Disclaimer- This is a guide on the faction in the realism mod called “Spearhead”, most recent version of which can be found here- https://steamcommunity.com/sharedfiles/filedetails/?id=2419379319 – [steamcommunity.com]
It explains the basic non doctrinal roster of United States Force, and how to effectively play it.
It is also a subjective guide, meaning you shouldn’t follow everything in here to the letter. Variations and experimenting is good.
This is mainly for 1v1 and 2v2 games, as anything bigger than that is frankly boring.
What is the United States Force?
USF (United States Force) is one of the five playable factions in the Company of Heroes 2 realism mod called “Spearhead“, which changes up a lot of things about how the game is played.
The faction represents the United States Army during World War 2. They are the most well-equipped faction in the mod, which shows through their unit equipment, as well as the large amount of vehicles and global upgrades available.
The US non-doctrinal roster consists of 15 units total (5 Infantry, 4 Crew Weapons, 4 Light Vehicles, 2 Medium Tanks), which makes it the smallest non-doctrinal roster excluding the UKF (Which will not get a guide or any recognition until the faction rework comes around.)
The US also has a special type of base. While their buildings are pre-built, they need to specialy tech up each of the Tiers within the buildings to advance. Usually I provide screenshots of the Tier structure tooltip message (The message that pops up when you hover over the Tier structure.), but US for some reason has only the Tier 0 tootip message. (I hope this gets updated.)
-Barracks (Tier 0)-
The Barracks is the first place you can order troops from, and from where you can select one of six doctrines.
-Platoon Command Post (Tier 1)-
The Platoon C.P allows you to requisition crew weapons, such as MG’s, Mortars and Anti-Tank Guns.
It has 5 Global Upgrades, with one of them being doctrine locked.
-Company Command Post (Tier 2)-
The Company C.P allows you to call in light vehicles, as well as the first light tank.
It has 5 Global Upgrades, with one of them not being as effective as others.
-Battalion Command Post (Tier 3)-
The Battalion C.P allows you to call in medium tanks.
It has 4 Global Upgrades, with one of them being doctrine locked.
The whole base also has a special aura effect:
Picture of the passive effect that affects all friendly infantry near the base.
-Tier 0- Barracks
Your Tier 0, or Barracks, is the first building you can call units from.
The structure has no global upgrades to choose from, however it is the place where you pick one of six unique doctrines available for each of your factions. As this is basic guide through the non- doctrinal faction, the doctrines will only be mentioned in name.
The building also has a passive effect:
Picture of the passive effect of the building.
Picture of Barracks description, and the 6 available doctrines. Once once is selected, all others will dissapear.
The doctrines are as follows:
-Tank Destroyer Company-
-Ranger Company-
-Mechanized Company-
-Airborne Company-
-Armor Company-
-Rifle Company-
Rear Echelon Squad
Rear Echelon Squad (Commonly reffered to as RE / RE’s) is the first unit you start out with, and serves as the main engineer unit of the faction. While it does not need to construct base buildings, it can construct defences, lay mines, and construct repair bunkers to keep the friendly vehicles up and running.
They cost 180 Manpower and 5 Population Cap to deploy. While they are cheaper than your Riflemen, they are not as well trained or well equipped, and that is visible in their loadout and abilities.
The squad comes equipped with 4 M1903 Springfield bolt-action rifles, while the squad leader carries an M1 Garand. This, paired with their “Poor” training, makes them shabby at all ranges. Its best to keep them in heavy cover and at long range, and let the Riflemen close in.
Picture of the Rear Echelon description in Tier 0.
As all engineer units, they can plant down a variety of mines and field defences, and can repair friendly vehicles. Their upgrades allow them to better support other units during combat.
Picture of the Rear Echelon squad, their description, and their abilities.
Their abilities are as follows:
-Throw Mk.2 “Pineapple” Grenade-
The squad throws a single fragmentation grenade at the target area. The powerful blast can dislodge enemy from defensive positions, and clear buildings just as easy. The basic and well-rounded grenade that allows the squad to quickly turn the tide of battle, or soften up the enemy infantry before engaging in direct combat. Costs 15 Munitions to use.
-Basic Repair-
The squad can repair any friendly or neutral vehicle, as well as allied structures, bridges, and defensive positions such as sandbags. The veterancy increases repair rate by 25% per rank, but that is something you should ask in the official Spearhead Server, as many a things are written as a part of the mod, but do not work as intended.
-Destroy cover-
The squad plants a weak timed explosive charge at the target area, which can destroy hedgerows, fences, and other weak materials. Its generally used to clear the area of sight blockers and obstructions that prevent building. Costs 5 munitions to use. (It can damage your squads if they stand right on top of it, but the damage is minor).
-Merge-
The squad members are assigned to another friendly unit under your command, in the number it takes to fill that squad to full. Decent for reinforcing crew weapons on the field, but personally not recommended when it comes to other infantry units. (Due to the cryptic answers regarding model stats during merging, I don’t know if all of the stats are changed, or only the weapons.)
-Sprint-
The squad runs for a short period of time. Useful for covering short distances faster, and flanking positions.
Note that while sprinting, the squad has smaller LoS, but higher Suppression resistance and they cannot fire their weapons while moving as long as the ability is active.
Weapon upgrades
The squad has access to 5 non doctrinal upgrades, but only 3 are worth it.
-Rifle, Cal.30, Automatic, M1918A2-
The squad is issued a single BAR (Browning Automatic Rifle), replacing one of their Springfield rifles.The weapon allows the squad to deal light suppression damage, and it can even fire on the move. A very stable and cheap upgrade for the squad. While overshadowed by certain doctrinal upgrades, its a reliable weapon which allows the squad better support and combat capabilities. Costs 45 Munitions to equip.
-Submachine Gun, Cal .45, M3 (x2)-
The squad is issued two (x2) M3 Grease Gun submachine guns, replacing two of their Springfield rifles. The weapons improve their close quarter performance, though their long-range firepower is somewhat lessened.
The upgrade, while good on paper and cheap, is not very good for the Rear Echelons, as they are not a combat unit, and their close combat capabilities are rather bad due to bolt-action rifles and a squad leader without an automatic. There are better doctrinal upgrades, as well as the BAR. Not to mention there are no veterancy requirements for the BAR. Costs 25 Munitions to upgrade, and requires veterancy 1.
-Demolition Kits-
The squad is issued heavier explosives, which they can plant at any place, and detonate at any time. The charge is powerful enough to demolish buildings, armor, and turn any infantry into mincemeat. Very good ability that allows you to set up manual traps at buildings and strategic points. It costs 10 Munitions to upgrade, and 35 Munitions to place.
When upgraded, it will replace the “Destroy Cover” ability.
-SCR-625 Mine Detector-
The squad is issued a mine detector capable of detecting enemy mines in a certain radius. The squad is also capable of defusing mines, although some might explode during defusal. The upgrade does not take an item slot, and costs 10 munitions to upgrade. While it replaces one of your rifles, it is a very important upgrade if your enemy uses his mines. (The description is purely for flavor, and does not impact in-game performance.)
-Rifle, Cal .30, M1 “Garand” (x2)-
The squad is issued two M1 Garand semi-automatic rifles, replacing two of their Springfield bolt-action rifles. While it does boost their performance by a slight margin, its simply not worth a weapon slot that can be equipped by a much stronger BAR. Costs 15 Munitions to upgrade.
This is a continuing occurence with semi-automatics in the mod, because them taking a slot means you can’t equip your squad with anything better, and two rifles don’t exactly give you a big advantage unlike two submachine guns or a single light machine gun.
A discussion was held that they could potentially be made into no-slot upgrades (Like Minesweepers and Trench Magazine Kar98s), but its implementation has yet to come. Once it does, it will be a nice boost to the firepower of the squad, but for now avoid it.
Picture of four Rear Echelon squads, each equipped with one of the weapon upgrades (Minesweeper has no icon, but you can make out one of the soldiers holding it.)
Rumor has it, if you get an RE up to vet 5, you can hear this song – [youtu.be] faintly playing in the background
Riflemen Squad
The bread and butter of the US, the always reliable Riflemen are the main infantry fighting force of your army. Equipped with a variety of grenades, and armed with potent close range weapons, they are an aggresive unit that won’t fail you in the thick of action.
They cost 240 Manpower and 5 Population Cap.
They come equipped with 4 M1 Garands, while the squad leader carries an M1A1 Thompson submachine gun. Their weapons make them the most dangerous non-doctrinal unit in close quarters, as their semi-automatics and the hard hitting Thompson can shred any infantry dumb enough to engage them.
However, properly equipped enemy infantry such as Volksgrenadiers, Sturmpioneers or Stosstruppen can quickly turn the tide. You always have to be on the lookout, and never leave any unit alone. Strenght in numbers will prevail even if the enemy has better close range weapons.
Picture of the Riflemen description in Tier 0.
As most of the infantry, they can construct sandbags and fighting positions, but have no non-doctrinal capability of laying down mines or barbed wire. Their abilities and weapon upgrades allow them to tackle any situation, though they struggle against heavier armor.
Picture of the Riflemen squad, their description, and their abilities.
Their abilities are as follows:
-Throw Mk.2 “Pineapple” Grenade-
The squad throws a single fragmentation grenade at the target area. The powerful blast can dislodge enemy from defensive positions, and clear buildings just as easy. The basic and well-rounded grenade that allows the squad to quickly turn the tide of battle, or soften up the enemy infantry before engaging in direct combat. Costs 15 Munitions to use.
-Throw M18 Smoke Grenade-
The squad throws a single smoke grenade at the target area. After 3 seconds (The timer of the grenade is 3 seconds and starts when the grenade lands) the grenade explodes into a thick cloud of smoke, which blocks vision for friend and foe, allowing you to safely retreat, or advance. Not as useful as its rifle launched counterparts, you can still use it in a pinch. Costs 10 Munitions to use.
