Company of Heroes Unit Guide Email- nightslayer15@mail.com Copyright 2007 Austin Bentley =============================================================================== Table of Contents =============================================================================== 1. Introduction 2. Version History 3 Allied Infantry 3.1 Allied Vehicles 4 Axis Infantry 4.1 Axis Vehicles 5. Credits and Acknowledgments 6. Legal Information =============================================================================== 1. Introduction =============================================================================== First off this is my first unit guide, some of it may not be correct but when the stats are finished and complete i will further update this as i go. So thank you for using this guide, see you on the battlefield marine. =============================================================================== 2. Version History =============================================================================== v1.00 - 9/16/06 - First Public release. v1.01 - 9/20/06 - First Revision - Missing Units added, spelling corrections and things have been rearranged. v1.02 - 6/06/07 - Second Revision - Added more stats to axis and allied infantry and vehicles for the lastest patch. =============================================================================== 3 Allied Infantry =============================================================================== These are the main backforce of Allies, without them the war wouldn't get off the ground. Riflemen Squad Build ManPower: 225 Build Time: 30 Initial Health: 275 Squadron Size: 5 Max Squad Size: 5 Reinforcement Cost: 0.5 Reinforcement Time: 1 Allied riflemen are the basis of any army. Well-trained, versatile soldiers, they can pose a considerable threat to enemy infantry, especially en masse. Their weaponry includes a standard M1 rifle, and can be armed with sticky bombs, grenades, and Browning Automatic Rifles. Abilities Ability 1: Suppression fire (40 munitions) Ability 2: Throw Sticky Bomb (25 munitions; purchased at Barracks for 80 manpower & 25 fuel) Ability 3: Throw Grenade (25 munitions; purchased at Barracks for 100 manpower & 40 fuel) Ability 4: Build forward defences Veterancy Upgrades Veterancy 1: Weapon accuracy increased by 15% - Incoming munitions accuracy decreased by 20% Veterancy 2: Weapon reload time reduced by 15% - Squad 25% harder to suppress fire - Damage received from successful enemy hits reduced by 15% Veterancy 3: Weapon accuracy increased by 20% - Weapon damage vs. enemy increased by 15% (as of 1.16.0 a bug slashes damage dealt to enemy units to just 15% of the normal value, effectively making level 3 riflemen useless) Weapon Ratings M1 Garand Rifle: 1 vs. infantry M1 Carbine Rifle: 1 vs. infantry M1918A2 Browning Automatic Rifle (BAR) (purchased at Barracks for 200 manpower & 60 fuel): 3 vs. infantry Grenade: 3 vs. infantry Sticky Bomb: 3 vs. heavy armour, 4 vs. light armour Squad Weapons Weapon: M1 Garand Rifle Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.35 Long: 0.35 Medium: 0.55 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 10 Min: 10 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3.5 Min: 2.5 Weapon: M1 Carbine Rifle (For Riflemen Sergeant Only) Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.55 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 7 Min: 7 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3.5 Min: 2 Weapon: M1918A2 Browning Automatic Rifle (BAR) Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.2 Long: 0.2 Medium: 0.45 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 5 Min: 5 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3.5 Min: 2.5 Weapon: MkII A1 Hand Grenade Range grenade can be thrown from; Max: 20 Distant: 20 Long: 20 Medium: 20 Short: 15 Min: 5 Damage; Max: 60 Min: 60 Damage Range Percentage (Percentage of full damage done to enemy units at range); Distant: 0.3 Long: 0.3 Medium: 0.6 Short: 1.0 Weapon: Sticky Bomb Range Sticky Bomb can be thrown from; Max: 17 Distant: 17 Long: 17 Medium: 7.5 Short: 3.75 Accuracy; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Damage; Max: 200 Min: 200 Weapon Penetration; Distant: 1.5 Long: 1.5 Medium: 1.5 Short: 1.5 ------------------------------ Allied Engineer Build ManPower: 140 Build Time: 21 Initial Health: 165 Squadron Size: 3 Max Squad Size: 3 Reinforcement Cost: 0.5 Reinforcement Time: 1 Their duties also consist of preparing buildings for demolition, planting and removing mines, and repairing damaged vehicles. Although they are not suited for heavy combat situations, they can be equipped with a flamethrower, allowing them to clear out garrisoned troops. Abilities Ability 1: Repair Ability 2: Cut barbed wire with ability purchased from HQ (50 munitions) Ability 3: Lay demo charge (50 munitions) with ability purchased from HQ (100 manpower & 30 fuel) Ability 4: Upgrade to flamethrower (50 munitions) Ability 5: Upgrade to minesweeper (35 munitions) Ability 6: Build base buildings Ability 7: Build forward defences Veterancy Upgrades Veterancy 1: Weapon accuracy increased by 15% - Incoming munitions accuracy decreased by 20% Veterancy 2: Weapon reload time reduced by 15% - Squad 25% harder to suppress fire - Damage received from successful enemy hits reduced by 15% Veterancy 3: Weapon accuracy increased by 20% - Weapon damage vs. enemy increased by 15% (as of 1.16.0 a bug slashes damage dealt to enemy units to just 15% of the normal value, effectively making level 3 engineers useless) Weapon Ratings M3 Grease Gun: 1 vs. infantry Flamethrower: 4 vs. infantry, 3 vs. structures Demolition Charge: 5 vs. structures Squad Weapons Weapon: M3 Grease Gun Firing Range; Max: 20 Distant: 20 Long: 20 Medium: 10 Short: 5 Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.2 Short: 0.3 Accuracy Whilst Moving: 0.5% Damage; Max: 5 Min: 5 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3 Min: 2.5 Weapon: M2 Flamethrower Firing Range; Max: 20 Distant: 20 Long: 20 Medium: 10 Short: 5.0 Accuracy; Distant: 0.9 Long: 0.9 Medium: 0.9 Short: 0.9 Accuracy Whilst Moving: 0.5% Damage; Max: 40 Min: 15 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); N/A Max: Min: Weapon: Demolition Charge Damage; Max: 300 Min: 300 ------------------------------ Ranger Squad Build ManPower: 300 Build Time: 37.5 Initial Health: 325 Squadron Size: 5 Max Squad Size: 5 Reinforcement Cost: 0.5 Reinforcement Time: 1 Rangers are powerful assault troops equipped with Thompson SMGs. Excelling at combat against other infantry units, but in