower and 60 fuel
Build time: 45 seconds
Hit points: 400
Armor: 55
Rear armor: 12.5
Received accuracy: 18
Main gun,
Damage: 120
Penetration (near/mid/far): 120/100/80
Range: 40
Reload time: 3.8 seconds
Sight range: 42
Veterancy requirements: 1160 / 2320 / 4640
Abilities
Smoke Screen, 30 munitions
Launches a smoke screen in front of itself, blocking all line of sight in the area.
Target Tread, 30 munitions
Loads and fires M61 armor-piercing capped rounds at the target’s treads or wheels to temporarily slow the target.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
T2 – Tactical Operations Centre
Upgrades
Command Truck, 100 manpower and 15 fuel
Permanently convert the Command Truck to the Mobile Command Centre to order in reconnaissance and support units.
Upgrade to lock down territory or to call-in tank support.
Infantry
Assault Officer
Equipped with Sten SMGs, effective against infantry at close range.
Squadsize: 4 and Population: 7
Cost: 300 manpower
Build time: 28 seconds
Hit points: 80
Armor: 1
Received accuracy: 1
Sight range: 35
Capture rate: 1.25
De-capture rate: 1
Veterancy requirements: 680 / 1360 / 2720
Abilities
Light Gammon Bomb, 35 munitions
A Gammon Bomb packed with less explosives, but still possessing reliable damage and blast radius.
Raid Operation, 50 munitions
Allows all your infantry and British vehicles to capture points quickly. Use this to break through enemy lines.
Advanced Cover Combat, 75 munitions
Infantry sections will get an improved cover bonus while fighting in cover and will receive their regular cover bonus out of cover.
Heroic Charge, 30 munitions
A battlecry, shouted in unison, motivates the Officer and nearby squads to move faster and fight harder.
Reconnaissance Section
Equipped with Lee Enfield rifles and two scoped Lee Enfield rifles, effective against infantry at long range. Can be upgraded with Marksman Training.
Squadsize: 4 and Population: 7
Cost: 300 manpower
Build time: 30 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.85
Sight range: 42
Capture rate: 1.15
De-capture rate: 1
Veterancy requirements: 560 / 1120 / 2240
Abilities
Reconnaissance Tactics (toggle), free
Using a prone position, the squad is able to crawl while being camouflaged.
Smoke Grenade Reposition, 15 munitions
The squad will drop a smoke grenade on their location to conceal themselves and then quickly sprint for a short time.
Assassinate, 45 munitions
Orders the squad to eliminate an individual unit at long range.
Upgrades
Marksman Training, 25 munitions
Increases line of sight and grants “Assassinate” ability.
Tank Hunter Infantry Section
Equipped with Lee Enfield rifles and two Boys Anti-Tank rifles, effective vs vehicles. Can be upgraded with PIAT’s.
Squadsize: 4 and Population: 7
Cost: 300 manpower
Build time: 30 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.85
Sight range: 35
Capture rate: 1.15
De-capture rate: 1
Veterancy requirements: 560 / 1120 / 2240
Abilities
Throw HEAT Grenade, 25 munitions
The squad will throw a grenade at target vehicle.
Throw No. 36M ‘Mills Bomb’, 25 munitions
Standard issue No. 36M Grenade often referred to as the ‘Mills Bomb’ can kill or injure infantry in a radius.
Vehicle Detection, 15 munitions
The Tank Hunter Infantry Section are able to detect enemy vehicles through recognition of their specific noise signatures.
Upgrades
PIAT Launchers, 70 munitions
Increases anti-vehicle firepower.
Light Sniper Squad
Equipped with two scoped Lee Enfield Sniper rifles, effective against infantry and support weapons. Weak to light vehicles.
Squadsize: 2 and Population: 9
Cost: 320 manpower
Build time: 36 seconds
Hit points: 82
Armor: 1
Received accuracy: 1.15
Sight range: 40
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 720 / 1440 / 2880
Abilities
Setup Tent, 50 manpower
The sniper will plant a hidden tent at the target location. Sniper can hide inside to recover.
Sniper Prone (toggle), free
Using a prone position, the squad is able to crawl while being camouflaged while not in cover.
