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Riflemen Squad

Effective against infantry at medium range. • High squad health, large squad size (6). • Barracks upgrades greatly improves unit's effectiveness.

american faction icon

Stats

riflemen_us

infantry

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Sight Range

35

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Speed

3.6

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Max Range

35

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Target Size

1

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Armor

1

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Capture Multiplier

1.25

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Decapture Multiplier

1

Upgrades

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M1918 Browning Automatic Rifle

Upgrades the squad with one M1918 Browning Automatic Rifle.

Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.

Costs
Image for /icons/races/american/weapons/johnson_lmg_us.png}

M1941 Light Machine Gun Package

Upgrades the squad with one M1941 Light Machine Gun.

Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.

Costs
munition

75

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M1941 Light Machine Gun Package

Adds one M1919A6 Light Machine Gun, increasing anti-infantry firepower.

Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move

Costs
munition

90

Abilities

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Offensive / Select target position

Mk 2 Frag Grenade

Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.

Costs
munition

25

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Offensive / Timed

Unlock Pour it On 'em

Increases the squad's rate of fire and allows the squad to deal suppression damage.

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Passive

Sprint

Increases the unit's speed for a period of time. Infantry units are unable to fire on the move while the ability is active.

+80% speed.

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Offensive / Timed

Pour it On 'em

Increases the squads rate of fire and allows it to deal suppression damage. Reduces speed while active.

+50% rate of fire, +33% burst length. -33% speed.

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Offensive / Select target vehicle

Sticky Bomb

Throws a sticky explosive at the target vehicle, dealing moderate damage that can also cause critical damage. Veteran 2: Deals an additional +40 damage.

Damages and applies the Crew Shock critical. Causes Engine Damage on vehicles that reach 50% health or below. Damaging a vehicle with an active Crew Shock critical will cause Engine Damage.

Costs
munition

25

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Offensive / Select enemy-occupied building

Breach

Squad will breach the target building, forcing enemy squads to exit and take heavy damage after a short delay.

Squad will garrison the building after Breach is completed.

Costs
munition

25

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Passive

Sprint

Increases the unit's speed for a period of time. Infantry units are unable to fire on the move while the ability is active.

+80% speed.

Image for /icons/races/american/abilities/partisan_go_to_ground.png}
Passive

Go To Ground

Provides the following effects: • Partisans will be instantly transported to the Tunnel Network when given a retreat order in garrisons, even if they are in combat. \n• Partisans can use tunnels to be transported to neutral ambient buildings within range of a Tunnel. Tunnel Network must not be on cooldown for this to trigger.

Stats

Costs
time_seconds

20

manpower

270

popcap

8

Reinforce
cost

30

time

3

Hitpoints
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100
100
100
100
100
100

600

Upkeep per minute
manpower

12

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 900

  • Veteran ability choice
  • +10% harder to hit
vet 2 starvet 2 starvet 2 empty star

XP: 2700

  • +25% weapon accuracy
  • +50% ability recharge speed
vet 3 starvet 3 starvet 3 star

XP: 5400

  • +15 health
  • +20% harder to hit
  • +35% rate of fire

Can Construct

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Defensive structure

Sandbag Wall

Provides heavy cover.

Costs

Free

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Defensive structure

Barbed Wire Fence

Blocks infantry and ultra-light vehicle movement. • Can be crushed by heavier vehicles. • Light vehicles crushing wire temporarily move slower. • Can be destroyed with Wire Cutters.

Costs

Free

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Defensive structure

Tank Trap

Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.

Costs

Free

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General purpose / Explosive

M1 Mine

Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to vehicles.

Costs
munition

30

Image for /icons/races/american/buildings/fighting_position_us.png}
Field support / Emplacement

Fighting Position

Fighting position that can be garrisoned by infantry and Heavy Machine Guns.

Costs
manpower

100

Image for /icons/common/buildings/icons/m5_mine_us.png}
Anti-tank / Explosive

M6 Heavy Anti-tank Mine

Explosive device only triggered by vehicles. Deals high damage and causes heavy engine damage.

Anti-tank / Explosive

Costs
munition

50

Image for /icons/races/common/abilities/democharge_icon.png}
General purpose / Explosive

High-explosive Demolition Charge

Plants a demolition charge at the target position. Extremely effective against structures and stationary units. Can be detected by nearby enemy units. Minesweepers can detect demo charges at further distances.

Must be manually detonated.

Costs
munition

50

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Transport Building

Tunnel Hideout

Costs
manpower

50

Loadout

1
thompson_riflemen_leader_us
thompson riflemen leader us

smg - small arms

Moving Accuracy Multiplier

0.85

Moving Cooldown Multiplier

1

Near

Medium

Far

Accuracy

0.56

0.55

0.37

Rounds per Minute (RPM)

146

92

65

Range of Fire

7

25

35

Penetration

1

1

1

Scatter Area

2

7

10

Min

Max

Damage

3

3

AoE Radius

-

0

5
garand_rifleman_us
garand rifleman us

rifle - small arms

Moving Accuracy Multiplier

0.75

Moving Cooldown Multiplier

1

Near

Medium

Far

Accuracy

0.68

0.615

0.35

Rounds per Minute (RPM)

32

22

18

Range of Fire

7

25

35

Penetration

1.5

1

1

Scatter Area

13

116

148

Min

Max

Damage

12

12

AoE Radius

-

0

  • The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.