-M9A1 Anti-Tank Rifle Grenade-
The squad launched a single Anti-Tank rifle grenade at the target vehicle. The grenade can get snagged on terrain and other obstacles, and dodged by vehicles. However, when it connects, it will deal moderate damage to light vehicles (Can outright destroy vehicles such as Kubelwagens). It can deal minor damage to armor as well, when it penetrates. Costs 15 Munitions to use.
-Fire Superiority-
Utilizing their semi-automatics, the disciplined troops suppress the enemy through sheer volume of fire. The ability allows the squad to deal suppression to enemy infantry for 30 seconds, even if they are not equipped with suppression-dealing weapons. A very powerful ability that allows you to counter enemy numbers or training by keeping their heads down. Costs 10 Munitions to activate, and requires the squad to be veterancy 1.
-Sprint-
The squad runs for a short period of time. Useful for covering short distances faster, and flanking positions.
Note that while sprinting, the squad has smaller LoS, but higher Suppression resistance and they cannot fire their weapons while moving as long as the ability is active.
Weapon upgrades
The squad has access to 5 non-doctrinal weapon upgrades, 3 of which can be upgraded with global upgrades.
-Mk.2 “Pineapple” Rifle Grenade-
The squad is issued with rifle-mounted frag grenades, which can be launched over a much larger distance compared to the hand thrown ones. The grenade is the same in performance as the regular Mk.2 “Pineapple” grenade, with the same fuze time and explosion radius. Very good upgrade that you should get to a few of your Riflemen. Costs 10 Munition to upgrade, and 25 Munitions to use.
When upgraded, it replaces the regular grenades.
-Rifle, Cal.30, Automatic, M1918A2-
The squad is issued a single BAR (Browning Automatic Rifle), replacing one of their M1 Garands. The weapon allows the squad to deal light suppression damage, and it can even fire on the move. A very stable and cheap upgrade for the squad. While overshadowed by certain doctrinal upgrades, its a reliable weapon which can be equipped en masse via a global upgrade. Costs 45 Munitions to equip.
-Composition-B Explosive Charges-
The squad replaces their Anti-Tank rifle grenades with explosive charges. The charges are capable of knocking out light and medium tanks, and heavily damaging heavier targets. (Testing with few of the tougher tanks all brough them down to half health when the charge exploded right underneath them.)
While more powerful than the AT Rifle Grenades, the charges can slip from the vehicles they are thrown at, and explode harmlessly on the ground (The explosion can still damage / kill infantry and vehicles close enough). Granted, it does boost the squads AT capabilities, but its very difficult to employ, and basically it’s a less rewarding HHL3 “Panzerknacker”. Costs 10 Munitions to upgrade, and 35 Munitions to use.
When upgraded, it replaces the AT rifle grenades.
-Submachine Gun, Cal .45, M3 (x2)-
The squad is issued two (x2) M3 Grease Gun submachine guns, replacing two of their M1 Garands. The weapons improve their close quarter performance, though their long-range firepower is somewhat lessened. The upgrade, while good on paper and cheap, is not very good for the Riflemen. There are better doctrinal upgrades, as well as the BAR. Not to mention there are no veterancy requirements for the BAR. Costs 25 Munitions to upgrade, and requires veterancy 1.
-M23 Smoke Grenades-
The squad replaces their hand thrown smoke grenades with M23 rifle launched smoke grenades. These can be launched over a much larger distance, and have no timer when they land. A very good ability that allows you to block sight of enemy machine guns and infantry before closing in. Costs 5 Munitions to upgrade, and 25 Munitions to use.
When upgraded, it replaces the Smoke grenades.
Picture of three Riflemen squads, one without upgrades, one armed with BAR, one armed with Grease Guns.
Combat Medic Squad
American Medics are trained in treating all kinds of battlefield injuries, saving wounded soldiers, and healing them back to full health. They can heal any friendly infantry unit, and construct Aid stations that issue medical supplies to all friendly infantry units in the area. They are also the only base healing you will be able to get as USF, without purchasing a specific global upgrade that affect a portion of your units.
Before, they were able to heal your infantry during combat, but that lead to…not good things. It was changed to them only being able to heal the troops outside combat due to that.
They cost 180 Manpower and 3 Population cap to build.
Picture of the Medic squad description in Tier 0.
Their abilities allow them to heal friendly infantry out of combat, to prevent losses of wounded soldiers. They can also throw smoke grenades to help wounded infantry retreat safely.
Picture of the Medic squad in front of an Aid Station, their description, and their abilities.
Their abilities are as follows:
-First Aid-
The squad directly heals a selected infantry unit, treating wounds and bringing the squad to full health. Can be used without locking the squad in place.
-Distribute Medical Supplies-
The squad deploys three medical crates at the selected location. The crates can be picked up by any infantry unit (Friend or foe), and heal the squad without the medics needing to intervene.
-Throw M18 Smoke Grenade-
The squad throws a single smoke grenade at the target area. After 3 seconds (The timer of the grenade is 3 seconds and starts when the grenade lands) the grenade explodes into a thick cloud of smoke, which blocks vision for friend and foe, allowing you to safely retreat, or advance. Not as useful as its rifle launched counterparts, you can still use it in a pinch. Costs 10 Munitions to use.
-Distribute First Aid-
The squad stops as they distribute medical help to any surrounding allied infantry. As long as the ability is active, the squad cannot move. The squad has a healing aura that heals friendly infantry out of combat while they are inside of the aura. Good for healing multiple infantry units at the same time.
-Sprint-
The squad runs for a short period of time. Useful for covering short distances faster, and flanking positions.
Note that while sprinting, the squad has smaller LoS, but higher Suppression resistance and they cannot fire their weapons while moving as long as the ability is active.
-Construct Aid Station-
The Medic squad constructs an Aid Station that heals friendly infantry units in an area, and can reinforce depleted friendly squads. It costs 120 Manpower and 10 Fuel to construct.
-Skirmish Tactics-
The squad will retreat if the area becomes too dangerous. The squad automatically retreats if health drops below 75%. A semi useful ability if your forward position is compromised, and you can’t be bothered to pull some of the forces back to base.
Weapon upgrades
The squad has access to 2 “weapon” upgrades:
-Endurance Training-
Extensive training give the squad ability to jog outside combat. This ability makes it so the squad moves at top speed outside combat, making it reach designated positions faster. Once under fire, or firing, the squad will move at regular speed. Costs 20 munitions to upgrade.
-Tactical Withdrawal-
The squad drops Smoke Grenades to cover their retreat. Only applies when under fire at the time of retreating. Somewhat broken ability that was a source of controversy on some other, doctrinal units, this upgrade is in a way a waste of munitions on this one. Cost 20 munitions to upgrade.
Anti-Tank Team
Anti-Tank Teams serve as your first real option against enemy armor. More mobile than Anti-Tank Guns, and armed with a rocket launcher, they can deal substantial damage to enemy tanks, but will struggle against heavier targets from the front. They are not as accurate as their Soviet counterpart, and tend to miss at max range.
They cost 240 Manpower and 3 Population Cap, and require the liutenant to be dispatched before they can be called in. They are also capped at 2 squads.
Picture of the AT Team description in Tier 0.
They are best used as a support to other infantry, and as ambushers when it comes to armor. Due to their small size, its important to avoid close range confrontations with them when possible, and have other infantry ready to jump in to help. They camouflage by default when in cover and out of combat.
Picture of the AT Team, their description, and their abilities.
Their abilities are as follows:
-MK3A2 Concussion Grenade-
The squad throws a single Concussion Grenade at the target area. The grenade will stun all nearby infantry, and can even kill soldiers, but is less potent than the regular Mk.2 “Pineapple” grenades. A meh grenade that could help you in a pinch, but isn’t very dangerous despite the description. Costs 10 Munitions to use.
-Throw M18 Smoke Grenade-
The squad throws a single smoke grenade at the target area. After 3 seconds (The timer of the grenade is 3 seconds and starts when the grenade lands) the grenade explodes into a thick cloud of smoke, which blocks vision for friend and foe, allowing you to safely retreat, or advance. Not as useful as its rifle launched counterparts, you can still use it in a pinch. Costs 10 Munitions to use.
-Composition-B Explosive Charges-
The squad throws an Explosive Charge at the target vehicle. The explosion is strong enough to knock out any light vehicle or tank, destroy medium vehicles or badly cripple them, and make a serious dent in heavy tanks. A high-risk-high-reward ability that can deal heavy damage to all enemy vehicles, it lacks throwing range, possibilty to free throw like satchels, and can even slip off from the vehicles its thrown on. Costs 35 Munitions to use. However, it is rather potent against enemy structures (Which you can target thankfully), and can be used as a demolition tool (something that is much easier to do compared to getting it stuck to a vehicle).
-Hold Position-
The squad is “frozen” in their current position, and won’t move even if issued a move order. Very useful as the soldier holding the Bazooka might sometimes move randomly without input, risking the possibility of not shooting at the target vehicle.
-Sprint-
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
-Prioritize Vehicles-
The unit will prioritize vehicles as their main target. Only affects Anti-Tank weaponry, other soldiers in the unit will still open fire at enemy infantry unless ordered to hold fire completely. Very important as the unit might not fire at the vehicle first.
-Hold Fire-
The crew holds fire, and won’t fire at the enemy even if fired upon. Keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
Weapon upgrades
The team has access to 5 non-doctrinal weapon upgrades:
-Camouflage Netting-
The team is issued camouflage netting to break their outlines, and make them hidden to aerial reconnaissance. The upgrade makes the team invisible on the minimap (To the enemy) when stationary. A decent upgrade, as some players might notice too late that their units are under attack because no enemy dot is present on their minimap. Costs 20 munitions and requires veterancy 2 to upgrade.
-Rocket Launcher, M9 “Bazooka” (x1)-
The squad is issued a new M9 “Bazooka” rocket launcher, to replace the one they lost. The upgrade only becomes available if the squad dropped their rocket launcher, something that rarely, if ever, happens without the squad being wiped out. Costs 35 Munitions to replace.
-First Aid Training-
The team is issued First Aid Kits, and is trained in how to use them. Outside combat, the team will heal itself up to full health (But will not be able to replace killed models without a reinforcement point nearby). A decent upgrade you’ll rarely see due to its high requirement. It costs 35 munitions to equip, and requires veterancy 3.