Royal Engineer Recovery Squad
Weak support infantry. Equipped with a Minesweeper. Has access to the Salvage Kit.
Squadsize: 4 and Population: 5
Cost: 240 manpower
Build time: 20 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.9
Sight range: 35
Capture rate: 1.15
De-capture rate: 1
Veterancy requirements: 400 / 800 / 1600
Abilities
Repair, free
Demonstrating pure ingenuity, troops can repair any damaged structure, vehicle, or bridge.
Smoke Grenade, 15 munitions
Throw a small smoke grenade at a target location.
Tear Down Emplacement, free
Instruct the unit to tear down an emplacement that is already on the field for a minor refund.
Salvage Operations, free
Engineers will salvage resources from the targeted vehicle or weapon wreck.
Put Away Minesweeper (toggle), free
The minesweeper allows mines to be detected and defused, but the soldier holding the minesweeper cannot fire their weapon. The minesweeper can be put away to give the squad back their full combat potential.
Defenses
Forward Assembly, 200 manpower
Bunker, 150 manpower and 60 munitions
Wooden Bunker, 50 manpower
Watchtower, 150 manpower
Slit Trench, free
Other: Sandbags, Sandbags, Razor Wire, Tank Trap, Modified M6 Mines, Road Blocks
‘Land Mattress’ Multiple Rocket Launcher
Barrage weapon. Effective against infantry, light targets and structures.
Squadsize: 4 and Population: 10
Cost: 300 manpower
Build time: 50 seconds
Crew,
Hit points: 80
Armor: 1
Received accuracy: 1.25
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 1000 / 2000 / 3000
Abilities
HE Rocket Barrage, free
Fires a salvo of 30 High Explosive rockets over a wide area, excellent for general saturation and area denial.
White Phosphorous Barrage, 50 munitions
Fire 10 white phosphorous shells at the target location, damages infantry units and blocks line of sight.
Vehicles
M5 Half-track
Can transport and reinforce infantry. Troops can fire out of the M5. Can be upgraded with an Anti-Air Package.
Population: 5
Cost: 240 manpower and 30 fuel
Build time: 30 seconds
Hit points: 320
Armor: 28.5
Rear armor: 20
Received accuracy: 20
Sight range: 35
Veterancy requirements: 540 / 1080 / 2160
Abilities
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Upgrades
Anti-Air Package, 90 munitions
Improves anti-infantry and anti-air capabilities. Can no longer transport and reinforce soldiers.
Valentine Mk. X Infantry Tank
Effective against infantry and light tanks. Fires effectively while moving.
Population: 7
Cost: 280 manpower and 75 fuel
Build time: 45 seconds
Hit points: 480
Armor: 120
Rear armor: 80
Received accuracy: 18
Main gun,
Damage: 120
Penetration (near/mid/far): 120/100/80
Range: 40
Reload time: 5.0 seconds
Sight range: 35
Veterancy requirements: 1020 / 2040 / 4080
Abilities
Smoke Screen, 30 munitions
The Valentine’s smoke grenade projector launches six shells at the target area in quick succession.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Concentrated Sexton Barrage, 45 munitions
Orders all available Sextons to fire long range supercharged rounds at the target area.
Observation Mode (toggle), free
The Tank Commander and Crew will cease fire and survey the area for hostiles.
Upgrades
ROQF 75mm gun, 50 manpower and 5 fuel
Improves reload times and performance against infantry targets.
T3 – Company Command Post
Abilities
Counter Battery, 30 munitions
The team will automatically barrage enemy artillery weapons that fire within range.
Upgrades
Specialization: Hammer, 100 manpower and 75 fuel
Specialize the British Army around Mobility and Firepower.
Unlocks the Sherman Firefly and Comet.
Specialization: Anvil, 100 manpower and 75 fuel
Specialize the British Army around Defense and Durability.
Unlocks all variants of the Churchill.
Infantry and Artillery
Tank Crew
Weak support infantry. Good for crewing vehicles and emergency battlefield repairs.
Squadsize: 4 and Population: 4
Cost: 140 manpower
Build time: 16 seconds
Hit points: 80
Armor: 1
Received accuracy: 1
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 650 / 1300 / 2600
Abilities
Repair, free
Demonstrating pure ingenuity, troops can repair any damaged structure, vehicle, or bridge.