addition to their SMGs, they can also carry powerful bazookas that present quite a threat to enemy vehicles and structures. Use them wisely as they can prove a powerful threat. Abilities Ability 1: Fire-Up (squad less prone to suppression and move faster) Ability 2: Upgrade to Thompson Sub-Machine Guns (100 munitions) Ability 3: Throw Grenade (25 munitions; purchased at Barracks for 100 manpower & 40 fuel) Veterancy Upgrades Veterancy 1: Weapon accuracy increased by 15% - Incoming munitions accuracy decreased by 20% Veterancy 2: Weapon reload time reduced by 15% - Squad 25% harder to suppress fire - Damage received from successful enemy hits reduced by 15% Veterancy 3: Weapon accuracy increased by 20% - Weapon damage vs. enemy increased by 15% (as of 1.16.0 a bug slashes damage dealt to enemy units to just 15% of the normal value, effectively making level 3 Ranger squads useless) Weapon Ratings M1 Garand Rifle: 1 vs. infantry M9 Bazooka: 4 vs. light armour, 3 vs. heavy armour, 2 vs. structures Thompson Sub-Machine Gun: 2 vs. Inf. Squad Weapons Weapon: M1 Garand Rifle Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.45 Long: 0.45 Medium: 0.65 Short: 0.85 Accuracy Whilst Moving: 0.5% Damage; Max: 10 Min: 10 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3.5 Min: 2.5 Weapon: M9 Bazooka Rocket Launcher Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.15 Long: 0.15 Medium: 0.4 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 75 Min: 75 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 8.5 Min: 7.5 Weapon: M1 Thompson Sub Machine Gun Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.2 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 5 Min: 5 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3 Min: 2.4 ------------------------------- Allied Airborne Infantry Build ManPower: 375 Build Time: 90 Initial Health: 420 Squadron Size: 6 Max Squad Size: 6 Reinforcement Cost: 1 Reinforcement Time: 1 Elite Troops armed with M1 Carbines, and capable of upgrading to Recoilless Rifles, Airborne Infantry are a threat to both infantry and enemy vehicles. In addition, they can use grenades and satchel charges, making them effective at all situations. Abilities Ability 1: Fire-Up (squad less prone to suppression and move faster) Ability 2: Throw satchel charge (75 munitions) Ability 3: Throw grenade (25 munitions) Ability 4: Upgrade to Recoilless Rifles (125 munitions) Veterancy Upgrades Veterancy 1: Weapon accuracy increased by 15% - Incoming munitions accuracy decreased by 20% Veterancy 2: Weapon reload time reduced by 15% - Squad 25% harder to suppress fire - Damage received from successful enemy hits reduced by 15% Veterancy 3: Weapon accuracy increased by 20% - Weapon damage vs. enemy increased by 15% (as of 1.16.0 a bug slashes damage dealt to enemy units to just 15% of the normal value, effectively making level 3 airborne infantry squads useless) Weapon Ratings M1 Carbine: 2 vs. infantry, 1 vs. light armour (bikes and half tracks only) M18 Recoilless Rifle: 4 vs. light armour, 3 vs. heavy armour, 2 vs. structures Satchel Charge: 3 vs. infantry, 3 vs. structures Squad Weapons Weapon: M1 Carbine Rifle Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.55 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 7 Min: 7 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3.5 Min: 2 Weapon: M18 Recoilless Rifle Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.15 Long: 0.15 Medium: 0.4 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 62.5 Min: 62.5 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 9 Min: 7 Weapon: Satchel Charge Range charge can be thrown from; Max: 18 Distant: 18 Long: 18 Medium: 10 Short: 3 Damage; Max: 300 Min: 300 Damage Range Percentage (Percentage of full damage done to enemy units at range); Distant: 0.25 Long: 0.5 Medium: 1.0 Short: 1.0 -------------------------------------- Heavy Machine Gun Squad Build ManPower: 240 Build Time: 36 Initial Health: 165 Squadron Size: 3 Max Squad Size: 3 Reinforcement Cost: 0.5 Reinforcement Time: 1 Machine gun squads carry a tripod mounted M1917 water-cooled .30 cal heavy machine gun. Extremely effective at suppression and mowing down large numbers of advancing enemy troops, it can be upgraded with armor piercing bursts, allowing HMG squads to take down light vehicles with ease. Abilities Ability 1: Fire armour piercing rounds (50 munitions) Veterancy Upgrades Veterancy 1: Weapon accuracy increased by 15% - Incoming munitions accuracy decreased by 20% Veterancy 2: Weapon reload time reduced by 15% - Squad 25% harder to suppress fire - Damage received from successful enemy hits reduced by 15% Veterancy 3: Weapon accuracy increased by 20% - Weapon damage vs. enemy increased by 15% (as of 1.16.0 a bug slashes damage dealt to enemy units to just 15% of the normal value, effectively making level 3 heavy machine gun squads useless) Weapon Ratings Browning Model 1917 Machine Gun: 4 vs. infantry, 2 vs. light armour M1 Carbine Rifle: 2 vs. infantry, 1 vs. light armour (bikes and half tracks only) Squad Weapons Weapon: Browning Model 1917 Machine Gun Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.2 Long: 0.2 Medium: 0.4 Short: 0.75 Damage; Max: 7 Min: 7 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 Weapon: M1 Carbine Rifle Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.55 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 7 Min: 7 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3.5 Min: 2 ------------------------------------- Allied Mortar Team Build ManPower: 280 Build Time: 36 Initial Health: 165 Squadron Size: 3 Max Squad Size: 3 Reinforcement Cost: 0.5 Reinforcement Time: 1 Mortar squads are best deployed in safe or defensive positions, allowing them to use indirect fire to engage the enemy. In addition to their basic attack, mortar teams are able to barrage a location, or fire smoke bombs to mask friendly troop movements and disrupt enemy attacks. bilities Ability 1: Launch smoke barrage Ability 2: Launch focussed mortar barrage Veterancy Upgrades Veterancy 1: Weapon accuracy increased by 15% - Incoming munitions accuracy decreased by 20% Veterancy 2: Weapon reload time reduced by 15% - Squad 25% harder to suppress fire - Damage received from successful enemy hits reduced by 15% Veterancy 3: Weapon accuracy increased by 20% - Weapon damage vs. enemy increased by 15% (as of 1.16.0 a bug slashes damage dealt to enemy units to just 15% of the normal value, effectively making level 3 mortar squads useless) Weapon Rating M2 60mm Mortar: 3 vs. infantry, 2 vs. structures Squad Weapon Weapon: M2 60mm Mortar Firing Range; Max: 75 Distant: 75 Long: 75 Medium: 40 Short: 20 Min: 15 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.50 Short: 0.75 Damage; Max: 20 Min: 20 Damage Range Percentage (Percentage of full damage done to enemy units not directly next to ordinance at time of explosion); Distant: 0.5 Long: 0.5 Medium: 0.65 Short: 1.