-M6A3 HEAT Rockets-
The squad is equipped with more potent M6A3 HEAT rockets, which have better penetration. A must have upgrade that increases the penetration of the rocket launcher by 33% (As written, cannot confirm true penetration increase due to having no insight into unit stats. Confirm with developer.)
Costs 60 Munitions to upgrade.
-Recruiting Surplus-
Another soldier is assigned to the squad. The soldier is equipped with an M1 Garand. A very good upgrade as it boosts the squads survivability, and gives them just a little bit of extra firepower. Costs 30 munitions and requires veterancy 3 to upgrade.
Picture of three AT Teams, one with no upgrades, one with the HEAT Rockets upgrade, and one with Recruiting Surplus. While only 2 teams can exist on the field at the same time, I cheated in a third one for the sake of showing you the difference, so don’t go asking “how you have 3 teams?”
Recon Team
Recon Team is a small 2 man squad that has a dual purpouse on the field. Scouting enemy frontline for information, and assisting the main forces in picking off enemy soldiers from a distance. A fragile yet useful unit, its not what it used to be, and for a good reason.
Before, the non-doctrinal US Sniper was the stuff of legends. The guy could pick off squads with no hassle, and even penetrate light vehicles (Pumas even) with his sniper rifle. This of course made no sense, so the unit was nerfed alongside every sniper unit in the mod. People that cry about nerfs like those are probably the same people that left the mod because of the Panther nerf.
The squad costs 240 Manpower and 4 Population Cap. It has a unit cap of 2, meaning that you can only have 2 Recon Teams on the field at the same time. The teams also have increased cap speed, which makes them good for quickly taking / retaking territory.
Picture of the Recon Team description in Tier 0.
With its abilities, the team can reveal an area, or select one for bombardment. They can also infiltrate enemy lines, and give direct information without being spotted. In a straight fight, however, they will perish quickly. Unlike other recon teams, the US recon teams cannot camouflage when in cover, and need to purchase an upgrade for it. However, their “Infiltration” ability is the same.
Picture of a Recon Team, their description, and their abilities.
They have access to the following abilities:
-Fire Flare-
The team launches a slow-falling flare over the selected area, revealing line of sight, and any enemy units, even camouflaged ones. Great ability, and the most used one for this squad, it allows you safe overlook of enemy defensive lines, or retreat points. Best used in combination with artillery of any kind, as the revealed line of sight tightens the spread. Costs 10 munitions to launch.
-Coordinated Light Artillery Barrage-
The team throws signal flares at the target area. All available mortars and 75 mm Howitzers will fire at the target location. Emplacements will not join the barrage. The ability will activate mortars and 75 mm Howitzers even if they are out of rage of the ability. Due to a request, no clear indication as to how much the ability expands the range of affected artillery pieces will be shown, as its “Spreading Misinformation”. The ability does increase the range, but the exact number is not known at this time. Costs 25 munitions to use.
-Coordinated Fire-
The team targets the selected unit, preventing it from camouflaging, and revealing it even in Fog of War. Useful when hunting a specific tank for instance.
-Infiltration-
The team gets on “all fours”, and crawls unseen. Enemy units with high detection radius, such as other recon teams, can quickly spot them, but for most infantry the team will be invisible. Use this ability to get near the front, or behind it, to feed continuous information for your team and yourself.
-Conditioned Sprint-
The squad moved rapidly for a short time. Due to conditioning, the ability refils faster than the usual “Sprint”.
-Hold Fire-
The squad is ordered to hold fire, even if under attack, they won’t retaliate. Very good when scouting without wanting to draw any attention to the team.
-Skirmish Tactics-
The squad is ordered to retreat if the area becomes to dangerous (When they drop to less than 75% health). Good ability if they are supporting a push, but not when they are on the front lines or behind the enemy front lines, as it will send them running home, and it won’t end well.
Weapon upgrades
The team has access to 6 weapon upgrades:
-Coordinated Barrage-
The squad can call in a barrage that includes all artillery pieces at the designated location, no matter the size. Costs 20 munitions to upgrade and 120 munitions to use, and requires veterancy 2.
-First Aid Training-
The team is issued first aid training and supplies, enabling the squad to heal itself while out in the field, and out of combat. Costs 35 munitions to equip.
-Coordinated Howitzer Barrage-
The squad can call in a barrage of all howitzers larger than 75mm . The 75mm howitzers will not join the barrage. Costs 15 munitions to upgrade and 75 munitions to use.
-Endurance Training-
Extensive training gives the team ability to jog outside combat. This ability makes it so the squad moves at top speed outside combat, making it reach designated positions faster. Once under fire, or firing, the squad will move at regular speed. Costs 20 munitions to upgrade.
-Concealment Training-
The squad is given additional concealment training which, paired with their uniforms, allows them to camouflage when in cover.
The squad can camouflage when out of combat and in cover, which hides it from the enemy. This allows the squad to ambush enemy units, or let them pass. Costs 30 Munitions to equip, and requires veterancy 1.
-Tactical Withdrawal-
The squad drops Smoke Grenades to cover their retreat. Only applies when under fire at the time of retreating. Somewhat broken ability that was a source of controversy on some other, doctrinal units, this upgrade is a decent one here, even if a bit weird. Cost 20 munitions to upgrade.
Picture of 2 Recon Teams, one with concealment training, and one without.
-Tier 1- Platoon Command Post
The Tier 1 building offers 5 Global upgrades, one of which is doctrine locked, but all of them are useful.
Picture of Tier 1 description and the 5 global upgrades.
It is also the building from which you activate the Platoon Command Post, allowing you to call in the liutenant and his retinue, as well as Anti-Tank teams and Anti-Tank guns. It costs 200 Manpower and 40 Fuel.
The global upgrades are as follows:
-Preventive Maintenance-
The vehicle crews are instructed in additional repair techniques, allowing them to repair when out of combat. The upgrade gives all light vehicles the ability to passively repair out of combat, and gives them +15 increased sight radius. Does not include Trucks.
Costs 100 Manpower and 25 Fuel.
-High Speed, Low Drag-
Additional armor protection is issued to the light vehicles, increasing their survivability. All already produced and future light vehicles will be outfitted with armor skirts. It costs 50 Manpower and 5 Fuel to upgrade. It also requires the liutenant to be dispatched before it can be upgraded.
The upgrade is doctrinal, and is bound to the following doctrines:
-Tank Destroyer Company-
-Ranger Company-
-Mechanized Company-
-Armor Company-
-Forward Headquarters-
The High Command gives you the authority to assign garrisoned civilian buildings as Forward Headquarters, strongpoints capable of replenishing nearby friendly infantry, and healing infantry back to full health. Costs 50 Manpower and 10 Fuel to upgrade, and requires 2 Command Points.
Once upgraded, you can construct a Forward Headquarters, which you can assign as a forward retreat point (The building costs 180 Manpower and 40 Fuel, and can be constructed without cooldown or a cap. The Forward HQ ability that can be used on buildings occupied by your forces costs 150 Manpower and 30 Fuel, but has a 500 second cooldown after one is set down.)
Picture of the built Forward Headquarters, and the building assigned as a Forward Headquarters, along with the description of the bunker, and the abilities available for both buildings.
-Smoke & Mirrors-
The upgrade equips all your current and future Riflemen squads with a Rifle Launched Smoke Grenade, that can travel across much larger distances, and has no timer once it lands. A very good upgrade that boost the supporting capability of your Grenadier squads. Costs 25 Manpower and 5 Fuel, and requires the liutenant to be dispatched.
-Logistics Phase 1-
The upgrade boosts your Manpower income by 10%. Very useful and necesarry upgrade that increases your Manpower income, allowing you to more easily replenish units, and requisition new ones. Costs 250 Manpower and 25 Fuel, and requires the Liutenant to be dispatched.
.30 cal Machine Gun, M1917A1
30 cal MG is the first Machine Gun available to you from Tier 1. Its an inexpensive, yet highly effective crew weapon, with long burts that can suppress enemy infantry, and keep their heads down.
(For the sake of my own sanity, it’ll just be called “HMG“)
It costs 240 Manpower, 20 Munitions, and 5 Population Cap, making it cheaper than even the Maxim, at least when it comes to Population Cap. It also has a larger firing arc, and is much faster on retreat.
Picture of the HMG description in Tier 1.
They are best used as defense unit sitting in green cover, or in a fairly strong and spaced out building. Being the only non-doctrinal HMG of the US, it doesn’t have anything special about it. Bit of a shame the US don’t have the .50 cal as a non-doctrinal HMG, but a doctrinal one.
Picture of the HMG in a prepared defensive position, its description, and its abilities.
The HMG fires 6 bursts before reloading. Depending on distance, the bursts can last anywhere from ~4-8 seconds. This makes the HMG the best in terms of sustained fire, although the rate of fire is not as big as that of the MG42.
Their abilities are as follows:
-Load .30 cal Armor-Piercing Rounds-
The crew loads armor-piercing, hardened steel core ammunition. The ability leads to a much better penetration across all ranges. Testing shows the HMG is able to inflict decent damage on light vehicles, but it won’t do any damage to light tanks. Costs 20 Munitions to activate, and lasts for 30 seconds.
-Manual Reload-
The crew is ordered to reload the main gun. Fully loaded HMG fires 6 bursts of ~4-8 seconds depending on range, after which it will automatically reload. A very good ability that you should use between each engagement, to make sure the gun is ready for the next attack.
-Hold Position-
The squad is “frozen” in their current position, and won’t move even if issued a move order. More useful for Anti Tank teams, as their models can move on their own before firing, while as the Machine guns need time to set up.
-Sprint-
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
-Hold Fire-
The crew holds fire, and won’t fire at the enemy even if fired upon. Best used in tandem with “Ambush Camouflage“, but keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
-Ambush Camouflage-
The squad masks themselves, becoming invisible to most enemy units. Best used in tandem with “Hold Fire” for close ambushes, or letting an enemy force you can’t engage go by.