Repair Critical, 25 munitions
The squad can quickly repair one critical and a small amount of damage on a vehicle.
Sexton Self-Propelled Artillery
Barrage weapon. Effective against static targets and heavy structures.
Population: 14
Cost: 375 manpower and 90 fuel
Build time: 50 seconds
Hit points: 320
Armor: 60
Rear armor: 30
Received accuracy: 23
Sight range: 35
Veterancy requirements: 2020 / 4040 / 8080
Abilities
25-Pounder Howitzer Barrage, free
The designated target area is barraged by 25-pounder high explosive rounds.
Creeping Barrage, 50 munitions
The Sexton Self-Propelled Artillery fires a barrage of 25lb high explosive rounds into the targeted area in a line formation.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Tanks
Centaur AA Mk. II Cruiser Tank
Effective against infantry and aircraft.
Population: 10
Cost: 320 manpower and 100 fuel
Build time: 50 seconds
Hit points: 640
Armor: 160
Rear armor: 80
Received accuracy: 18
Sight range: 35
Veterancy requirements: 1440 / 2880 / 5760
Abilities
20mm Strafing Fire, 30 munitions
The 20mm cannons are pushed to their limit, laying down a rapid fire barrage at 450 rounds per minute in the designated direction.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Upgrades
Rolls-Royce Meteor V12 engine, 60 munitions
Improves mobility.
3-inch Self Propelled Mount M10 Mk. I
Effective against medium tanks from a medium-long range. Lightly armored. Fires effectively while moving.
Population: 10
Cost: 300 manpower and 80 fuel
Build time: 45 seconds
Hit points: 560
Armor: 120
Rear armor: 57.5
Received accuracy: 22
Main gun,
Damage: 160
Penetration (near/mid/far): 180/160/140
Range: 50
Reload time: 5.6 seconds
Sight range: 35
Veterancy requirements: 1440 / 2880 / 5760
Abilities
Light Artillery Barrage, 35 munitions
The 3in SPM M10 Mk. I can be used as indirect fire artillery support when its anti-tank capabilities aren’t needed.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Cromwell Mk. IV Cruiser Tank
Effective against infantry and medium tanks.
Population: 12
Cost: 320 manpower and 100 fuel
Build time: 50 seconds
Hit points: 640
Armor: 160
Rear armor: 80
Received accuracy: 20
Main gun,
Damage: 160
Penetration (near/mid/far): 135/120/105
Range: 40
Reload time: 5.8 seconds
Sight range: 35
Veterancy requirements: 1780 / 3560 / 7120
Abilities
Fire Smoke Shell, 20 munitions
Fires a special round that explodes with an obscuring smoke screen. A low cool down allows it to be fired frequently.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Hunt, 30 munitions
The Cromwell crew can detect the signatures of hostiles armored vehicle in the fog of war and prepare to hunt them down.
Upgrades
Tank Commander, 25 munitions
Improves accuracy and vision.
Cromwell VII, 50 manpower and 10 fuel
Increases durability.
Sherman VC Firefly
Effective against all armored targets from a long range.
Population: 15
Cost: 440 manpower and 145 fuel
Build time: 60 seconds
Hit points: 640
Armor: 160
Rear armor: 95
Received accuracy: 23
Main gun,
Damage: 200
Penetration (near/mid/far): 260/240/210
Range: 60
Reload time: 8.0 seconds
Sight range: 35
Veterancy requirements: 2160 / 4320 / 8640
Abilities
Tulip Rocket Strike, 80 munitions
The 60-pound RP-3 rockets provide a spectacularly high explosive adjunct to the Sherman Firefly’s considerable anti-armor capabilities and will smash through any battlefield obstacle to explode at maximum range. It will collide on any vehicle unit or any player owned building excluding ambient buildings.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Upgrades
60-pound Tulip Rockets, 30 munitions
Effective against stationary targets.
Tank Commander, 25 munitions
Improves accuracy and vision.
Comet Mk. I Cruiser Tank
Effective against all targets.