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 ------------------------------------ Allied Sniper Build ManPower: 340 Build Time: 50 Initial Health: 75 Cloaking Recharge Rate 16/sec Following his “One shot, one kill” motto, snipers can use their long-ranged, scoped rifles to successfully pick out and eliminate enemy targets from a distance. Well versed in field craft, snipers can utilize camouflage, allowing them to sneak around undetected and out of harms way. Abilities Ability 1: Camouflage Ability 2: Hold fire while camouflaged Veterancy Upgrades Veterancy 1: Sight radius increased by 20% - Incoming munitions accuracy decreased by 20% Veterancy 2: Sniper becomes harder to detect while camouflaged - Squad 25% harder to suppress fire - Incoming munitions accuracy decreased by 15% Veterancy 3: Weapon fire range increased by 15% - Weapon damage vs. enemy increased by 15% (as of 1.16.0 a bug slashes damage dealt to enemy units to just 15% of the normal value, effectively making level 3 snipers useless) Weapon Rating M1903A4 Springfield Sniper Rifle: 5 vs. infantry Squad Weapon Weapon: M1903A4 Springfield Sniper Rifle Firing Range; Max: 50 Distant: 50 Long: 50 Medium: 25 Short: 12 Accuracy; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 0.75 Damage; Max: 65 Min: 65 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 7.5 Min: 5.5 =============================================================================== 3.1 Allied Vehicles =============================================================================== Allied Jeep Build ManPower: 220 Build Time: 35 Initial Health: 185 Fast and lightly armored, the Allied Jeep is perfectly suited for reconnaissance work. Armed with a mounted machine gun, it's also the perfect choice for removing enemy snipers, Veterancy Upgrades Veterancy 1: Max Speed increased by 25% Veterancy 2: Weapon accuracy increased by 25% Veterancy 3: Weapon damage increased by 25% Weapon Ratings Weapon Rating: 1 vs. infantry Vehicle Weapon Weapon: .30 Cal M1919A4 Mounted Light Machine Gun Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 15 Short: 6 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.4 Short: 0.55 Accuracy Whilst Moving: 0.5% Damage; Max: 5 Min: 5 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6 Min: 6 -------------------------------------- Allied M3 Halftrack Build ManPower: 220 Build Fuel: 20 Build Time: 40 Initial Health: 315 Equipped with a .50 cal M2 machine gun, the M3 not only offers basic protection from standard firearms, but also acts as a transport, allowing you to move troops around the battlefield. Capable of upgrading to quad-cannons for anti-personal purposes. Abilities Ability 1: Upgrade to Quad .50cal Anti-Aircraft Gun (100 munitions) Veterancy Upgrades Veterancy 1: Max Speed increased by 25% Veterancy 2: Weapon accuracy increased by 25% Veterancy 3: Weapon damage increased by 25% Weapon Ratings Halftrack Front-Mounted M2 Machine Gun: 4 vs. infantry Quad .50cal Anti-Aircraft Gun: 5 vs. infantry Vehicle Weapons Weapon: M3 Halftrack M2 Machine Gun Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 22.5 Short: 11 Accuracy; Distant: 0.2 Long: 0.2 Medium: 0.45 Short: 0.45 Accuracy Whilst Moving: 0.5% Damage; Max: 7 Min: 7 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6 Min: 5 Weapon: Quad .50 cal M2 Machine Gun Firing Range; Max: 45 Distant: 45 Long: 45 Medium: 22.5 Short: 11 Accuracy; Distant: 0.2 Long: 0.2 Medium: 0.4 Short: 0.4 Accuracy Whilst Moving: 0.5% Damage; Max: 5 Min: 5 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 12 Min: 10 Weapon Rotation Speed: 75 Weapon Vertical Speed: 60 ------------------------------ Allied M8 Greyhound Build ManPower: 280 Build Fuel: 30 Build Time: 45 Initial Health: 150 Fast recon vehicle, the M8 Armored Car is useful for both harassing enemy infantry and engaging lightly armored vehicles. Capable of dropping mines onto the battlefield, armored side-skirts and a .50 cal mounted machine gunner can both be added to the M8 making it even more versatile. Abilities Ability 1: Add armoured side-skirts (75 munitions) Ability 2: Add .50 cal mounted heavy machine gunner (75 munitions) Ability 3: Drop mine (50 munitions) Veterancy Upgrades Veterancy 1: Max Speed increased by 25% Veterancy 2: Weapon penetration increased by 50% Veterancy 3: Weapon damage increased by 25% Weapon Ratings M6 37mm Cannon: 3 vs. infantry, 3 vs. light armour, 1 vs. heavy armour, 1 vs. structures M8 .50cal machine gun: 4 vs. infantry Vehicle Weapons Weapon: M6 37mm Cannon Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.75 Long: 0.75 Medium: 1.0 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 50 Min: 50 Weapon Penetration; Distant: 0.66 Long: 0.66 Medium: 0.83 Short: 1.0 Reload (Seconds); Max: 9 Min: 9 Weapon: Turret Mounted M2 .50 cal Machine Gun Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 22.5 Short: 11 Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.25 Short: 0.25 Accuracy Whilst Moving: 0.5% Damage; Max: 7 Min: 7 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6 Min: 5 ------------------------------- M1 57mm Anti-Tank Gun Build ManPower: 160 Build Time: 37 Initial Health: 300 Towed by standard infantry, the M1 57mm Anti Tank gun offers protection against enemy tanks. Capable of firing Armor Piercing Shells that penetrate even the stronger defenses, the M1 57mm AT gun can be a fearsome threat to any armored division. However, be sure to keep in mind that it is both slow and susceptible to flanking attacks and grenades from enemy infantry, so ensure that your Anti Tank gun is well protected. Abilities Ability 1: Fire amour piercing anti-tank shells (50 munitions) Veterancy Upgrades Veterancy 1: Weapon accuracy increased by 50% Veterancy 2: Weapon penetration increased by 50% Veterancy 3: Weapon accuracy increased by 25% Unit Weapon Weapon: M1 57mm Anti Tank Gun Firing Range; Max: 60 Distant: 60 Long: 60 Medium: 40 Short: 20 Accuracy; Distant: 0.65 Long: 0.65 Medium: 0.9 Short: 1.0 Damage; Max: 150 Min: 150 Damage Range Percentage (Percentage of full damage done to enemy units not directly next to ordinance at time of explosion); Distant: 0.3 Long: 0.3 Medium: 0.75 Short: 