Weapon upgrades
The HMG has access to only 2 weapon upgrades. Very barebones, especially when compared to other factions MG’s.
-Maintenance Kits-
The squad is issued additional spare parts, as well as cleaning equipment.
Outside combat, the squad will repair their HMG. An upgrade that is good on paper, until you realize that the weapon health only matters if its fully decrewed, or in yellow cover, at which point if the grenade lands on it directly, its getting destroyed 9/10 times. Costs 25 munitions to equip, and requires veterancy 3.
(“Maintenace Kits” Doesn’t work in the current patch 1.1.0.3, avoid until fixed for all weapon crews that can upgrade it as its a waste of ammo currently.)
-First Aid Training-
The squad is issued First Aid Kits, and is trained in how to use them. Outside combat, the squad will heal itself up to full health (But will not be able to replace killed models without a reinforcement point nearby). A decent upgrade you’ll rarely see due to its high requirement. It costs 35 munitions to equip, and requires veterancy 3.
81mm Mortar, M1
An 81-mm Mortar is your first non-doctrinal indirect fire crew weapon, capable of lobbing shells at the enemy from a safe distance. A good utility weapon, it can both pepper the enemy with regular mortar rounds, or drop special smoke rounds to cover movement of units. It also has access to a variety of special shells that can cause even bigger damage to the enemy.
With a cost of 280 Manpower, 35 Munitions, and 4 Population Cap, its almost as expensive as the Axis Mortar.
Picture of the Mortar description in Tier 1.
They can use their abilities to provide crucial frontline support in a form of regular or smoke shells,or use one of many special shells to provide even better, or more specific support. However, their auto-attack range is rather small, meaning you will have to use this unit actively if you wish to get the bang for the buck.
Picture of a Mortar team, their description, and their abilities.
Their abilities are as follows:
-Fire 81mm M43A1 (x4)-
The crew launches 4 shells at the target area. The spread depends on distance and line of sight of the target area. (If launching at max range, you can count on shells landing as far as twice further than the radius of the barrage shows.) While rather innacurate, the lucky connections can destroy full squads, or if they land on top of a light vehicle or tank, destroy it or heavily damage it.
-Fire 81mm M43A1 (x1)-
The crew launches a single, precise shell at the target area. Very useful for destroying single targets, or static light vehicles. Costs 25 munitions, and requires veterancy 1 to be available.
-Fire 81mm F57 (x6)-
The crew fires 6 smoke shells at the target area. The shells can damage or kill soldiers on direct impact. Perfect for covering an attack, allowing your squads to close the distance without being killed.
-Counter Barrage-
The Mortar Team is ordered to respond to enemy artillery fire in range, firing precise shells at the artillery piece that triggers its overwatch. A lame ability that is far too precise, and serves only to piss your opponent off because they are actually using their mortar actively.
-Sprint-
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
-Hold Fire-
The Mortar Team won’t fire automatically when enemies enter their passive attack range.
Weapon upgrades
The Mortar has access to 6 different weapon upgrades:
-White Phosphorus Rounds-
The crew is issued WP Rounds instead of their usual Smoke rounds. The WP (Willie Pete / White Phosphorus) Rounds create a cloud of white smoke upon impact, as well as lighting the area they landed in on fire. The smoke causes units to take damage, and can kill units as well. Fire can, besides burning infantry, also cause engine fires, and even set civilian buildings on fire.
A very dangerous upgrade that acts as both a support barrage and an offensive one. Costs 20 Munitions to upgrade, and 35 Munitions to use. It requires the Mortar to be veterancy 2.
Once upgraded, it replaces the regular 6 shell smoke barrage with a 3 shell one.
-Maintenance Kits-
The crew is issued additional spare parts, as well as cleaning equipment.
Outside combat, the crew will repair their Mortar. An upgrade that is good on paper, until you realize that the weapon health only matters if its fully decrewed, or in yellow cover, at which point if the grenade lands on it directly, its getting destroyed 9/10 times. Costs 25 munitions to equip, and requires veterancy 3.
(“Maintenace Kits” Doesn’t work in the current patch 1.1.0.3, avoid until fixed for all weapon crews that can upgrade it as its a waste of ammo currently.)
-M56 Delayed Fuse HE Rounds-
The crew is issued Delayed Fuse Rounds, which don’t explode on impact, but rather after a set timer after the impact. This makes them much stronger in terms of explosion effectiveness, as it can deal much heavier damage to structures and all units caught in the blast area. The barrage can even set fire to civilian buildings.
Costs 10 Munitions to upgrade, and 35 Munitions to use. It requires the Mortar to be veterancy 1.
When upgraded, it replaces the regular 6 shell smoke barrage with a 6 shell one. (The description of it firing 4 shells is wrong).
-Advanced Gunnery-
Extensive training allows the crew to hit their targets with increased precision. The upgrade leads to 33% reduced weapon scatter, but it only affects their auto attack, meaning it does not affect other abilities. Costs 25 munitions and requires veterancy 2 to upgrade.
-Illumination Rounds-
The crew is issued special illumination rounds that grant sight radius in the area they are launched at. The flare will reveal the area, as well as any camouflaged enemy units. Costs 15 Munitions to upgrade, and 15 Munitions to use.
When upgraded, it replaces the regular 6 shell smoke barrage with a single flare one.
-Firing Drills-
The crew undergoes firing drills to improve their reload times. The upgrade leads to 25% faster reload speed, but it only affects their auto attack, meaning it does not affect other abilities. Costs 25 munitions and requires veterancy 2 to upgrade.
Picture of two veteran Mortars. Left one is equipped with Firing Drills, the right one is equipped with Advanced Gunnery.
57mm Gun, M1
57mm Anti-Tank Gun is your first “real” Anti-Tank measure. Accurate even at range, it can deal with light and medium armor, and scare the big cats as well.
It costs 280 Manpower and 5 Population Cap. Compared to other AT guns (Outside the small Tier 0 ones), its somewhat cheaper, but its penetration is not as high as that of a PaK 40 for example.
However, its rate of fire is double of the PaK 40 (For each 1 shell the PaK40 fires, the 57mm fires two). This allows it to put more shells downrange, and even if the damage or penetration is not as high, it gives it a bigger chance at scoring hits.
Picture of the AT Gun description in Tier 1.
Best used when stationed in heavy cover, this AT gun will easily penetrate enemy armor, and can even score lucky penetrations on heavier tanks. In a pinch, it can use HE shells to deal with pesky infantry.
Picture of the 57mm AT Gun in a defensive position, its description, and its abilities.
The AT Gun has access to the following abilities:
-Load Armor-Piercing Discarding Sabot Rounds-
The crew loads special APDS rounds, which have increased penetration across all ranges, but do less damage when actually penetrating. Semi-decent ability, it allows you to more frequently penetrate targets with which you would have more issues with (Think Tiger I’s and Panthers).
Costs 25 Munitions to activate, and the AT gun will fire about 6 shells before the ability expires.
-Load High-Explosive Round-
The crew loads and fires a single HE shell at the target unit. The shell has a large explosion radius, and is rather potent against infantry and crew weapons, if it connects. (As plenty of other AT Guns, the 57mm has issues when it comes to terrain getting in the way of the shells.)
Good for dealing with pesky infantry. Costs 20 Munitions to use.
-Load M305 Canister Shot-
The crew loads and fires a single Canister Shot shell at the target area. The shell will kill infantry caught in the blast, and suppress or pin any still left alive. Problem with the ability is the same as with all other AT guns excluding the ZiS3, in that the terrain can ♥♥♥♥ you over so much, and there is nothing you can do about it. Costs 15 Munitions to use.
-Rapid Maneuvers-
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
-Prioritize Vehicles-
The unit will prioritize vehicles as their main target. Only affects Anti-Tank weaponry, other soldiers in the unit will still open fire at enemy infantry unless ordered to hold fire completely. Very important as the unit might not fire at the vehicle first.
-Hold Fire-
The crew holds fire, and won’t fire at the enemy even if fired upon. Best used in tandem with “Anti-Tank Gun Camouflage“, but keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
-Anti-Tank Gun Camouflage-
The squad masks themselves, becoming invisible to most enemy units. Best used in tandem with “Hold Fire” for close ambushes, or letting an enemy force you can’t engage go by.
Weapon upgrades
The Anti Tank Gun has access to 5 weapon upgrades:
-Target Tread-
The crew is issued Armor Piercing shells to knock off enemy treads. The upgrade will replace “Canister Shot” with “Target Tread” ability, which can be used to cripple the mobility of enemy tanks. Costs 20 Munitions to upgrade, 20 Munitions to use, and requires veterancy 1.
Once upgraded, it replaces the “Canister Shot” under hotkey “V”
-Targeting Optics-
The crew is issued better optics, improving accuracy and line of sight. A decent upgrade, but shadowed by “Improved Breech”, as the AT Guns are already highly accurate, and will be supported by other units that can spot for them most of the time. Costs 30 munitions to upgrade, and requires veterancy 2.
-First Aid Training-
The crew is issued First Aid Kits, and is trained in how to use them. Outside combat, the crew will heal itself up to full health (But will not be able to replace killed models without a reinforcement point nearby). A decent upgrade you’ll rarely see due to its high requirement. It costs 35 munitions to equip, and requires veterancy 3.
-Maintenance Kits-
The squad is issued additional spare parts, as well as cleaning equipment. They will repair their weapon if it gets damaged. Useful for keeping the weapon from breaking apart if it sustains any damage during battle. Costs 25 Munition to upgrade, and requires veterancy 3.
-Improved Breech-
The crew improves their loading breech, alowing for faster rate of fire on the AT gun. This upgrade increases the rate of fire of your AT gun by some 25%, which is extremely good, as it allows you to get way more shells out faster, meaning that enemy vehicles are going to be penetrated more often. Costs 25 munitions to upgrade, and requires veterancy 2.
Picture of two veteran 57mm AT Guns, left one upgraded with Targeting Optics, and the right one upgraded with Improved Breech.