Population: 18
Cost: 480 manpower and 175 fuel
Build time: 60 seconds
Hit points: 800
Armor: 290
Rear armor: 110
Received accuracy: 22
Main gun,
Damage: 160
Penetration (near/mid/far): 210/190/170
Range: 45
Reload time: 6.2 seconds
Sight range: 35
Veterancy requirements: 2530 / 5060 / 10120
Abilities
Fire Smoke Shell, 20 munitions
Fires a special round that explodes with an obscuring smoke screen. A low cool down allows it to be fired frequently.
Crew Self Defense, 20 munitions
Tank crews carry a variety of close-range weapons, including fragmentation grenades and other bombs, to dissuade nearby infantry from any notions of bravery.
M89 White Phosphorous Shell, 20 munitions
Fires a M89 white phosphorous shell that will damage any infantry in the area,
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Upgrades
Tank Commander, 25 munitions
Improves accuracy and vision.
Churchill Mk. VII Infantry Tank
Effective against infantry and medium tanks. Heavily armored. Fires effectively while moving.
Population: 16
Cost: 490 manpower and 165 fuel
Build time: 70 seconds
Hit points: 1240
Armor: 240
Rear armor: 150
Received accuracy: 26
Main gun,
Damage: 160
Penetration (near/mid/far): 135/120/105
Range: 40
Reload time: 6.6 seconds
Sight range: 35
Veterancy requirements: 2080 / 4160 / 8320
Abilities
Infantry Support Smoke, 30 munitions
A line of smoke is released behind the Churchill, allowing supporting infantry to advance safely. The Churchill will have reduced speed while deploying smoke.
Crew Self Defense, 20 munitions
Tank crews carry a variety of close-range weapons, including fragmentation grenades and other bombs, to dissuade nearby infantry from any notions of bravery.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Upgrades
Armored Skirts, 70 munitions
Increases the durability of the unit but decreases the maximum movement speed.
Tank Commander, 25 munitions
Improves accuracy and vision.
Defend with small arms, 45 munitions
Improves firepower against infantry.
Churchill AVRE
Effective against anything it hits. Heavily armored. Does not fire automatically.
Population: 18
Cost: 560 manpower and 175 fuel
Build time: 70 seconds
Hit points: 1160
Armor: 240
Rear armor: 150
Received accuracy: 26
Main gun,
Damage: 440
Penetration (near/mid/far): 1000/1000/1000
Range: 35
Reload time: 2.1 seconds
Sight range: 35
Veterancy requirements: 2020 / 4040 / 8080
Abilities
Fire 290mm Petard Mortar, free
Order the AVRE to launch a massive explosive charge from its 290mm spigot mortar at the targeted location.
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Upgrades
Armored Skirts, 70 munitions
Increases the durability of the unit but decreases the maximum movement speed.
Defend with small arms, 45 munitions
Improves firepower against infantry.
Churchill Crocodile
Effective against infantry and structures. Heavily armored.
Population: 20
Cost: 640 manpower and 230 fuel
Build time: 70 seconds
Hit points: 1080
Armor: 240
Rear armor: 150
Received accuracy: 26
Main gun,
Damage: 160
Penetration (near/mid/far): 135/120/105
Range: 40
Reload time: 6.6 seconds
Sight range: 35
Veterancy requirements: 2525 / 5050 / 10100
Abilities
Vehicle Crew Repairs, 40 munitions
Target damaged vehicle will stop and be rapidly repaired by its crew. The vehicle will be covered by a smoke barrage while repairing.
Target Engine, 45 munitions
The Crocodile will fire with a devastating flame at the target’s engine to temporarily slow the target.
Fire Smoke Shell, 20 munitions
Fires a special round that explodes with an obscuring smoke screen. A low cool down allows it to be fired frequently.
Upgrades
Armored Skirts, 70 munitions
Increases the durability of the unit but decreases the maximum movement speed.
Tank Commander, 25 munitions
Improves accuracy and vision.
Mobile Command Centre
Abilities
Commando Glider Insertion, 390 manpower
Deploy a Glider with a Commando squad to the target location. The Glider can reinforce nearby infantry squads.
Become Mobile, free
Once the process is done, the Truck will have become a vehicle instead of a structure, and can move freely as any other vehicle.
Infantry Support Battle Group, 420 manpower and 100 fuel
Deploys the Battle Group to the battlefield. Effective against infantry and aircraft.