1.5 Weapon Penetration; Distant: 0.85 Long: 0.85 Medium: 0.9 Short: 1.25 Reload (Seconds); Max: 3.5 Min: 3.5 ------------------------------ M10 Tank Destroyer Build ManPower: 300 Build Fuel: 60 Build Time: 45 Initial Health: 400 Relying on a powerful 3-inch cannon and a quick speed, the M10 Tank Destroyer can be a formable threat to any armor division. However, be sure to use buildings and environmental cover to your advantage, as the M10's weak armor leaves it at a disadvantage against more powerful foes. Veterancy Upgrades Veterancy 1: Max Speed increased by 25% Veterancy 2: Weapon penetration increased by 50% Veterancy 3: Weapon damage increased by 50% Weapon Ratings M7 3 inch (76.2mm) Tank Gun: 1 vs. infantry, 5 vs. light armour, 3 vs. heavy armour, 2 vs. structures Vehicle Weapons Weapon: M7 3 inch (76.2mm) Tank Gun Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.75 Long: 0.75 Medium: 1.0 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 87.5 Min: 87.5 Weapon Penetration; Distant: 0.84 Long: 0.84 Medium: 0.92 Short: 1.0 Reload (Seconds); Max: 4.2 Min: 4.2 ------------------------------- M4 Crocodile Sherman Build ManPower: 320 Build Fuel: 110 Build Time: 55 Initial Health: 636 A modified version of the M4 Sherman Tank, the Crocodile is equipped for assault missions. Using its flamethrower, it can easily burn out enemy troops garrisoned nearby, and is effective at both devastating infantry and clearing out enemy defenses. With an upgradeable bulldozer attachment, the Crocodile can clear its own path to reach its target, making it an excellent demolition unit. Abilities Ability 1: Purchase bulldozer upgrade (75 munitions) Ability 2: Deploy bulldozer Veterancy Upgrades Veterancy 1: Max Speed increased by 25% Veterancy 2: Weapon penetration increased by 50% Veterancy 3: Weapon damage increased by 25% Weapon Ratings Crocodile flamethrower: 5 vs. Inf., 4 vs. structures .30 Cal Hull Machine Gun: 1 vs. infantry Squad Weapons Weapon: Crocodile Flamethrower Firing Range; Max: 30 Distant: 30 Long: 30 Medium: 20 Short: 10 Accuracy; Distant: 0.9 Long: 0.9 Medium: 0.9 Short: 0.9 Accuracy Whilst Moving: 0.5% Damage; Max: 50 Min: 20 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Weapon: .30 Cal Hull machine gun Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.3 Accuracy Whilst Moving: 0.5% Damage; Max: 4 Min: 4 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Reload (Seconds); Max: 6.5 Min: 6.0 ------------------------------ M4 Sherman Build ManPower: 420 Build Fuel: 90 Build Time: 55 Initial Health: 636 The workhorse of the Allied forces, the M4A3 Sherman counters the strength of the Axis armor with its versatility and speed. Capable of upgrading to a .50 cal machine gun and firing smoke rounds, the M4 Sherman can act as a threat to any infantry. In addition, it can receive utilize a Crab Mine Flail, allowing it to clear mine fields and chew through both scenery and enemy troops. Abilities Ability 1: Fire Smoke (50 munitions; purchased from Tank Depot for 150 manpower & 40 fuel) Ability 2: Add Crab Mine Flail (75 munitions) Ability 3: Deploy Crab Mine Flail Ability 4: Purchase turret mounted .50cal gunner (100 munitions) Veterancy Upgrades Veterancy 1: Max Speed increased by 25% Veterancy 2: Weapon penetration increased by 50% Veterancy 3: Weapon damage increased by 25% Weapon Ratings M3 75mm Tank Gun: 3 vs. infantry, 4 vs. light armour, 2 vs. heavy armour, 2 vs. structures M1A1C 76mm Upgraded Sherman Cannon (purchased from Tank Depot for 200 manpower & 100 fuel): 3 vs. infantry, 5 vs. light armour, 5 vs. heavy armour, 3 vs. structures M4 .50cal mounted machine gun upgrade: 4 vs. infantry .30 Cal Coaxial Machine Gun: 1 vs. infantry .30 Cal Hull Machine Gun: 1 vs. infantry Crab Mine Flail upgrade: 3 vs. infantry Squad Weapons Weapon: M3 75mm Tank Gun Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.75 Long: 0.75 Medium: 1.0 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 87.5 Min: 87.5 Weapon Penetration; Distant: 0.83 Long: 0.83 Medium: 0.92 Short: 1.0 Reload (Seconds); Max: 6 Min: 6 Weapon: M1A1C 76mm Upgraded Sherman Cannon Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.75 Long: 0.75 Medium: 1.0 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 87.5 Min: 87.5 Weapon Penetration; Distant: 0.838 Long: 0.838 Medium: 0.92 Short: 1.0 Reload (Seconds); Max: 7 Min: 7 Turret Rotation Speed: 48 Turret Vertical Speed: 35 Weapon: Turret Mounted M2 .50 cal Machine Gun Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 22.5 Short: 11 Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.25 Short: 0.25 Accuracy Whilst Moving: 0.5% Damage; Max: 7 Min: 7 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6 Min: 5 Weapon: .30 Cal Coaxial Machine Gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.3 Accuracy Whilst Moving: 0.5% Damage; Max: 4 Min: 4 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 Weapon: .30 Cal Hull machine gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.3 Accuracy Whilst Moving: 0.5% Damage; Max: 4 Min: 4 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 -------------------------------- Allied M26 Pershing Build ManPower: 680 Build Fuel: 180 Build Time: 75 Initial Health: 990 Veterancy Upgrades Veterancy 1: Max Speed increased by 25% Veterancy 2: Weapon penetration increased by 50% Veterancy 3: Weapon damage increased by 25% Weapon Ratings M3 90mm Pershing Gun: 3 vs. infantry, 4 vs. light armour, 2 vs. heavy armour, 2 vs. structures .30 Cal Coaxial Machine Gun: 1 vs. infantry .30 Cal Hull Machine Gun: 1 vs. infantry Squad Weapons Weapon: M3 90mm Pershing Gun Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.75 Long: 0.75 Medium: 1.0 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 137.5 Min: 137.5 Weapon Penetration; Distant: 0.9 Long: 0.9 Medium: 0.95 Short: 1.0 Reload (Seconds); Max: 6 Min: 6 Weapon: .30 Cal Coaxial Machine Gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.3 Accuracy Whilst Moving: 0.5% Damage; Max: 4 Min: 4 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 Weapon: .30 Cal Hull machine gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.3 Accuracy Whilst Moving: 0.5% Damage; Max: 4 Min: 4 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 =============================================================================== 4 Axis Infantry =============================================================================== Volksgrenadiers Build ManPower: 224 Build Time: 24 Initial Health: 240 Squadron Size: 4 Max Squad Size: 4 Reinforcement Cost: 0.5 Reinforcement