3-inch Gun, M5
3-inch Anti Tank Gun (76mm) is a much rarer, but much stronger AT gun available to the US. While it has a lower rate of fire compared to the 57mm, it offers better penetration and damage.
Costing 290 Manpower and 5 Population Cap, its only 10 Manpower more expensive, but a much bigger threat to enemy armor.
Picture of the 3-inch description in Tier 1.
Best used when stationed in heavy cover, this AT gun will easily penetrate enemy armor, and can even score lucky penetrations on heavier tanks. In a pinch, it can use HE shells to deal with pesky infantry.
Picture of the 3-inch in a defensive position, its description, and its abilities.
The AT Gun has access to the following abilities:
-Load High Velocity Armor-Piercing Rounds-
The crew loads special HVAP Rounds, which have much greater penetration at close and medium range, but worse long range penetration, and smaller damage of penetrating shots. Costs 25 Munitions to activate, and the AT gun will fire about 5 shells before the ability expires.
-Load M42A1 High-Explosive Round-
The crew loads and fires a single HE shell at the target unit. The shell has a large explosion radius, and is rather potent against infantry and crew weapons, if it connects. (As plenty of other AT Guns, the 3-inch has issues when it comes to terrain getting in the way of the shells.)
Good for dealing with pesky infantry. Costs 20 Munitions to use.
-Load M88 Smoke Round-
The crew loads and fires a single Smoke Round at the target area. The round creates an obscuring cloud of smoke, blocking vision. Costs 20 Munitions to use.
-Rapid Maneuvers-
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
-Prioritize Vehicles-
The unit will prioritize vehicles as their main target. Only affects Anti-Tank weaponry, other soldiers in the unit will still open fire at enemy infantry unless ordered to hold fire completely. Very important as the unit might not fire at the vehicle first.
-Hold Fire-
The crew holds fire, and won’t fire at the enemy even if fired upon. Best used in tandem with “Anti-Tank Gun Camouflage“, but keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
-Anti-Tank Gun Camouflage-
The squad masks themselves, becoming invisible to most enemy units. Best used in tandem with “Hold Fire” for close ambushes, or letting an enemy force you can’t engage go by.
Weapon upgrades
The Anti Tank Gun has access to 5 weapon upgrades:
-Target Tread-
The crew is issued Armor Piercing shells to knock off enemy treads. The upgrade will replace “Canister Shot” with “Target Tread” ability, which can be used to cripple the mobility of enemy tanks. Costs 20 Munitions to upgrade, 20 Munitions to use, and requires veterancy 1.
Once upgraded, it replaces the “Canister Shot” under hotkey “V”
-Targeting Optics-
The crew is issued better optics, improving accuracy and line of sight. A decent upgrade, but shadowed by “Improved Breech”, as the AT Guns are already highly accurate, and will be supported by other units that can spot for them most of the time. Costs 30 munitions to upgrade, and requires veterancy 2.
-First Aid Training-
The crew is issued First Aid Kits, and is trained in how to use them. Outside combat, the crew will heal itself up to full health (But will not be able to replace killed models without a reinforcement point nearby). A decent upgrade you’ll rarely see due to its high requirement. It costs 35 munitions to equip, and requires veterancy 3.
-Maintenance Kits-
The squad is issued additional spare parts, as well as cleaning equipment. They will repair their weapon if it gets damaged. Useful for keeping the weapon from breaking apart if it sustains any damage during battle. Costs 25 Munition to upgrade, and requires veterancy 3.
-Improved Breech-
The crew improves their loading breech, alowing for faster rate of fire on the AT gun. This upgrade increases the rate of fire of your AT gun by some 25%, which is extremely good, as it allows you to get way more shells out faster, meaning that enemy vehicles are going to be penetrated more often. Costs 25 munitions to upgrade, and requires veterancy 2.
Picture of two veteran 3-inch AT Guns, left one upgraded with Targeting Optics, and the right one upgraded with Improved Breech.
-Tier 2- Company Command Post
The Tier 2 building offers 5 Global upgrades, out of which only 1 is not useful.
Picture of Tier 2 description and the 5 global upgrades.
It is also the building from which you activate the Company Command Post, allowing you to call in the captain and his retinue, as well as medium tanks, and part of doctrinal light vehicles. It costs 200 Manpower and 120 Fuel.
The global upgrades are as follows:
-Can Opener-
The upgrade equips all active and future Riflemen squads with the Composite-B charges. Not a very good upgrade, as I already talked about the charges and their difficulties. If the ability was made into a free-throw, maybe it would be more viable. Costs 30 Manpower and 10 Fuel. The upgrade requires the captain to be dispatched before becoming available.
-Military Industrial Complex-
The US flexes its massive military industrial complex at the plebs. All American-made explosives and utility has had their cooldown decreased by ~50%. This means that your Mk.2 “Pineapple” grenade will be ready to throw every 5 seconds. A very good upgrade that gives you even more power in terms of ability usage. Costs 50 Manpower and 10 Fuel. The upgrade requires the liutenant to be dispatched before becoming available.
-Penicillin-
The troops have been issued additional medical supplies. All Rear Echelon and Riflemen squads, along with Officers will now heal when inside friendly territory and outside combat. A very good upgrade for non-doctrinal roster infantry, but shame it doesn’t affect doctrinal units. I sure know a few who would appreciate it.
Costs 200 Manpower and 20 Fuel. The upgrade requires the captain to be dispatched before becoming available.
-Pack-a-Punch!-
A global upgrade thatupgrades your BAR into The Widow Maker replaces all of the regular Bazooka rockets with the more potent HEAT Rockets, which have increased penetration.
Costs 100 Manpower and 20 Fuel. Only affects AT Teams. The upgrade requires the captain to be dispatched before becoming available.
-M1918A2 BAR Requisition-
The upgrade arms all of your active and future Riflemen squads with a BAR LMG, unless they are already equipped with another weapon. A very potent upgrade that allows you to save munitions, and give all of your RIflemen squads a stable suppression platform at the same time. Shame it doesn’t give 2 BARs like CoH1 upgrade.
Costs 250 Manpower and 40 Fuel. The upgrade requires the captain to be dispatched before becoming available.
Truck, Cargo, ¾, 4×4 Weapon Carrier, WC51 / Jeep
Jeep (Ignore the in-mod name because its ♥♥♥♥♥♥♥ stupid) is your first light vehicle available for production. Its a cheap and nimble suppression platform, which the dev refuses to make into a better utility vehicle. Even still, it allows you a much more aggresive approach to early engagements.
It costs 170 Manpower, 10 Munitions, 5 Fuel, and 3 Population Cap. Compared to its SS counterpart, its somewhat more beefier, cheaper in Manpower (10 Points), and more expensive in Munitions (5 Points)
Picture of the Jeep description in Tier 2.
Its primary and only weapon is a pintle mounted .30 cal , which offers a steady rate of fire, suppressing enemy infantry, and allowing friendly infantry to advance more safely. The up-gunned version armed with a .50 cal is doctrinal (And so obscure most people don’t even know which doctrine, and again the dev don’t want to add it to another doctrine).
Picture of the Jeep, its descriptions, and its abilities.
The Jeep has access to the following abilities:
-Load .30 cal Armor-Piercing Rounds-
The crew loads armor-piercing, hardened steel core ammunition. The ability leads to a much better penetration across all ranges. Testing shows the Jeep is able to inflict major damage to light vehicles from the rear and at close range, but it won’t do any damage to light tanks, and the penetration is minor at range. Costs 20 Munitions to activate, and lasts for 30 seconds.
-Coordinated Light Artillery Barrage-
The crew throws signal flares at the target area. All available mortars and 75 mm Howitzers will fire at the target location. Emplacements will not join the barrage. The ability will activate mortars and 75 mm Howitzers even if they are out of rage of the ability. Due to a request, no clear indication as to how much the ability expands the range of affected artillery pieces will be shown, as its “Spreading Misinformation”. The ability does increase the range, but the exact number is not known at this time. Costs 25 munitions to use.
-Emergency Repairs-
The crew starts repairing the vehicle, stopping in place, and not firing while the ability is active. As long as the ability is active, the vehicle will repair itself, and any suffered criticals, even if under fire.
A very useful ability as its free repair that needs to munitions or engineers to assist you.
-Anti-Aircraft Mode-
The crew parks the vehicle and prepares it for Anti-Air defense. As long as the ability is active, the crew will fire on enemy aircraft, but won’t engage ground targets. Not really useful considering its a single .30 cal firing, but I guess it could get lucky and down a plane.
-Accelerate-
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
-Prioritize Vehicles-
The crew prioritizes vehicles with their Machine Gun. Useful when you want to focus on destroying a light enemy vehicle while there are other targets in the are as well.
-Hold Fire-
The crew is ordered to hold fire. Useful when paired with “Camouflage“, as it will make it so the vehicle does not reveal itself by mistake.
-Camouflage-
The crew hides the vehicle under foliage. Best used with “Hold Fire“, it allows your vehicle to be undetected by the enemy. Do note that the vehicle is still visible on the minimap even when camouflaged, as is the case with any and all vehicles without “Clandestine” (Developer oversight that could be changed in the future. Could be.)
Weapon upgrades
The Jeep has access to 5 weapon upgrades:
-Coordinated Howitzer Barrage-
The crew can call in a barrage of all howitzers larger than 75mm . The 75mm howitzers will not join the barrage. Costs 15 munitions to upgrade and 75 munitions to use.
-Combat Driving-
The experienced driver is calm under fire, able to avoid enemy fire and critical damage. The upgrade leads to +20 increased health, and +25% armor, making the truck somewhat more beefier, and able to sustain more fire before being destroyed. Costs 20 munitions and requires veterancy 3.
Currently (Patch 1.1.0.3) the upgrade is bugged, and does not increase health nor armor. Until fixed, avoid upgrading it as its a waste of munitions.
-Emergency Repair Kit-
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit. Costs 15 munitions to upgrade.