Armored Assault Battle Group, 420 manpower and 100 fuel
Deploys the Battle Group to the battlefield. Effective against infantry and tanks.
Tank Hunter Battle Group, 420 manpower and 80 fuel
Deploys the Battle Group to the battlefield. Effective against tanks and light vehicles.
Upgrades
Royal Tank Regiment, 10 fuel and 50 munitions
The regiment saw wide-ranging service and fought in nearly all of the major allied campaigns.
The quick arrival of reinforcements can slow down the German advance. Unlocks support groups.
Secure Sector, 40 munitions
Lock down friendly territory.
Units
Forward Observation Officer
Equipped with Lee Enfield rifles, one pistol and a Bren LMG, effective against infantry at medium range. Can call-in a Sexton and coordinate barrages.
Squadsize: 5 and Population: 8
Cost: 290 manpower
Build time: 35 seconds
Hit points: 80
Armor: 1
Received accuracy: 1
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 720 / 1440 / 2880
Abilities
Concentrated Sexton Barrage, 45 munitions
Orders all available Sextons to saturate the target area with long range supercharged rounds.
Airburst Sexton Barrage, 15 munitions
Orders all available Sextons to fire oppressive supercharged “Airburst” rounds at the target area.
Sexton Self-Propelled Artillery, 375 manpower and 90 fuel
Deploy a Sexton Self-Propelled Artillery to the battlefield.
Recon Sweep, 50 munitions
Available aircraft will make a reconnaissance pass on the targeted location to reveal enemy forces.
Infiltration Commandos
Equipped with Silenced Sten SMGs, effective against infantry at short ranges. Can camouflage in cover. Can fire LMG’s on the move. Can be upgraded with Thompsons.
Squadsize: 5 and Population: 9
Cost: 350 manpower
Build time: 35 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.72
Sight range: 35
Capture rate: 1
De-capture rate: 1.33
Veterancy requirements: 680 / 1360 / 2720
Abilities
Forward Logistics Glider, 540 manpower
Deploy a Forward Glider Headquarters. The headquarters can deploy frontline team weapons, commandos, and act as a retreat point.
Light Smoke Grenade, 15 munitions
Throw a small smoke grenade at a target location, units standing in the smoke will be partially obscured giving them light cover.
Sprint, 10 munitions
Commandos will sprint for a short duration.
Demolition Charge, 90 munitions
Plants a powerful explosive charge capable of destroying structures, killing enemies, and punching holes in ice.
Assault Grenades, 45 munitions
Each member of the squad will throw a grenade at the target location.
Upgrades
3x Thompson SMGs, 60 munitions
Submachine guns increase short-range combat effectiveness.
Royal Marine Commandos
Equipped with Lee Enfield rifles, effective against infantry at long range. Can fire LMG’s on the move. Can be upgraded with Vickers K LMG’s.
Squadsize: 5 and Population: 9
Cost: 340 manpower
Build time: 35 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.85
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 680 / 1360 / 2720
Abilities
“Smoke ’em and Blind ’em”, 60 munitions
Flares are fired at the target location, revealing the area while large smoke pots are dropped on the battlefield, blocking line of sight.
Sprint, 10 munitions
Commandos will sprint for a short duration.
Throw No. 77 WP Grenade, 25 munitions
The No. 77 White Phosphorous Grenade produces a thick smoke that obscures vision and harms infantry.
Suppressing Fire, 20 munitions
Accurate covering fire will force enemy infantry to the ground and keep them moving slowly for a short period of time.
Upgrades
2x Vickers K LMGs, 100 munitions
Excellent fire support. Fires on the move. Enables ‘Suppressing Fire’ ability.
AS.58 Horsa Glider HQ
Abilities
Establish Retreat Point (toggle), free
The Forward Headquarters acts as a retreat point, allowing soldiers to retreat to its position.
Glider Repair, 30 munitions
Crew will repair the Glider.
Enable reinforcement, 50 munitions
Crew will heal all injured passengers to make the Glider operational.
Units
Commandos
Equipped with Silenced Sten SMGs, effective against infantry at short ranges. Can camouflage in cover. Can fire LMG’s on the move. Can be upgraded with a PIAT or Bren LMG.