Time: 1 Armed with their standard issued rifles, Volksgrenadiers can be given MP40 Sub-Machine guns and the Panzerfaust, a single-shot disposable rocket launcher capable of destroying most enemy tanks and vehicles, and damaging light structures. Abilities Ability 1: Axis Assault Ability from Blitzkrieg Doctrine Tree (50 munitions) Ability 3: Use med-pack (35 munitions) Ability 4: Fire Panzerfaust (50 munitions) Ability 5: Upgrade to MP40 Sub-Machine Gun (50 munitions per squad member) Veterancy Upgrades Veterancy 1: Health regeneration - 0.016 per second Veterancy 2: No bonuses Veterancy 3: Hit points increased by 20% Weapon Ratings Karabiner 98k Rifle: 1 vs. infantry Karabiner 98k Squad Leader Rifle: 1 vs. infantry MP40 Sub-Machine Gun: 1 vs. infantry Panzerfaust: 3 vs. light armour, 2 vs. heavy armour Squad Weapons Weapon: Karabiner 98k Rifle Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.35 Long: 0.35 Medium: 0.55 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 10 Min: 10 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 2 Min: 1.5 Weapon: Karabiner 98k Rifle (For Squad Leader Only) Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.35 Long: 0.35 Medium: 0.55 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 15 Min: 15 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 2 Min: 1.5 Weapon: MP40 Sub-Machine Gun Firing Range; Max: 30 Distant: 30 Long: 30 Medium: 15 Short: 5 Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.2 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 5.0 Min: 5.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3.5 Min: 2.8 Weapon: Panzerfaust Anti Tank Weapon Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 20 Short: 10 Accuracy; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Damage; Max: 75 Min: 75 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 ------------------------------------- Pioneer Build ManPower: 120 Build Time: 14 Initial Health: 140 Squadron Size: 2 Max Squad Size: 2 Reinforcement Cost: 0.5 Reinforcement Time: 1 Pioneers are primarily responsible for construction, repairs, and setting up defenses, but can also be used to salvage wrecked vehicles in order to reclaim resources. They can be upgraded to utilize a Frankfurt 42 Mine Detector or a Flammenwerfer 42, making them effective in clearing out garrisoned troops and taking down enemy structures. Abilities Ability 1: Use med-pack (35 munitions) Ability 2: Repair structures and units Ability 3: Salvage wrecks for munitions Ability 4: Cut barbed wire Ability 5: Upgrade to Flammenwerfer 42 (50 munitions) Ability 6: Upgrade to Mine Sweeper (35 munitions) Veterancy Upgrades Veterancy 1: Health regeneration - 0.016 per second Veterancy 2: All weapons held by squad are as effective against Elite Riflemen as they are against standard Riflemen Veterancy 3: Hit points increased by 20% Weapon Ratings MP40 Sub-Machine Gun: 1 vs. infantry Flammenwerfer 42 weapon rating: 4 vs. infantry, 3 vs. structures Squad Weapons Weapon: MP40 Sub-Machine Gun Firing Range; Max: 20 Distant: 20 Long: 20 Medium: 10 Short: 5.0 Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.2 Short: 0.3 Accuracy Whilst Moving: 0.5% Damage; Max: 5 Min: 5 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 3.5 Min: 2.8 Weapon: Flammenwerfer 42 Firing Range; Max: 20 Distant: 20 Long: 20 Medium: 10 Short: 5.0 Accuracy; Distant: 0.9 Long: 0.9 Medium: 0.9 Short: 0.9 Accuracy Whilst Moving: 0.5% Damage; Max: 40 Min: 15 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); N/A ------------------------------- Grenadiers Build ManPower: 225 Build Time: 22.5 Initial Health: 240 Squadron Size: 3 Max Squad Size: 3 Reinforcement Cost: 0.5 Reinforcement Time: 1 Equipped with a standard issue rifle, they can be upgraded to carry both a MG42 Light Machine gun, trading mobility for increased firepower, Model 24 grenades for use against garrisoned troops or fortified enemy positions, and RPzB 54 Panzerschrecks, capable of penetrating the armor of any Allied tank. Abilities Ability 1: Axis Assault Ability from Blitzkrieg Doctrine Tree (50 munitions) Ability 2: Throw grenade (15 munitions) Ability 3: Use med-pack (35 munitions) Ability 4: Add one or two Panzerschrecks to squad weapons complement (75 munitions each) Ability 5: Add one or two light MG42s to squad weapons complement (75 munitions each) Veterancy Upgrades Veterancy 1: Health regeneration - 0.016 hit points per second Veterancy 2: All weapons held by squad are as effective against Elite Riflemen as they are against standard Riflemen Veterancy 3: Hit points increased by 20% Weapon Ratings Karabiner 98k Rifle: 2 vs. Inf. MG42 Light Machine Gun: 3 vs. Inf. Panzerschreck Anti-Tank Weapon: 3 vs. heavy armour, 4 vs. light armour, 2 vs. structures Stielhandgranate 24 Hand Grenade: 2 vs. infantry Squad Weapons Weapon: Karabiner 98k Rifle Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.35 Long: 0.35 Medium: 0.55 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 10 Min: 10 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 2 Min: 1.5 Weapon: Karabiner 98k Rifle (For Squad Leader Only) Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.35 Long: 0.35 Medium: 0.55 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 15 Min: 15 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 2 Min: 1.5 Weapon: Stielhandgranate 24 Hand Grenade Range grenade can be thrown from; Max: 21 Distant: 21 Long: 21 Medium: 20 Short: 15 Min: 5 Damage; Max: 40 Min: 40 Damage Range Percentage (Percentage of full damage done to enemy units not directly next to ordinance at time of explosion); Distant: 0.3 Long: 0.3 Medium: 0.6 Short: 1.0 Note: Weapon also has a chance of stunning enemy troops Weapon: Panzerschreck Anti-Tank Weapon Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 17 Short: 8 Accuracy; Distant: 0.35 Long: 0.35 Medium: 0.6 Short: 1 Damage; Max: 120 Min: 120 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 8.5 Min: 7.5 Weapon: MG42 Light Machine Gun Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.3 Short: 0.75 Damage; Max: 5.0 Min: 5.