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Image for /icons/races/british/symbols/guards_uk.png}

Foot Guards Section

Very effective against infantry and vehicles. Most effective against infantry at short-range. • Can throw anti-infantry Light Gammon Bombs • High squad health, large squad size (6). • Can Breach enemy-occupied buildings.

british faction icon

Stats

guards_africa_uk

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

Abilities

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Offensive / Select target position

Light Gammon Bomb

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

Higher damage than other grenades.

Costs
munition

35

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Passive

Valour

Improves offensive and defensive capabilities of infantry as they take casualties.

-15% incoming damage, +15% rate of fire, and +15% accuracy. Bonuses increase by +5% when squad reaches 38% and 22% of its current squad size.

Image for /icons/legacy/commander/cmdr_soviet_direct_fire_artillery.png}
Offensive / Select target vehicle

Staggered Shot

Fires an initial volley that slows the target vehicles before a second volley is fired that stuns the vehicle.

Costs
munition

45

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Toggle off auto-attack

Hold Fire Disabled

Unit will not engage unless given a manual attack order when active.

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Offensive / Passive

Incendiary Munitions

Grenade and 2-inch Mortar abilities create patches of fire after detonation, dealing periodic burn damage to infantry and structures in the area for 10 seconds.

Costs
munition

70

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Offensive / Passive

Pyrotechnics

Enhances all incendiary weapons to blind and slow enemy units. Affects the following: \n• Infantry-based Flamethrowers \n• Churchill Crocodile Heavy Tank \n• Abilities affected by Incendiary Munitions \n• Burnout

Reduces accuracy by -20%, vehicle acceleration and deceleration by -33%, and speed of infantry and heavy weapons by -20%. Lasts 5 seconds after leaving burning area.

Costs
munition

70

Image for /icons/common/orders/breach.png}
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

Image for /icons/races/british/abilities/no_man_left_behind.png}
Support / Select friendly casualty

No Man Left Behind

Rescues the target casualty. When the squad has recovered a casualty, it is immediately reinforced by 1 additional wounded squad member. If the squad is already full, +30 manpower is granted instead.

Only casualties from your own units can be rescued. Units that are recovering casualties are +100% easier to hit and take +50 damage.

Stats

Costs
time_seconds

42

manpower

400

popcap

10

Reinforce
cost

35

time

5

Hitpoints
Image for /icons/common/squad/squad.png}
115
115
115
115
115
115

690

Upkeep per minute
manpower

15

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 1200

  • Veteran ability
  • +20% harder to hit
vet 2 starvet 2 starvet 2 empty star

XP: 3600

  • +20% harder to hit
  • +30% rate of fire
vet 3 starvet 3 starvet 3 star

XP: 7200

  • +15 health
  • +33% damage

Loadout

6
Image for /icons/common/weapons/m1_thompson_sub_machine_gun.png}
thompson guards africa uk

smg - small arms

Moving Accuracy Multiplier

0.85

Moving Cooldown Multiplier

1

Near

Medium

Far

Accuracy

0.64

0.34

0.15

Rounds per Minute (RPM)

368

172

69

Range of Fire

10

15

35

Penetration

1

1

1

Scatter Area

42

59

129

Min

Max

Damage

5

5

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.