Squadsize: 5 and Population: 9
Cost: 350 manpower
Build time: 30 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.72
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 680 / 1360 / 2720
Abilities
Light Gammon Bomb, 35 munitions
A Gammon Bomb packed with less explosives, but still possessing reliable damage and blast radius.
Light Smoke Grenade, 15 munitions
Throw a small smoke grenade at a target location, units standing in the smoke will be partially obscured giving them light cover.
Sprint, 10 munitions
Commandos will sprint for a short duration.
Demolition Charge, 90 munitions
Plants a powerful explosive charge capable of destroying structures, killing enemies, and punching holes in ice.
Upgrades
PIAT Launcher, 50 munitions
Increases anti-vehicle firepower.
Bren LMG, 50 munitions
The Bren LMG increases anti-infantry firepower. Fires on the move.
PIAT Commandos
Equipped with Silenced Sten SMGs and two PIAT’s, effective against all targets. Can camouflage in cover.
Squadsize: 5 and Population: 9
Cost: 400 manpower
Build time: 32 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.72
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 680 / 1360 / 2720
Abilities
Light Smoke Grenade, 15 munitions
Throw a small smoke grenade at a target location, units standing in the smoke will be partially obscured giving them light cover.
Sprint, 10 munitions
Commandos will sprint for a short duration.
Put Away PIAT weapon (toggle), free
PIAT weapons are effective against vehicles and structures, but are not very effective against infantry. Putting away PIAT weapons while facing infantry will increase the effectiveness of the squad.
Vickers Heavy Machine Gun Commandos
Effective against massed infantry, but must be properly positioned.
Squadsize: 4 and Population: 7
Cost: 280 manpower
Build time: 34 seconds
Crew,
Hit points: 80
Armor: 1
Received accuracy: 1.25
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 480 / 960 / 1920
Abilities
Garrison Bonus, free
Veteran Vickers team now have improved weapon range when inside buildings.
Ordnance ML 3-inch Mortar Commandos
Effective against static infantry and structures.
Squadsize: 4 and Population: 6
Cost: 260 manpower
Build time: 27 seconds
Crew,
Hit points: 80
Armor: 1
Received accuracy: 1.25
Main gun,
Damage: 80
Penetration (near/mid/far): 35/35/35
Range: 80
Reload time: 9.4 seconds
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 480 / 960 / 1920
Medics
Avoid combat.
Squadsize: 3 and Population: 2
Cost: 180 manpower
Build time: 21 seconds
Hit points: 80
Armor: 1
Received accuracy: 1
Sight range: 35
Capture rate: 1
De-capture rate: 1
Abilities
Medical Station (toggle), free
The Medic squad will heal themselves and nearby friendly troops, if they are out of combat.
Support Commandos
Equipped with Sten SMGs, effective against infantry at short ranges. Can be upgraded with a Flamethrower.
Squadsize: 4 and Population: 6
Cost: 200 manpower
Build time: 21 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.9
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 480 / 960 / 1920
Abilities
Repair, free
Demonstrating pure ingenuity, troops can repair any damaged structure, vehicle, or bridge.
Gammon Bomb, 75 munitions
Gammon Bombs, pouches tightly packed with high-explosive, have a very large blast radius capable of immobilizing tanks temporarily.
Demolition Charge, 90 munitions
Plants a powerful explosive charge capable of destroying structures, killing enemies, and punching holes in ice.
Upgrades
M2 Flamethrower, 60 munitions
Improves anti-infantry capability with area-effect weapon.
Defenses
Slit Trench, free
Wooden Bunker, 50 manpower
Watchtower, 150 manpower
Other: Sandbags, Razor Wire, Tank Trap, Road Blocks, Modified M6 Mines
Airlanding Officer
Equipped with Silenced Sten SMGs, effective against infantry at close range. Can camouflage in cover.
Squadsize: 4 and Population: 7
Cost: 290 manpower
Build time: 25 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.7
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 720 / 1440 / 2720
Abilities
Heroic Charge, 30 munitions
A battlecry, shouted in unison, motivates the Officer and nearby squads to move faster and fight harder.