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Firing Range; Reload (Seconds); Max: 6.5 Min: 6.0 ---------------------------------- Mg42 Heavy Machine Gun Build ManPower: 260 Build Time: 39.9999 Initial Health: 165 Squadron Size: 3 Max Squad Size: 3 Reinforcement Cost: 0.5 Reinforcement Time: 1 Heavy Machine Gun Squads are devastating to enemy troops. Carrying a MG42 HMG, capable of firing up to 1200 rounds per minute, the MG42 is effective at suppressing squads and decimating large numbers of incoming enemy troops. Abilities Ability 1: Use med-pack (35 munitions) Veterancy Upgrades Veterancy 1: Increased accuracy by 25% - Reloading 25% faster Veterancy 2: All weapons held by squad are as effective against Elite Riflemen as they are against standard Riflemen Veterancy 3: Hit points increased by 20% Weapon Rating MG42 Heavy Machine Gun: 4 vs. infantry MP40 Sub-Machine Gun: 1 vs. infantry Squad Weapons Weapon: MG42 Heavy Machine Gun Firing Range; Max: 45 Distant: 45 Long: 45 Medium: 22 Short: 11 Accuracy; Distant: 0.15 Long: 0.15 Medium: 0.3 Short: 0.6 Damage; Max: 7 Min: 7 Reload (Seconds); Max: 6.5 Min: 6 Weapon: MP40 Sub-Machine Gun Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.2 Short: 0.3 Accuracy Whilst Moving: 0.5% Damage; Max: 5 Min: 5 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Firing Range; Max: 20 Distant: 20 Long: 20 Medium: 10 Short: 5.0 Reload (Seconds); Max: 3.5 Min: 2.8 ----------------------------- Axis Gr34 8cm Mortar Team Build ManPower: 270 Build Time: 30 Initial Health: 165 Squadron Size: 3 Max Squad Size: 3 Reinforcement Cost: 0.5 Reinforcement Time: 1 Axis Mortar Teams are equipped with the Granatewerfer 34 8cm mortar, a long range area effect weapon. Used most effectively at the back of the front lines, Mortar Teams are excellent at softening enemy defenses from a distance in preparation for an advance. In addition to their basic attack, drop in smoke shells to provide cover to nearby soldiers and vehicles, or barrage an area in rapid succession for maximum efficiency. Abilities Ability 1: Use med-pack (35 munitions) Ability 2: Launch smoke barrage Ability 3: Launch focussed mortar barrage Veterancy Upgrades Veterancy 1: Mortar squad reloads weapon 25% faster - Damage received from successful enemy hits reduced by 25% Veterancy 2: All weapons held by squad are as effective against Elite Riflemen as they are against standard Riflemen Veterancy 3: Hit points increased by 20% Weapon Rating 81mm mortar weapon rating: 3 vs. infantry, 2 vs. structures Squad Weapon Weapon: Granatwerfer 34 81mm Mortar Firing Range; Max: 75 Distant: 75 Long: 75 Medium: 40 Short: 20 Min: 15 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.5 Short: 0.75 Damage; Max: 36 Min: 36 Damage Range Percentage (Percentage of full damage done to enemy units not directly next to ordinance at time of explosion); Distant: 0.5 Long: 0.5 Medium: 0.5 Short: 0.5 Direct hit: 1.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 ------------------------------- Axis Sniper Build ManPower: 340 Build Time: 60 Initial Health: 75 Visual Range: 40 m Primary Sensor Range: 3 m Mine Detection Range: 3 m Following his “One shot, one kill” motto, Axis snipers can use their G43 semi-automatic rifles to successfully pick out and eliminate enemy targets from a distance. Well versed in field craft, snipers can utilize camouflage, allowing them to sneak around undetected and out of harms way. They are very capable of killing enemy infantry or weapon teams. Abilities Ability 1: Use med-pack (35 munitions) Ability 2: Camouflage Ability 3: Hold fire while camouflaged Veterancy Upgrades Veterancy 1: Health regeneration - 0.016 per second Veterancy 2: All weapons held by squad are as effective against Elite Riflemen as they are against standard Riflemen Veterancy 3: Sniper fires, fires another shot 2.5 seconds later and then performs normal reloading cycle that takes a further 6-8 seconds Squad Weapon Weapon: Gewehr 43 Sniper Rifle Firing Range; Max: 90 Distant: 90 Long: 90 Medium: 25 Short: 12 Accuracy; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 0.75 Damage; Max: 45 Min: 45 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 7.5 Min: 5.5 ------------------------------- Axis Knights Cross Holder Build ManPower: 390 Build Time: 45 Initial Health: 270 Squadron Size: 3 Max Squad Size: 3 Reinforcement Cost: 0.5 Reinforcement Time: 2 Infantry who showed great bravery and tactical skill were awarded with the Knight's Cross. Experienced, tough, armed with assault rifles, Knight’s Cross Holders are capable of taking on many times their number in regular infantry, making them a very effective anti-infantry squad. Abilities Ability 1: Axis Assault Ability from Blitzkrieg Doctrine Tree (50 munitions) Ability 2: Use med-pack (35 munitions) Veterancy Upgrades Veterancy 1: Health regeneration - 0.016 per second Veterancy 2: No bonus Veterancy 3: Veterancy 3: Hit points increased by 20% Weapon Rating MP44/Stg44 Assault Rifle: 3 vs. infantry Squad Weapon Weapon: MP44/Stg44 Assault Rifle Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 13 Short: 6 Accuracy; Distant: 0.1 Long: 0.1 Medium: 0.3 Short: 0.9 Accuracy Whilst Moving: 0.5% Damage; Max: 7 Min: 7 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 4 Min: 3.5 =============================================================================== 4.1 Axis Vehicles =============================================================================== Axis Motorcycle Build ManPower: 180 Build Time: 30 Initial Health: 125 The BMW R75 is fast reconnaissance motorcycle, boasting a sidecar with a mounted machine gun. Because of its quick speed and low production costs, it makes an excellent recon tool. Use it to quickly move behind enemy lines, scout locations, hunt down elusive snipers, and flank mortar and heavy machine gun teams. Veterancy Upgrades Veterancy 1: Damage received from successful enemy hits reduced by 15% Veterancy 2: Hit points increased by 15% Veterancy 3: Incoming enemy munitions’ penetration effectiveness reduced by 25% Weapon Ratings MG42 Light Machine Gun weapon rating: 1 vs. infantry Vehicle Weapon Weapon: MG42 Light Machine Gun Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 15 Short: 6 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.4 Short: 0.55 Damage; Max: 5.0 Min: 5.