Image for /icons/races/german/infantry/coastal_reserves_squad_wicd.png}
Image for /icons/races/german/symbols/coastal_reserves_squad_dec.png}

Coastal Reserves Squad

Effective against infantry at long-range when in cover or fighting near bunkers. • Can repair structures and builds defenses +33% faster. • Can gain free reinforcements from Bunkers. • Can throw anti-vehicle grenades. • Ineffective when firing on the move.

german faction icon

Stats

coastal_reserves_ger

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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Passive

Reserve Pool

Coastal Reserve Squads slowly replenish their squad for free when near bunkers.

Grants free reinforcement every 40 seconds. Recharge time only resets upon being granted reinforcement.

Image for /icons/races/german/abilities/oto_mod_42.png}
Offensive / Select target vehicle

OTO Mod. 42

Throws an OTO Mod. 42 grenade at the target vehicle. Deals less damage than other anti-tank grenades, but temporarily blinds vehicles.

Damages and temporarily disables vehicle weapons and sight for 5 seconds. Causes Engine Damage on vehicles that reach 50% health or below.

Costs
munition

25

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Passive

Defensive Infantry

Coastal Reserves are more effective when in cover or near bunkers.

+25% accuracy, +25% rate of fire.

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Support

Structure Repairs

Repairs the target building. Hold CTRL to override repair command, allowing the unit to garrison structures or vehicles.

Restores +8 health per second. Unit takes +100% additional damage and is +200% easier to hit while repairing.

Image for /icons/races/german/abilities/stronghold_defenders.png}
Passive

Stronghold Defenders

When fighting from garrisons, Coastal Reserves gain a Breda M30 Light Machine Gun which increases their firepower. Weapon is removed when the unit exits or garrison is destroyed.

Stats

Costs
time_seconds

20

manpower

240

popcap

6

Reinforce
cost

23

time

3

Hitpoints
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80
80
80
80
80
80

480

Upkeep per minute
manpower

9

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 800

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

XP: 2400

  • +1 squad member
  • +20% weapon accuracy
vet 3 starvet 3 starvet 3 star

XP: 4800

  • +10 health
  • +15% harder to hit
  • +15% weapon accuracy

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

Image for /icons/races/german/buildings/fighting_nest_ger.png}
Field support / Emplacement

Fighting Nest

Fighting position that can be garrisoned by infantry or heavy machine gun teams. Reverts to neutral control when ungarrisoned.

Costs
manpower

50

Image for /icons/races/german/buildings/bunker_ger.png}
Field support / Emplacement

Concrete Bunker

Emplacement that can be garrisoned by infantry and heavy machine guns for defensive bonuses.

Costs
manpower

175

Image for /icons/races/german/buildings/schu-mine_42.png}
General purpose / Explosive

Schu-mine 42

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/common/buildings/icons/building_reinforced_barbwire.png}
Defensive structure

Reinforced Barbed Wire

Blocks infantry and light vehicle movement. • Can be crushed by heavier vehicles. • All vehicles crushing wire temporarily move slower. • Cannot be destroyed with Wire Cutters.

Costs

Free

Image for /icons/races/german/buildings/tank_trap_ger.png}
Defensive structure

Tank Trap

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

Costs

Free

Image for /icons/races/german/buildings/command_bunker_wicd.png}
Field support / Emplacement

Command Bunker

Emplacement that act as a forward retreat point and reduces the damage taken by all units, Bunkers, emplacements, and defenses.

Costs
manpower

250

fuel

25

Image for /icons/races/german/buildings/anti_tank_bunker_wicd.png}
Anti-vehicle / Emplacement

Anti-tank Bunker

Long-range emplacement effective against all vehicles. Limited firing arc.

Costs
manpower

200

fuel

15

Image for /icons/races/german/team_weapons/obice_da_210_22_wicd.png}
Heavy Artillery / Emplacement

Obice da 210/22 Artillery Emplacement

Artillery emplacement extremely effective against stationary targets. Must barrage to attack.

Costs
manpower

400

fuel

40

Image for /icons/races/german/buildings/oberservation_post_ger.png}
Economic structure

Resource Cache

Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.

Costs
manpower

200

Loadout

6
carcano_reserve_ger
carcano reserve ger

rifle - small arms

Moving Accuracy Multiplier

0.25

Moving Cooldown Multiplier

1.5

Near

Medium

Far

Accuracy

0.755

0.73

0.695

Rounds per Minute (RPM)

21

19

17

Range of Fire

7

25

35

Penetration

1.5

1

1

Scatter Area

9

51

69

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.