Recon Sweep, 50 munitions
Available aircraft will make a reconnaissance pass on the targeted location to reveal enemy forces.
Light Gammon Bomb, 35 munitions
A Gammon Bomb packed with less explosives, but still possessing reliable damage and blast radius.
Paradrop QF 6-Pounder Anti-Tank Gun, 125 manpower and 60 munitions
Paradrop in a QF 6-Pounder Anti-Tank Gun to the battlefield that can be manned by allied infantry. This weapon is effective against armored vehicles.
Forward Logistics Glider, 540 manpower
Deploy a Forward Glider Headquarters. The headquarters can deploy frontline team weapons, commandos, and act as a retreat point.
Radar
Assault Lieutenant
Gains veterancy by using artillery strikes. Not an effective combat unit.
Squadsize: 3 and Population: 6
Cost: 180 manpower
Build time: 17 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.8
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 320 / 640 / 1280
Abilities
Artillery Cover, 180 munitions
Artillery will automatically attack units in the area. Vehicles will be hit with disabling howitzer fire, while infantry will be suppressed with light artillery fire. Damaged vehicles will be covered by a volley of smoke shells.
Concentration Barrage, 100 munitions
Order all available 25-pounder howitzers in the British Army HQ to quickly fire at the targeted location.
9.75 Inch Flame Mortar Support, 110 munitions
The target area will be steadily bombarded by 9.75-inch flame mortar rounds that are devastating to ambient structures.
Concentrated Fire Operation, 250 munitions
Coordinate a massive bombardment on the target zone. One heavy artillery shell will be fired first before being followed up by a series of 25 pounder shells.
Perimeter Overwatch, 225 munitions
Orders all available 25-pounder howitzers in the British Army HQ to overwatch friendly territory for a set duration.
Precision Barrage, 200 munitions
Calls down a coordinated artillery barrage on the target location.
Royal Air Force General
Gains veterancy by using airstrikes. Not an effective combat unit.
Squadsize: 3 and Population: 6
Cost: 180 manpower
Build time: 17 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.8
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 320 / 640 / 1280
Abilities
Air Supremacy Operation, 250 munitions
A recon plane will be sent ahead before being followed up by attack planes. Heavy bombers will then deliver their payload over the target area.
Recon Sweep, 50 munitions
Available aircraft will make a reconnaissance pass on the targeted location to reveal enemy forces.
Strafing Support, 200 munitions
Two Hawker Typhoons will patrol the area and attack enemies with rockets and machine guns.
Might of the Air Force, 200 munitions
Hawker Typhoons will strafe enemies on friendly territory with rockets and machineguns.
Recon Assault, 90 munitions
Recon planes will flyover frontline enemy territories.
Strafing Run Air Support, 125 munitions
The Hawker Typhoon will patrol the area and attack infantry with machine gun fire.
Air Chief Marshal
Gains veterancy by using airdrops. Not an effective combat unit.
Squadsize: 3 and Population: 6
Cost: 180 manpower
Build time: 17 seconds
Hit points: 80
Armor: 1
Received accuracy: 0.8
Sight range: 35
Capture rate: 1
De-capture rate: 1
Veterancy requirements: 320 / 640 / 1280
Abilities
Paradrop QF 6-Pounder Anti-Tank Gun, 125 manpower and 60 munitions
Paradrop in a QF 6-Pounder Anti-Tank Gun to the battlefield that can be manned by allied infantry. This weapon is effective against armored vehicles.
Commando Glider Insertion, 390 manpower
Deploy a Glider with a Commando squad to the target location. The Glider can reinforce nearby infantry squads.
Forward Logistics Glider, 540 manpower
Deploy a Forward Glider Headquarters. The headquarters can deploy frontline team weapons, commandos, and act as a retreat point.
Air Resupply Operation, 125 manpower and 80 munitions
A cargo plane will fly over the designated area and deliver medical crates and a Vickers HMG.
Infiltration Commandos, 370 manpower
Elite infiltration troops who are experts at disrupting enemy supply lines. Infiltration Commandos can be deployed from any ambient building.
Fuel Supply Drop, 250 manpower
Drop supply crates on the target location which can be picked up by allied forces.
Here we come to an end for Company of Heroes 2 All Units & Stats – British Guide hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
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