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 ------------------------------- Axis Sdkfz 251 Halftrack Build ManPower: 220 Build Fuel: 20 Build Time: 30 Initial Health: 315 The Halftrack is primarily used to transport troops quickly around the battlefield and also allows nearby squads to reinforce quickly. However, if you’re in a situation that demands offensive capabilities, the abiility to transport troops can be sacrificed to make room for two Flammenwerfers, or the Walking Stuka, a side mounted rocket battery. Its weak armor will protect the crew against machine guns and light weapons, but not much else, so be sure to guard it carefully. Abilities Ability 1: Upgrade to Flammenwerfer (20 fuel & 100 munitions) Ability 2: Upgrade to Walking Stuka (150 munitions) Ability 3: Bombard Area (only applicable if Walking Stuka upgrade purchased) Veterancy Upgrades Veterancy 1: Damage received lowered to x0.85 Veterancy 2: Maximum health to x1.15 of original value Veterancy 3: Received penetration damage lowered to x0.75 of original value Weapon Ratings Sdkfz 251/1 Halftrack MG42 Heavy Machine Gun: 3 vs. infantry Sdkfz 251/16 Flammenwerfer Upgrade: 5 vs. infantry, 4 vs. structures SdKfz 251/1 Walking Stuka Upgrade: 4 vs. infantry, 4 vs. light armour, 2 vs. heavy armour, 3 vs. structures Special note: Man halftracks with Grenadier squads to increase the vehicles’ combat effectiveness! Vehicle Weapons: Weapon: Halftrack MG42 Heavy Machine Gun Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 20 Short: 10 Accuracy; Distant: 0.2 Long: 0.2 Medium: 0.45 Short: 0.45 Accuracy Whilst Moving: 0.5% Damage; Max: 5.0 Min: 5.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 Note: The halftrack carries two MG42s and as such damage per second values should be doubled if both are firing simultaneously. Weapon: Walking Stuka Firing Range; Max: 120 Distant: 120 Long: 120 Medium: 40 Short: 30 Min: 25 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.5 Short: 0.75 Damage; Max: 100 Min: 80 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Weapon: Flamethrower Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 5 Min: 3 Accuracy; Distant: 0.9 Long: 0.9 Medium: 0.9 Short: 0.9 Accuracy Whilst Moving: 0.5% Damage; Max: 30 Min: 10 Note: The halftrack carries two flamethrowers and as such damage per second values should be doubled if both are targeting the same unit at once. -------------------------------- Axis Sdkfz234 Armoured Car Build ManPower: 280 Build Fuel: 25 Build Time: 45 Initial Health: 310 The Sdkfz 234 is invaluable to the Axis as fast moving recon vehicle. Coated in medium armor plating, the car’s standard weapon can be upgraded to a 50mm anti-tank gun, making it a deadly threat to enemy vehicles and tanks. Abilities Ability 1: Upgrade car to SdKfz 234/2 "Puma" that comes equipped with 5cm cannon able to take down light vehicles from the rear (75 munitions) Veterancy Upgrades Veterancy 1: Accuracy of incoming munitions reduced by 15% Veterancy 2: Hit points increased by 15% Veterancy 3: Incoming enemy munitions’ penetration effectiveness reduced by 25% Weapon Ratings Kwk 38 20mm gun: 3 vs. infantry, 3 vs. light armour, 1 vs. heavy armour, 1 vs. structures Kwk 39 50mm Tank Gun: 2 vs. infantry, 6 vs. light armour, 2 vs. heavy armour, 3 vs. structures Vehicle Weapons Weapon: Kwk 38 20mm gun Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.5 Long: 0.5 Medium: 0.75 Short: 0.75 Accuracy Whilst Moving: 0.5% Damage; Max: 30 Min: 30 Weapon Penetration; Distant: 0.15 Long: 0.15 Medium: 0.7096 Short: 1.0 Reload (Seconds); Max: 6 Min: 6 Weapon: Kwk 39 50mm Tank Gun Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.75 Long: 0.75 Medium: 1.0 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 67.5 Min: 67.5 Weapon Penetration; Distant: 0.43 Long: 0.43 Medium: 0.65 Short: 1 Reload (Seconds); Max: 9 Min: 9 --------------------------------- Axis Stug IV Build ManPower: 340 Build Fuel: 50 Build Time: 40 Initial Health: 400 The Stug IV is effective both against infantry and enemy tanks. Using a powerful modified 75mm assault gun, it is known as a very effective tank killer. However, because of its fixed main gun, the Stug IV be directly facing its prey to engage it. Make sure your Stug is defended at all times, as M10 Tank Destroyers are quite effective at pestering it. Veterancy Upgrades Veterancy 1: Damage received from successful enemy hits reduced by 15% Veterancy 2: Adds turret-mounted MG42 Heavy Machine Gun Gunner Veterancy 3: Incoming enemy munitions’ penetration effectiveness reduced by 25% - Addition of armoured side-skirts that protect the vulnerable sides of the vehicle Weapon Ratings Stuk 40 75mm Cannon: 1 vs. infantry, 3 vs. light armour, 1 vs. heavy armour, 4 vs. structures Turret-Mounted MG42 Heavy Machine Gun: 3 vs. infantry Squad Weapons Weapon: Stuk 40 75mm Cannon Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.75 Long: 0.75 Medium: 1.0 Short: 1.0 Damage; Max: 87.5 Min: 87.5 Weapon Penetration; Distant: 0.8 Long: 0.8 Medium: 0.9 Short: 1.0 Reload (Seconds); Max: 7 Min: 7 Weapon: Turret-Mounted MG42 Heavy Machine Gun Firing Range; Max: 35 Distant: 35 Long: 35 Medium: 20 Short: 10 Accuracy; Distant: 0.2 Long: 0.2 Medium: 0.45 Short: 0.45 Accuracy Whilst Moving: 0.5% Damage; Max: 5.0 Min: 5.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 ------------------------------ Axis Ostwind Flak Panzer Build ManPower: 410 Build Fuel: 40 Build Time: 45 Initial Health: 400 The Flakpanzer is an anti-aircraft tank based on the Panzer IV. Armed with a rapid firing 37mm, the Ostwind is especially effective against planes and lightly armored vehicles, although it can easily take on infantry as well. Axis Panzer IV Build ManPower: 410 Build Fuel: 80 Build Time: 55 Initial Health: 600 The Panzer IV was the workhorse of the Axis tank divisions. Produced and used in all of the theatres of combat, the Panzer IV is capable of tackling enemy tanks. Crack Panzers are extra ferocious, as they are equipped with armor skirts and an MG42 machine gun that can devastate enemy infantry at close range. Veterancy Upgrades Veterancy 1: Damage received from successful enemy hits reduced by 15% Veterancy 2: Hit points increased by 15% Veterancy 3: Incoming enemy munitions’ penetration effectiveness reduced by 25% Weapon Ratings Flak 43 37mm AA gun: 3 vs. infantry, 3 vs. light armour, 1 vs. heavy armour, 1 vs. structures Hull MG42 Heavy Machine Gun: 1 vs. infantry Vehicle Weapons Weapon: Flak 43 37mm AA gun Firing Range; Max: 40 Distant: 40 Long: 40 Medium: 20 Short: 10 Accuracy; Distant: 0.35 Long: 0.35 Medium: 0.75 Short: 0.9 Accuracy Whilst Moving: 0.5% Damage; Max: 40 Min: 40 Weapon Penetration; Distant: 0.789 Long: 0.789 Medium: 0.94 Short: 1.0 Reload (Seconds); Max: 6 Min: 4 Weapon: MG42 Hull-Mounted Heavy Machine Gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.35 Accuracy Whilst Moving: 0.5% Damage; Max: 3.0 Min: 3.