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Versatile infantry and weaponry that can displace any opponent. Experience is key to improving your forces for the fight ahead.
Important Note: This section displays all the units available in-game, including campaign-only.
Emplacement very effective against infantry. Limited arc of fire.
Artillery emplacement very effective against stationary targets. Must barrage to attack.
Effective against stationary infantry, team weapons, and structures. • Long-range attack and barrage. • Can fire smoke rounds to block vision.
Effective against infantry at long-range. • High capture speed (1.5). • Increased vision range and can detect camouflage units. • Low squad size (4). • Can build camouflaged beacons that can detect and attack nearby enemies with off-map artillery. • Gains experience for capturing and decapturing territory.
Effective against infantry at short-range. • Can repair at increased speeds and build defenses. • Can throw Satchel Charges to deal high damage to stationary targets.
Very effective against vehicles. Less effective against tank frontal armor at long-range. • Gains increased range when stationary for 3.5 seconds. • Small squad size (4).
Support unit with limited combat power. • improves the veterancy gain of nearby infantry squads. • Flanking Maneuver ability makes infantry harder to hit and increases speed. • Small squad size (3).
Limited anti-infantry firepower at short-range. • Can repair and build defenses. • Can throw Satchel Charges to deal high damage to stationary targets.
Support infantry that kills infantry with one shot. Low survivability. Low rate of fire.
Non-combatants that can recover wounded infantry in the field.
Effective against infantry at medium range. • High squad health, large squad size (6). • Can be paradropped reinforce when out of combat • Can throw grenades and anti-structure satchel charges.
Effective against infantry at long-range. • High capture speed (1.5). • Increased vision range and can detect camouflage units. • Low squad size (4). • Gains experience for capturing and decapturing territory.
Very effective against infantry at short-range. • Can throw grenades. • Can fire heavy weapons on the move and carry 6 special weapons. • Can airdrop weapon crates with 2 random special weapons. • High reinforce cost.
Support infantry effective against infantry at long-range. Can throw incendiary and anti-tank grenades. Can camouflage.
Effective against infantry at medium range. • High squad health, large squad size (6). • Barracks upgrades greatly improves unit's effectiveness.
Support infantry that can build demolition charges and throw anti-tank satchels. Can camouflage.
Recon unit that excels at capturing territory. • High capture speed (1.5). • Increased vision range and can detect camouflage units. • Low squad size (3). • Gains experience for capturing and decapturing territory.
Kills infantry with one shot. • Long-range, low rate of fire. • Can camouflage in cover. • Has increased vision range. • Low survivability, single squad member.
Effective against infantry at medium range or vehicles depending on equipped weapons. • Can swap between anti-infantry machine guns and anti-vehicle Bazookas. • Can camouflage in cover. • Can throw special smoke grenades that block vision and damages infantry.
Effective against all vehicles. • Must be set-up to attack • Long-range. • Can be towed. • Can load armor-piercing rounds to increase penetration and damage.
Very effective against massed infantry. Can suppress within its arc of fire. • Must be set-up to attack. • Increased durability when set-up. • Smaller arc of fire compared to other HMGs.
Effective against stationary infantry, team weapons, and structures. • Must be set-up to attack. • Long-range attack and barrage. • Can fire smoke rounds to block vision.
Very effective against stationary infantry, team weapons, and structures. • Must be set-up to attack. • Significantly longer barrage and attack range than mortars. • Can fire smoke rounds to block vision. • Can be towed.
Unarmed light vehicle.
Very effective against light vehicles. Can damage tanks when flanking.
Effective against infantry and light vehicles.
Effective against light vehicles and can damage tanks. Entire vehicle must face target to fire. • Long-range barrage ability is effective against team weapons and structures. • Longer attack range than other light vehicles. • Low armor and can be damaged by small-arms.
Light vehicle armed with a .50 cal machine gun.
Can transport and reinforce nearby infantry. • Can tow heavy weapons. • Low armor. • Heals nearby infantry and team weapons when stationary and out of combat.
Very effective against infantry. Can shoot down aircraft. • Most effective when stationary. • Low armor and can be damaged by small-arms.
Can transport and reinforce nearby infantry. • Can tow heavy weapons. • Limited anti-infantry firepower. • Low armor.
Very effective against all vehicles. • High speed, low armor. • Gains increased vision when stationary.
Unarmed transport that can tow heavy weapons. • Can capture territory. • Can detect nearby camouflaged units. • Self-repairs when out of combat. • Can deploy unmanned heavy machine guns and mortars. • Gains experience for capturing and decapturing territory.
Unarmed support vehicle with high repair speed. • Can Salvage wrecks for resources. • Can recover vehicle wrecks for a cost.
Effective against structures and infantry. • Can fire smoke rounds to block vision.
Effective against infantry, vehicles, and structures. • Strong anti-infantry machine guns. • Can launch smoke barrages to block vision.
Extremely effective against infantry and structures. • Strong frontal armor, good health. • Short weapon range. • Can deploy dozer blade to crush heavy obstacles and reduce the damage taken from mines at the cost of speed.
Effective against vehicles, infantry, and structures. • Has increased health over other medium tanks. • Can fire HVAP to increase penetration and damage.
Mobile artillery unit effective against structures, team weapons, and infantry. • Must use barrage ability to attack. • Short-ranged compared to other artillery. • Good health and armor.
Light tank effective against infantry and light vehicles. Can damage tanks when flanking.
Light support vehicle that can heal infantry.
Effective against unsupported infantry, team weapons, and snipers. • High speed. • Vulnerable to small-arms. • Can self-repair when out of combat and stationary.