-Expert Gunnery-
The crew undergoes additional training in weapon handling, improving familiarity and accuracy. The upgrade increases the accuracy by 20%, and reduced reload times by 25%.Costs 20 Munitions, and requires veterancy 2.
-Coordinated Barrage-
The crew can call in a barrage that includes all artillery pieces at the designated location, no matter the size. Costs 20 munitions to upgrade and 120 munitions to use, and requires veterancy 2.
Truck, 2 1⁄2, 6×6, CCKW
Truck (Ignore the full name.) is is a standard transport vehicle of the US. Reliable and cheap, it can quickly transport troops and equipment to the front, reinforce depleted squads, and repair damaged vehicles.
It costs 170 Manpower, 5 Fuel, and 4 Population Cap, making it much more expensive than their Axis counterpart, and 10 Manpower more expensive than the Soviet Truck.
Picture of the Truck description in Tier 2.
It is best used as a backline support, for quick transport (It can transport up to 12 soldiers at once), and aura repair of nearby vehicles. Due to costing fuel, it is much more impactful to lose these trucks than it is to lose Opel Blitz trucks.
Picture of the Truck, its description, and its abilities.
Its abilities are as follows:
-Booby Trap Point-
The crew deploys an explosive trap on a captured point. The trap will activate when an enemy unit tries to decap the point, and deal big damage to enemy infantry (But not vehicles). Very good for keeping the enemy out of your territory, inflicting losses and stalling their advance. Costs 25 Munitions to use.
-Engine Repair-
The crew performs a hasty repair of an engine critical on the selected vehicle, as well as repairing the vehicle a small amount. (The Ability is wonky to use because it requires the truck to come from the side to the vehicle in order for it to trigger correctly. If its not pointing directly at the side of the target vehicle, the ability will fizzle out.)
-Field Maintenance-
The crew distributes repair supplies and spare parts to friendly vehicles in the area, repairing them in a wide circle around the vehicle. One of the most important abilities of the unit, as several of them can repair even the lowest health tanks back up in a few moments.
-Hold Facing-
The crew is ordered to hold the facing the vehicle is currently pointing in. Not really a useful ability considering that the truck will either be on the move or performing field maintenance.
-Accelerate-
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
-Withdraw!-
The vehicle is ordered to retreat to the nearest active retreat point (If none are active, it will retreat to HQ). A semi useful ability you can sometimes use to retreat the vehicle back to base, but you can also just click on the place you want it to go to on the minimap.
Upgrades
The vehicle has access to 3 upgrades:
-Reinforce-
The vehicle is authorized to ferry reinforcements to the front. Its reinforce radius is largely increased. A good upgrade if you like to keep your truck close to front lines, as it allows the units to replenish without retreating back to base or forward HQ. Costs 35 munitions to upgrade. You can only reinforce from the truck when its stationary.
-Combat Driving-
The experienced driver is calm under fire, able to avoid enemy fire and critical damage. The upgrade leads to +20 increased health, and +25% armor, making the truck somewhat more beefier, and able to sustain more fire before being destroyed. Costs 20 munitions and requires veterancy 3.
Currently (Version 1.1.0.3) the upgrade is bugged, and can’t be upgraded at all.
-Emergency Repair Kit-
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit. Costs 15 munitions to upgrade.
Multiple Gun Motor Carriage, M16 / AA Halftrack
Anti-Air Halftrack is your primary Anti-Air unit. It can quickly shoot down and planes within the air space, and can also shred infantry in seconds. Due to the immense rate of fire, it can tear through enemy light vehicles as well, but can quickly be destroyed by HMG fire and anything heavier.
It costs 240 Manpower, 20 Munitions, 25 Fuel and 6 Population Cap, making it the same in cost to other AA Halftracks. It also requires 3 Command Points to be reached, and liutenant to be dispatched before it can be requisitioned.
Picture of the AA Halftrack description in TIer 2.
As all light vehicles, it is rather fragile, so its best used as a supporting unit from long range. The machine guns will make short work of any exposed infantry, suppressing them and picking off models quickly, making the vehicle an excellent choice against players such as Maverick.
Picture of the AA Halftrack, its description and its abilities.
The AA Halftrack has access to the following abilities:
-Setup Warning Flare-
The crew sets up a warning flare on a friendly and connected sector point, which gets triggered when enemy units try to capture the territory. The flare deals no damage, but offers Line of Sight. A good ability on paper, but you’ll rarely ever see it used. Costs 15 munitions to use.
-Anti-Aircraft Mode-
The crew parks the vehicle and prepares it for Anti-Air defense. As long as the ability is active, the halfrack will only engange enemy aircraft, with increased rotation speed of the turret so that it can track them. Was more useful before the officer update, as then a lot more planes were available for use.
-Hold Facing-
The crew is ordered to hold the facing the vehicle is currently pointing in. Not really a useful ability considering that the truck will either be on the move or performing field maintenance.
-Accelerate-
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
-Prioritize Vehicles-
The crew prioritizes vehicles with their Machine Guns. It can be helpful in a pinch, as the machine guns could fire on infantry instead of vehicles first.
-Hold Fire-
The crew is ordered to hold fire. For some reason, the vehicle has no camouflage options, making this ability kinda meh.
Weapon upgrades
The AA Halftrack has access to 3 weapon upgrades:
-Camouflage Netting-
The crew is issued camouflage netting to break the outlines of the vehicle, and make it hidden to aerial reconnaissance. The upgrade makes the vehicle invisible on the minimap (To the enemy) when stationary. A decent upgrade, as some players might notice too late that their units are under attack because no enemy dot is present on their minimap. Costs 20 munitions to upgrade.
-Expert Gunnery-
The crew familiarizes themselves better with their weapons. They reload 25% faster, and are 20% more accurate. The upgrade costs 20 Munitions and requires veterancy 2 to upgrade.
-Emergency Repair Kit-
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit. Costs 15 munitions to upgrade.
Light Tank, M5A1 / Stuart
Stuart is your first actual armored vehicle, capable of shrugging off small-arms and HMG fire alike. It is rarely used due to being a light armored vehicle, but it can be quite potent and dangerous in the right hands. Its fast speed and an array of shells allow it to harass enemy infantry and positions with ease, although they will quickly be destroyed by AT Guns or Panzerfausts.
It also has a nasty habit of void shots- It can sometimes fire, and the projectile will go into the void, it won’t connect with anything, it’ll be like the shot dissapeared.
It costs 240 Manpower, 25 Munitions, 40 Fuel and 8 Population Cap.
Compared to Puma, its cheaper in terms of Manpower, but costs more Fuel and Population Cap, and cannot punch above its weight as effectively, or at all when you put into account the void shots. (It can cause critical damage on heavy tanks, but the amount of void shots between each connection is just absurdly high to the point of the dealt damage not being possible in an actual fight.)
Picture of the Stuart description in Tier 2
Despite its thin armor and void-shot prone main gun, it can prove a useful addition to your army, at least at the early stages of the match. Keeping it outside Panzerfaust range, and avoiding open contact with AT Rifles will allow you to pick off enemy units at range, and harass enemy infantry and other crew weapons.
Picture of the Stuart, its description, and its abilities.
The Stuart has access to the following abilities:
-Load M63 High-Explosive Round-
The crew loads and fires a single HE Round at the target. The round has a large explosion radius, making it a good choice against soft targets. Costs 15 Munitions to fire.
-Main Gun: Load Canister Shell-
The crew switches from M47 Armor-Piercing Rounds to M2 Canister rounds, which are much more potent against soft targets, but lack any penetration, and have a decreased range. The toggle ability that essentialy turns your Stuarts main gun into a shotgun that can shred infantry rather effectively. However, it tends to overshoot the target sometimes.
Once toggled, it’ll be replaced with “Main Gun: Load Armor-Piercing”
-Observation Mode-
The tank commander pops out of the turret, surveying the battlefield, boosting the line of sight but disabling the main gun. The toggle ability that allows you to get a better view without having to employ infantry. Not very used.
Once toggled, it’ll be replaced with “Combat Mode”
-Emergency Repairs-
The crew parks the vehicle, and starts repairing it, including any critical hits. The ability allows you to repair the tank without any external help, but it requires the tank to be within friendly territory, which severely limits its applicability. Requires veterancy 1 to become available.
-Accelerate-
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
-Prioritize Vehicles-
The unit will prioritize vehicles as their main target. Only affects the main gun. Very important as the unit might not fire at the vehicle first.
-Hold Fire-
The crew holds fire, and won’t fire at the enemy even if fired upon. Not very useful considering the tank has no camouflage options, but can help in a pinch if the tank needs to escape from vision without being further detected.
-Concealing Smoke-
The crew launches smoke dischargers, blocking line of sight and allowing itself to move out of harms way. A good utility that could potentially save your tank. Costs 20 Munition to use.
Weapon upgrades
The Stuart has access to 6 weapon upgrades:
-Target Tread-
The crew is issued armor-piercing rounds to shoot the treads off of enemy tanks. The upgrade replaces the HE Round with a “Target Tread” ability, which can immobilize enemy vehicles it targets. It costs 20 Munitions to upgrade, and 20 Munitions to use. It requires the tank to be veterancy 1 before becoming available.
Once upgraded, it will replace “Load M63 High-Explosive Round” with “Target Tread“.
-Targeting Optics-
The crew replaces their optics, increasing accuracy, line of sight and camouflage detection range. The upgrade esentially allows you to turn the Stuart into a scout, especially when paired with “Observation Mode”. Costs 30 Munitions to upgrade, and requires veterancy 2.
-Emergency Repair Kit-
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit. Costs 15 munitions to upgrade.
-Camouflage Netting-
The crew is issued camouflage netting to break the outlines of the vehicle, and make it hidden to aerial reconnaissance. The upgrade makes the vehicle invisible on the minimap (To the enemy) when stationary. A decent upgrade, as some players might notice too late that their units are under attack because no enemy dot is present on their minimap. Costs 20 munitions and requires veterancy 2 to upgrade.
