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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 7 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.
Kills infantry with one-shot. • Small squad size (2); has only 1 sniper weapon. • Can detect enemies through the fog of war when stationary. • Can become camouflaged at the cost of movement speed and vision.
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.
Effective against infantry at long range. • Attacking from camouflage weakens target enemy's offensive power. • Can throw incendiary grenades to damage infantry or debilitate vehicles. • Can build tunnels. • Can use tunnels to be transported into neutral ambient buildings. • Gains experience for capturing and decapturing territory.
Effective against infantry at long range. • Can throw anti-infantry incendiary and anti-tank grenades. • Can become camouflaged at the cost of movement speed and vision.
Effective against infantry at medium range. • High squad health, large squad size (6). • Barracks upgrades greatly improves unit's effectiveness.
Trap layer that can plant mines, demolition, and booby traps to deal damage. Should avoid direct combat with enemies. • Can build tunnels and plant explosives for free, but requires charges to use. • Camouflaged even when out of cover. • Small squad size. (2) • Can use tunnels to be transported into neutral ambient buildings. • Refunds 67% of its cost when it successfully retreats off-map.
Provides limited anti-infantry at long-range. • Small squad size. (4) • Can throw anti-tank satchels and plant demolition charges. • Can become camouflaged at the cost of movement speed and vision.
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.
Extremely effective against all vehicles. • Must be set-up to attack. • Longer-range than other anti-tank guns. • High damage and good penetration. • Long-range barrage ability is effective against team weapons and structures.
Effective against all vehicles. • Must be set-up to attack. • Long-range. • Can be towed.
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.
Extremely effective against massed infantry. Can suppress within its arc of fire and damage light vehicles. • Must be set-up to attack. • Increased durability when set-up. • High penetration against light vehicles. • 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. • Can fire smoke shells to block vision.
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.
Can transport and reinforce nearby infantry. • Can tow heavy weapons. • Limited anti-infantry firepower. • Occupants, except snipers, can fire at nearby enemies. • Increased health over the standard M3. • Incoming damage is reduced when at high health
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.
Extremely effective against all ground targets. • Can fire HVAP rounds at enemy vehicles that pierce obstacles. • Good speed and mobility for a heavy tank. • Less armor than other heavy tanks.
Unarmed support vehicle with high repair speed. • Can Salvage wrecks for resources. • Can recover vehicle wrecks for a cost.
Effective against structures and infantry. • Barrage abilities have more range than auto-attack. • Decent health and good mobility for an artillery unit. • Can fire smoke rounds to block vision. • Short auto-attack range.
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. • No main gun accuracy penalties when moving. • Strong anti-infantry machine guns.
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. • Effective harassment or combat support unit when upgraded.
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.