Company of Heroes 2 All Units & Stats – British Guide

Company of Heroes 2 All Units & Stats – British Guide 1 - steamsplay.com
Company of Heroes 2 All Units & Stats – British Guide 1 - steamsplay.com

A generated guide with detailed stats about the All Units mod.
 
 

British

Company of Heroes 2 All Units & Stats - British Guide - British - 160DCBF
 
 
 

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.
 
 

Written by SneakEye

 
 
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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