-Ambush Tactics-
The crew is instructed on how to camouflage their vehicle. The upgrade replaces the “Smoke Dischargers” with a “Camouflage” ability, which allows the tank to hide from sight. Not a good upgrade as it decreases your utility, and while hiding from sight might be good on paper and irl, in Spearhead vehicles are still visible on the minimap unless they have “Clandestine”. Costs 10 Munitions to upgrade.
Once upgraded, it replaces “Smoke Discharges” under the hotkey “Q”
-Improved Breech-
The crew improves their loading breech, alowing for faster rate of fire on the main gun. This upgrade increases the rate of fire of your main gun by some 25%, which would be good if the Stuart wasn’t so prone to void shots. Overshadowed by “Targeting Optics“. Costs 25 munitions to upgrade, and requires veterancy 2.
Picture of two veteran Stuarts, left one upgraded with Targeting Optics, and the right one upgraded with Improved Breech.
-Tier 3- Battalion Command Post
The Tier 3 offers 4 global upgrades, out of which one is doctrinal, and all are good.
Picture of the Tier 3 description, along with the 4 global upgrades.
It is also the building from which you activate the Battalion Command Post, allowing you to call in the major and his retinue, as well as 76mm Sherman, and some doctrinal vehicles depending on doctrine. It costs 200 Manpower and 140 Fuel.
The global upgrades are as follows:
-Thunder Run!-
Due to increased threat of German Anti-Tank teams and weaponry, the Shermans have been issued with more High Explosive Shells. The upgrade replaces the basic “Load HE Round” of the M4A2 Shermans with a much more powerful “Toggle HE”, which allows your Shermans to switch to exclusively firing HE shells.
The upgrade boost the Shermans Anti-Infantry performance enourmously, and is the bane of any Axis player. Costs 240 Munitions and requires the major to be dispatched before becoming available.
-Maintenance Bunker-
Repair teams have been assigned to the building. They will repair any damaged vehicle in close proximity. A very good upgrade is smaller game modes such as 1v1, as it allows you to repair your tanks inside your base without having to rely on your engineer squads. Costs 45 munitions to upgrade.
-Allied War Machine-
The High Command authorizes you to deploy heavy / specialized armor. The doctrine bound upgrade that unlocks certain tanks depending on the doctrine.
The upgrade is bound to the following doctrines:
-Tank Destroyer Company (M36 Jackson)-
-Mechanized Company (T-34 Calliope)-
-Armor Company (M26 Pershing)-
-Rifle Company (M7B1 Priest and 105mm Sherman)-
The upgrade costs 90 Fuel. It requires the captain to be dispatched before becoming available.
-Uncommon Valour-
Soldiers are tempered by fighting side by side with one another. They are willing to live and die for each other. The upgrade increases the squads weapon accuracy by 10%, and decreases hit chance by 5% for every fallen squad member. A good upgraded that allows your soldiers to fight more fiercely as they take loses, making the losses of soldiers not as impactful on the units damage output. Costs 200 Manpower and 25 Fuel to upgrade, and requires the captain to be dispatched before becoming available.
Medium Tank, M4A2 / Sherman M4A2
M4A2 Sherman (Ignore the in-mod number 3, it’s not A3 variant) is your first medium tank, and a fine one at that. Cheap, reliable, and filled to the brim with utility, its one of the best mediums in the mod. While its main gun is not as strong as that of the Panzer 4, it can still easily penetrate enemy medium tanks, and when combined with flanking maneuvers, there is nothing this tank can’t do.
It costs 320 Manpower, 35 Munitions, 80 Fuel, 10 Population Cap. It also requires 5 Command Points to be reached, and captain to be dispatched before it can be called in. The cheaper price allows it to win in numbers, and it can be more easily replaced than its Axis counterparts.
Picture of the Sherman description in Tier 3.
Best used in pairs (or in more numbers), the Shermans should utilize their speed and a large array of smoke launchers to mask their approach as they flank the enemy armor. While they can be kept at long range, they can do much more damage when closer to the enemy armor. The Sherman is also a great support tank for infantry, and great Anti-Infantry tank, which can easily defend against attacking squads.
The Sherman also has “Radio Net” even without veterancy, a passive that increases the rate of fire and vision of friendly tanks near eachother. This allows multiple Shermans to send more shells downrange even without veterancy.
Picture of the Sherman, its description, and its abilities.
The Sherman has access to the following abilities:
-Load Smoke Round-
The crew loads and fires a single smoke round at the target area. The round explodes in a cloud of smoke, blocking sight. Useful for denying vision to enemy tanks or AT guns while you move around them. Costs 25 Munitions to use.
-Load M48 High-Explosive Round-
The crew loads and fires a single M48 HE Round at the target. The round has a large explosion radius, making it very potent against enemy infantry and crew weapons. Best used against pesky AT Guns, or infantry that is getting to close. Costs 20 Munitions to use.
-Fire 2-Inch Smoke (x4)-
The crew launches smoke shells at the target area. A very powerful ability that can be used even when the tank is moving, it allowsyou to block large areas all around the tank (Launch radius is larger than even the main gun range), which makes for a great support tool. Costs 20 Munitions to use.
-Emergency Repair-
The crew halts the vehicle, and performs emergency repairs, fixing any critical hits sustained. The ability allows you to fix criticals and a small amount of damage without external help, but it can only be use in friendly territory, and costs munitions. Costs 30 Munitions and requires the tank to be veterancy 1.
-Flanking Speed-
The driver pushes the pedal, moving the tank faster. Due to the gyrostabilizer, the accuracy of the tank is not as affected, allowing for much easier time at hitting targets while on the move. Costs 5 Fuel to activate.
-Prioritize Vehicles-
The crew holds fire against infantry and structures, and will only fire the main gun at the enemy vehicles. Useful when there are enemy vehicles nearby, and you don’t want to be caught reloading when they get into combat.
-Hold Fire-
The crew is ordered to hold fire, and won’t fire even if fired upon.
Currently (Version 1.1.0.3) the ability is bugged in two ways. #1 it does not include machine guns of the tank. #2 it bugs your Radio Net passive, permanently setting it down to 1 no matter how many tanks are near. Avoid until fixed.
-Concealing Smoke-
The crew activates the smoke discharges, hiding the tank in a large cloud of smoke. Good for hiding from enemy fire, and moving away. Costs 20 Munitions to use.
M4A2 Sherman Weapon Upgrades
Separate section because Steam has a cap on how much can be written in a single one 😛
Sherman has access to 6 weapon upgrades, one of which is doctrinal:
-M1 Bulldozer Blade-
The Sherman is equipped with an M1 Bulldozer Blade. The blade allows the tank to crush on-field obstacles as if it were a heavy tank (Things like hedgerows and small tank traps). The upgrade also gives the tank 25% increased armor, and an ability to create or destroy dirt barriers.
The most expensive individual tank upgrade in the mod, its a good armor buff to the Sherman, but it comes with a few flaws. First, it overrides the slot 1 abilities (no upgrades that would be the smoke round). Seconds, its doctrinal to Armor and Rifle Companies. Costs 75 Munitions to upgrade.
MAKE WAY FOR THE DOZER!
-White Phosphorus Rounds-
The crew replaces their smoke rounds with much more potent WP rounds. The WP (Willie Pete / White Phosphorus) rounds explode on impact, creating large cloud of dangerous smoke (Damages infantry and prevents vehicles from using weapons), as well as lighting the area on fire. Not as frequent on the Sherman when compared to vehicles such as Lend-Leased Valentine or Cromwells due to its high upgrade requirement.
Costs 20 Munitions to upgrade, and 35 Munitions to use. It also requires the “Thunder Run” to be upgraded, at which point you already got a potent Anti-Infantry ability that is free to use.
Once upgraded, it will replace “Load Smoke Round” with “Load White Phosphorus Round”
Cinematic Representation of in-mod WP Shells – [youtu.be]
-Ambush Tactics-
The crew is instructed in how to utilize camouflage and ambush tactics. The crew can camouflage the tank, hiding it from plain sight (And from minimap, tested). A decent upgrade if you like camouflaging your tanks instead of having a smoke discharger. Costs 20 Munitions to upgrade, and requires the tank to be veterancy 1.
Once upgraded, it will replace “Concealing Smoke” with “Camouflage”
-Tank Commander-
The tank commander (Brad Pitt) pops out of the turret, increasing vision, accuracy, and camouflage detection. One of the best tank upgrades, it allows the Sherman to be a self-spotting unit (The tanks without a tank commander or pintle mounts have poor visibility.), and it also increases its experience gain, as well as accuracy. However, despite it being very strong, I wouldn’t personally recommend it on the M4A2 Sherman, due to the tank acting as more of an Anti-Infantry tank, and could do much better with a .50 cal HMG.
Costs 35 Munitions to upgrade, and requires the tank to be veterancy 2.
-Improvised Armor-
The crew attaches sandbags, tree logs, spare parts and armor plates to the tank hull, in hopes of increasing the armor protection. The upgrade (sadly without visual showcase of tank having sandbags and stuff on it) leads to +20 increased health (But not armor for some reason). A good upgrade, although it decreases the tanks speed by 10% due to added weight. Costs 35 Munitions to upgrade, and requires the tank to be veterancy 2.
Currently (Version 1.1.0.3) the upgrade is bugged, and does not increase the health of the tank, only decreases its speed. Until fixed, refrain from buying the upgrade, as its literally nerfing your tank while wasting munitions at this time.
-.50 Cal Machine Gun, M2HB-
The crew mounts a .50 Cal HMG on the pintle, and a crew member pops out to operate it. The second most expensive tank upgrade in the mod, and for a good reason. This baby can shred light vehicles all by itself (Up to, and including, Puma Scout Cars), and can turn any infantry into mincemeat. A fantastic upgrade for the Sherman, it boosts its Anti-Infantry capabilities tremendously. Costs 60 Munitions to upgrade.
Picture of 3 Sherman tanks, left one upgraded with Improvised Armor, the one in the middle upgraded with a Tank Commander, and the right one upgraded with a .50 Cal HMG.