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 --------------------------------- Axis Tiger Build ManPower: 980 Build Fuel: 220 Build Time: 70 Initial Health: 1064 The Tiger Tank was a fundamental change from previous German tanks, choosing to focus on firepower and armor and the expense of mobility. Very heavily armored in all directions, its powerful and versatile 88mm gun makes it effective against all targets. However, it has slow speed and manoeuvrability as a result of its weight. Veterancy Upgrades Veterancy 1: Damage received from successful enemy hits reduced by 15% Veterancy 2: Hit points increased by 15% Veterancy 3: Incoming enemy munitions’ penetration effectiveness reduced by 25% Weapon Ratings Kampfwagenkanone 36 88mm Tank Gun: 3 vs. infantry, 5 vs. light armour, 5 vs. heavy armour, 5 vs. structures MG42 Hull Mounted Heavy Machine Gun: 1 vs. infantry MG42 Coaxial Heavy Machine Gun: 1 vs. infantry Vehicle Weapons Weapon: Kampfwagenkanone 36 88mm Tank Gun Firing Range; Max: 180 Distant: 180 Long: 120 Medium: 80 Short: 40 Accuracy; Distant: 0.4 Long: 0.75 Medium: 1.0 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 137.5 Min: 137.5 Weapon Penetration; Distant: 0.835 Long: 0.835 Medium: 0.92 Short: 1.0 Reload (Seconds); Max: 6 Min: 6 Weapon: MG42 Hull Mounted Heavy Machine Gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.35 Accuracy Whilst Moving: 0.5% Damage; Max: 3.0 Min: 3.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 Weapon: MG42 Coaxial Heavy Machine Gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.35 Accuracy Whilst Moving: 0.5% Damage; Max: 3.0 Min: 3.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 --------------------------------- Axis Tiger Ace Build ManPower: 980 Initial Health: 1500 Veterancy Upgrades The Tiger Ace does not receive veterancy bonuses but is granted a 20% penetration value bonus that is applied to its main cannon, and is also more effective in combat due to extensive front line battle experience. Weapon Ratings Kampfwagenkanone 36 88mm Tank Gun: 3 vs. infantry, 5 vs. light armour, 5 vs. heavy armour, 5 vs. structures MG42 Hull Mounted Heavy Machine Gun: 1 vs. infantry MG42 Coaxial Heavy Machine Gun: 1 vs. infantry Vehicle Weapons Weapon: Kampfwagenkanone 36 88mm Tank Gun Firing Range; Max: 180 Distant: 180 Long: 120 Medium: 80 Short: 40 Accuracy; Distant: 0.4 Long: 0.75 Medium: 1.0 Short: 1.0 Accuracy Whilst Moving: 0.5% Damage; Max: 137.5 Min: 137.5 Weapon Penetration; Distant: 0.835 Long: 0.835 Medium: 0.92 Short: 1.0 Reload (Seconds); Max: 6 Min: 6 Weapon: MG42 Hull Mounted Heavy Machine Gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.35 Accuracy Whilst Moving: 0.5% Damage; Max: 3.0 Min: 3.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 Weapon: MG42 Coaxial Heavy Machine Gun Firing Range; Max: 25 Distant: 25 Long: 25 Medium: 12.5 Short: 6.25 Accuracy; Distant: 0.05 Long: 0.05 Medium: 0.1 Short: 0.35 Accuracy Whilst Moving: 0.5% Damage; Max: 3.0 Min: 3.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 Reload (Seconds); Max: 6.5 Min: 6.0 --------------------------------- Axis 50mm Pak38 Build ManPower: 115 Build Time: 37 Initial Health: 300 The Pak38 is a long range anti-tank weapon with strong armor penetration, effective against both enemy armor and defenses. However, since it is towed on foot by infantry, it is slow moving and requires a setup time before firing, making it vulnerable to flanking attacks. The front is protected by armor plating, providing some protection to the guns crew. The Pak 38 can also be camouflaged in preparation for an ambush move on enemy vehicles. Abilities Ability 1: Camouflage Ability 2: Hold fire while camouflaged Veterancy Upgrades Veterancy 1: Damage received from successful enemy hits reduced by 15% Veterancy 2: Hit points increased by 15% Veterancy 3: Incoming enemy munitions’ penetration effectiveness reduced by 25% Weapon Ratings 50mm Pak38 Anti-Tank Gun: 1 vs. infantry, 5 vs. light armour, 5 vs. heavy armour, 2 vs. structures Unit Weapon Weapon: 50mm Pak38 Anti-Tank Gun Firing Range; Max: 60 Distant: 60 Long: 60 Medium: 40 Short: 20 Accuracy; Distant: 0.65 Long: 0.65 Medium: 0.9 Short: 1.0 Damage; Max: 115 Min: 115 Weapon Penetration; Distant: 0.85 Long: 0.85 Medium: 0.9 Short: 1.25 Reload (Seconds); Max: 2.4 Min: 2.4 ---------------------------------------- Axis 150mm Nebelwerfer Build ManPower: 190 Build Time: 40 Initial Health: 250 The Nebelwerfer is a towed rocket artillery piece, known by the Allied soldiers for the loud screeching noise of the rounds. While it is somewhat inaccurate, its six powerful 150mm barrels can fire rockets from long rage, allowing it to decimate enemy structures and units from afar. Abilities Ability 1: Bombard area Veterancy Upgrades Veterancy 1: Damage received from successful enemy hits reduced by 15% Veterancy 2: Hit points increased by 15% Veterancy 3: Incoming enemy munitions’ penetration effectiveness reduced by 25% Weapon Rating 150mm Nebelwerfer: 3 vs. infantry, 2 vs. light armour, 1 vs. heavy armour, 2 vs. structures Unit Weapon Weapon Name: 150mm Nebelwerfer Firing Range; Max: 150 Distant: 150 Long: 150 Medium: 50 Short: 25 Min: 20 Accuracy; Distant: 0.25 Long: 0.25 Medium: 0.5 Short: 0.75 Damage; Max: 50 Min: 40 Damage Range Percentage (Percentage of full damage done to enemy units not directly next to ordinance at time of explosion); Distant: 0.3 Long: 0.3 Medium: 0.75 Short: 1.0 Weapon Penetration; Distant: 1.0 Long: 1.0 Medium: 1.0 Short: 1.0 =============================================================================== 10. Credits and Acknowledgements =============================================================================== Any comments, suggestions, questions, or additions? Send them to nightslayer@mail.com Many thanks to: Relic, for making another great game. Relic again, for releasing the mod tools with which I gathered most of the statistical data in this FAQ. NemesisChikens for his CoHStats site, which is a gold mine of CoH unit and ability information. =============================================================================== 11. Legal Information =============================================================================== This document is protected by the International Copyright Law. The contents of this document should not be reproduced or altered in any form or posted in other websites without the author's permission. This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. This document is free and it must not be used for profitable purposes such as promitions, endorsements, or any of such nature. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The following are the only sites that may have this document: http://www.gamefaqs.com http://www.neoseeker.com http://dlh.net http://www.cheathappens.com http:// If you find this document on any other site, please contact me at nightslayer15@mail.com. © 2007 Austin Bentley