Medium Tank, M4A2(76)W / 76mm Sherman
76mm Sherman (Ignore the in-mod number 3, it’s not A3 variant) is the up-gunned version of your standard M4A2. It boasts much better main gun, giving it an edge over enemy non-doctrinal medium tanks. When used in numbers, the volume of fire can defeat even heavier targets with ease.
Costing 360 Manpower, 85 Fuel and 12 Population Cap, its cheaper and stronger than the Panzer 4 H that it will encounter most of the time. However, it requires 7 Command Points to be reached, and the major to be dispatched before it can be called in.
Picture of the 76mm Sherman description in Tier 3.
While it can be used as a regular Sherman, it can also be kept at max range, due to its main gun being much stronger. Best used in pairs (or in more numbers), the Shermans should utilize their speed and a large array of smoke launchers to mask their approach as they flank the enemy armor. The Sherman is also a great support tank for infantry, and great Anti-Infantry tank, which can easily defend against attacking squads.
The Sherman also has “Radio Net” even without veterancy, a passive that increases the rate of fire and vision of friendly tanks near eachother. This allows multiple Shermans to send more shells downrange even without veterancy.
Picture of a 76mm Sherman, its description, and its abilities.
The 76mm Sherman has access to the following abilities:
-Load High Velocity Armor-Piercing Rounds-
The crew loads special HVAP Rounds, which have much greater penetration at close and medium range, but worse long range penetration, and smaller damage of penetrating shots. Costs 25 Munitions to activate, and the Sherman will fire about 6 shells before the ability expires. (Without any friendly tanks nearby)
-Load M42 High-Explosive Round-
The crew loads and fires a single M42 HE Round at the target. The round has a large explosion radius, making it very potent against enemy infantry and crew weapons. Best used against pesky AT Guns, or infantry that is getting to close. Costs 20 Munitions to use.
-Fire 2-Inch Smoke (x4)-
The crew launches smoke shells at the target area. A very powerful ability that can be used even when the tank is moving, it allowsyou to block large areas all around the tank (Launch radius is larger than even the main gun range), which makes for a great support tool. Costs 20 Munitions to use.
-Emergency Repair-
The crew halts the vehicle, and performs emergency repairs, fixing any critical hits sustained. The ability allows you to fix criticals and a small amount of damage without external help, but it can only be use in friendly territory, and costs munitions. Costs 30 Munitions and requires the tank to be veterancy 1.
-Flanking Speed-
The driver pushes the pedal, moving the tank faster. Due to the gyrostabilizer, the accuracy of the tank is not as affected, allowing for much easier time at hitting targets while on the move. Costs 5 Fuel to activate.
-Prioritize Vehicles-
The crew holds fire against infantry and structures, and will only fire the main gun at the enemy vehicles. Useful when there are enemy vehicles nearby, and you don’t want to be caught reloading when they get into combat.
-Hold Fire-
The crew is ordered to hold fire, and won’t fire even if fired upon.
Currently (Version 1.1.0.3) the ability is bugged in two ways. #1 it does not include machine guns of the tank. #2 it bugs your Radio Net passive, permanently setting it down to 1 no matter how many tanks are near. Avoid until fixed.
-Concealing Smoke-
The crew activates the smoke discharges, hiding the tank in a large cloud of smoke. Good for hiding from enemy fire, and moving away. Costs 20 Munitions to use.
76mm Sherman Weapon Upgrades
Separate section because Steam has a cap on how much can be written in a single one 😛
76mm Sherman has access to 6 weapon upgrades:
-Target Tread-
The crew is issued AP rounds with which they can shoot off treads or wheels off of enemy vehicles. A decent upgrade, though it requires veterancy, and it replaces the HVAP Rounds. Costs 20 Munitions to upgrade, 30 Munitions to use, and requires the tank to be veterancy 1.
Once upgraded, it will replace the “Load HVAP Rounds” with “Target Tread”.
-Smoke Rounds-
The crew replaces their 2-inch Smoke Launcher with Smoke Rounds, which they can fire from their main gun. Useful in very specific situations, as the smoke rounds launched from the main gun will impact the target area faster. Usually not used. Costs 10 Munitions to upgrade, and 25 Munitions to use.
Once upgraded, it will replace the “Fire 2-Inch Smoke (x4)” with “Load Smoke Round”.
-Ambush Tactics-
The crew is instructed in how to utilize camouflage and ambush tactics. The crew can camouflage the tank, hiding it from plain sight (And from minimap, tested). A decent upgrade if you like camouflaging your tanks instead of having a smoke discharger. Costs 20 Munitions to upgrade, and requires the tank to be veterancy 1.
Once upgraded, it will replace “Concealing Smoke” with “Camouflage”
-Tank Commander-
The tank commander (Brad Pitt) pops out of the turret, increasing vision, accuracy, and camouflage detection. One of the best tank upgrades, it allows the Sherman to be a self-spotting unit (The tanks without a tank commander or pintle mounts have poor visibility.), and it also increases its experience gain, as well as accuracy. A must have for the 76mm.
Costs 35 Munitions to upgrade, and requires the tank to be veterancy 2.
-Improvised Armor-
The crew attaches sandbags, tree logs, spare parts and armor plates to the tank hull, in hopes of increasing the armor protection. The upgrade (sadly without visual showcase of tank having sandbags and stuff on it) leads to +20 increased health (But not armor for some reason). A good upgrade, although it decreases the tanks speed by 10% due to added weight. Costs 35 Munitions to upgrade, and requires the tank to be veterancy 2.
Currently (Version 1.1.0.3) the upgrade is bugged, and does not increase the health of the tank, only decreases its speed. Until fixed, refrain from buying the upgrade, as its literally nerfing your tank while wasting munitions at this time.
-.50 Cal Machine Gun, M2HB-
The crew mounts a .50 Cal HMG on the pintle, and a crew member pops out to operate it. The second most expensive tank upgrade in the mod, and for a good reason. This baby can shred light vehicles all by itself (Up to, and including, Puma Scout Cars), and can turn any infantry into mincemeat. A fantastic upgrade for the Sherman, it boosts its Anti-Infantry capabilities tremendously. Costs 60 Munitions to upgrade.
Picture of 3 76mm Sherman tanks, left one upgraded with a Tank Commander, the one in the middle upgraded with Improvised Armor, and the right one upgraded with a .50 Cal HMG.
Basic opening and build order
USF can rely heavily on their doctrinal roster depending on the doctrine, but unless you’re playing pure Airborne (Not recommended), a good start is to get out 2 Riflemen squads, followed by either a Jeep, a Rear Echelon, or an HGM, and a Medic squad as well. The Riflemen are beasts when compared to other factions in close quarters, and you should always try forcing close engagements, as it will give you an edge over the enemy due to semi-automatics.
You are most vulnerable at the start when it comes to vehicles. Once you get 40 Fuel, start teching up the liutenant to unlock the AT Gun. Once that is done, look to upgrading a global upgrade or two (Logistics+MIC+FWHQ+Rifle Smoke Nades are the most important before captain is teched). Once you get 120 Fuel, start teching for the captain. The main goal is reaching 5 CP and getting out a Sherman out, at which point you can branch into anything else. Main “traps” are investing too much or at all into light vehicles (Only a single Jeep at the start is worth it), and not making enough AT. A single 222 can wreck you up without breaking a sweat. Your RE’s should be working 24/7 planting mines, demo charges and defences. Riflemen can also help by laying down sandbags, something a lot of players don’t do. (Setting up fallback defensive positions will allow you to better fight enemies that break your front.
Your Sherman is one of the best medium tanks, and the best when only going against non-doctrinals. While the Panzer 4’s might have better AT capability, you have the numbers and the utility at your side. 2 Shermans can wreck ♥♥♥♥ up faster than you can say the full name of the Jeep.
Depending on your playstyle and doctrine, you will think that US is either OP or underperforming. Trust me, they are strong when it comes to anything but combating heaviest tanks, something which is historically accurate XD (Until the CalliOP rolls up, or the Long Tom starts firing). Also, it’s important to be aggresive and exploit gaps and breaks as the USF. You can’t be passive or reactive. You need to be active and constantly pressure the enemy, and baselock them as soon as you can. The more the game goes on, the more you can fall behind if the enemy has a doctrine with heavy tanks.
While Soviets and Wehrmacht do not need doctrines as much as USF and SS needs it (And UKF, because UKF with no doctrine has no tanks let alone a roster). Most important thing is just to try things out, and play with what you want. Most important thing to remember is to not waste your resources, cap in succession, plant mines, and avoid getting wiped.
Closing word
This guide aims to be a begging of a US-centered string of guides, and to make it so I don’t have to mention non-doctrinal units in each one, which should make them easier to make and go through.
Non-doctrinal factions might seem barebones, but it mostly comes down to personal preference as to what you like. Trying to play only non-doctrinaly could help you see if you crutch too much on a doctrine, and can help you explore units you might never would use.
USF is, along UKF, one of the most nerfed faction in the recent history of the mod. Before these nerfs, they were even stronger than they are now, even brokenly so. Despite that, they are still a dangerous and aggressive faction, and if used correctly, you can be pushed back to base due to their unrelenting nature. However, they struggle against heavy armor, especially heavy tank destroyers (This is partially due to the scuffed stats of certain Allied and Axis units). Their tanks, while top knotch in terms of utility and support, can be quickly lost even when having the numbers on their side.
Doctrinally, you have doctrines which are strong at start, but drop off late game, doctrines that start mediocre and are at their peak late game, and doctrines that lack extra strenght at any stage. That is not specific to USF, as all factions suffer from the same issue. For now.
As always, this is a subjective guide, not an objective one, and experimenting with your build orders is always welcomed. People ridiculing this are welcomed to make something themselves instead of laughing at the work of others. At least others did something.
Remember to check out the Spearhead Official Discord Server, and to comment if you have any questions, or you just want to say something.
Also, for anyone asking “Why so many pictures?” Answer: American Military Industrial Complex
Mandatory Music – [youtu.be]
UKF doesn’t exists, it’s just a rumor spread by conspiracy theorists
Here we come to an end for Company of Heroes 2 Spearhead USF Faction 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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