iaguz
1st Sep 07, 12:54 AM
Hey hey peoplez! This is a British unit guide for all those little nublets out there who are wondering how to use the Brits correctly, and for those who eagerly wanna know all about the British 2nd army. Note that expanded stats on everything are in Sturmtruppens kick arse www.coh-stats.com site
UNITS!
Infantry Section. 450Manpower, 35mp to reinforce. 5 soldiers in a squad.
Upgrades:
Bren guns for 75 munitions. Brenners can 'pin' enemy tanks and vehicles for 25 munitions, making them sitting ducks for AT fire.
Rifle Grenades for 75 munitions. 2 Soldiers wield rifle grenades. Although these are inaccurate as hell, they do decent damage I guess.
Recon squad for 35 munitions. A recon squad moves at full pace through all territory, and for 25 munitions they can utilise a sniper round.
These are the backbone of the British army, they will take care of all your fighting, capping and light emplacement construction.
Tommies have 2 stances, which are used automatically. One is patrol stance, which is used outside of territory, which halves the pace of the squad. The other is assault stance, requires a nearby LT, which allows them to move at full pace.
Tommies can construct light emplacements, MG nests, Mortar pits, Trenches and Casualty clearing stations (medic areas, good for healing)
Note that Infantry Sections may seem pricey at 450mp, but considering that Brits don't need to build a barracks, don't need enginners/pioneers/Kettenkrad and they start off with a unit of Tommies, the 450mp is actually a lot less.
Lieutenant. 250mp, 15 fuel.
Abilities: Can gain Veterency. Gives passive bonuses to all nearby infantry which increase as he gains veterency. Once he gains 3 vet, he gives out 80 XP (1 CP)
Heroic Charge: Once he gains veterency, the LT can issue a heroic charge. All nearby infantry get Fired Up, and amazing combat bonuses for 20 seconds. 90 second cooldown. This ability owns.
The LT is an important part of the British army, and is pretty much mandatory if you want your infantry to actually do anything. He can cap, and his passive bonuses make all the difference in infantry battles. He is also required if you want to get the next building, he is tech! With 3 vet and Heroic charge, an LT can lead a handful of infantry to great and manly deeds. Just try not to get the LT killed, he's quite vulnerable. Keep him a little back so he doesn't get smashed.
Bren Carrier. 280MP, 10 fuel.
Upgrades: Vickers upgrade for 50 munitions. Removes transport capibility for some extra firepower! Can use AP bursts.
Ability: Self repair for 35 munitions. Can transport 1 squad of infantry, which can continue to fight, cap and command troops from the safety of the carrier.
The Bren Carrier provides swift transport and firepower to the British early game. It can hunt down snipers, and give infantry a good hiding. It's fairly resilient, so there's not to much to worry about, except for MG42's. The Bren carrier is mostly for early game combat, there is little need for them afterwards.
Field Support Command units:
Sappers. 320manpower, 24mp to reinforce.
Upgrades:
PIAT for 75 munitions. gives 2 PIAT's to the squads, which are beastly AT weaponry!
Minesweeping equipment for 35 munitions. This also allows them to lay Demolition charges for 50 munitions each.
Expert Sappers for 75 munitions. Makes the Sappers pro at building and repairing, they'll do each faster.
Can Build Howitzers, 17pdr AT guns, BOFOR's AA/light vehicle guns, Barbed wire, Sandbags, Mines.
Sappers are another important tool in the British repetoire. They provide Mobile Anti tank support with their PIAT's, and can build some of the British big weapons, such as Howitzers. Combined with Tommies ability to 'pin' vehicle crews, Sappers can move in and take out the enemy vehicle. Sappers are not regular fighters, they are support and building troopers, and they are good at it!
Captain. 300mp, 55 Fuel.
Abilities:
Victor Target- can direct artillery fire from howitzers and Priests. Target can be out of range of the howitzers. Target doesn't affect cooldown of Howitzers, so a double barrage is possible. Target must be visible to the British player, but it doesn't matter where the Captain is.
Sector command. Whatever sector the Captain is in gets the effects of the Captains defensive buffs, mainly reduced incoming accuracy and with vet, additional hitpoints and even extra resources.
Retreat to Captain. This ability is given to all infantry squads once the captain comes out, it allows them to withdraw towards the Captain, not the HQ.
The Captain is an ok unit. He is required for the next layer of Teching, and to get the Stuart Light tank. His bonuses are nice, but the LT is better for leading the lads into the fight.
Stuart Light Tank, 280MP, 45 Fuel.
Abilites- Canister Shot for 75 munitions. This is like a shotgun blast, that works best against enemy infantry. Lots of them. It's like a bigger, scarier bundle nade that you cannot dodge. Best used at VERY close ranges against herds of enemy infantry.
The Stuart light tank is a tad meh. It is good for hitting light vehicles, such as Pumas or Halftracks, but it is too small to fight anything else, and cannot do much damage anyway. It's canister shot is its saving grace, a good shot of canister pretty much owns.
ARMOURED COMMAND SUPPORT UNITS
Cromwell tank. 400mp, 70 fuel.
Abilites:
Flank speed for 25 munitions. With it, your Cromwell can MOVE! It's best used for getting out of a fight, as it can out pace infantry even with a damaged engine when you use it.
The Cromwell is the British Main Battle Tank, and is ok at it. It is fairly decent at what it does, and can engage all targets fairly well. It's main strength is it's cheap cost and relatively light teching costs.
Cromwell Command Tank. 300mp, 50 fuel.
Abilties:
Flank speed for 25 munitions.
Smoke barrage for 30 munitions.
Command radius. The Command Tank will boost the sight range, weapon range and decrease Weapon reloads for all nearby tanks. Once it hits vet 2, these effects become quite powerful, and your armour will become rather godlike.
The Cromwell command tank is fairly meh. It provides support and allows for Fireflies to be built. It has no main gun, only a machine gun. Not too much to say here.
Sherman firefly. 420mp, 100 fuel.
The ultimate in tank busting power for the Brits! It is fast, dependable and has a VERY long ranged anti armour gun. Well worth the cost. Good for picking away at tanks from afar, and for chasing down Heavier tanks that get away. Combined with a Command Tank that has vet, these babies can easily push back the enemy, punishing them from afar with fast firing shots.
Ok, now to describe emplacements
Vickers MG nest. 280 Manpower. Basically a machine gun. It cannot move, no abilities and is locked into its arc. On the plus side, its bloody hard to shift.
3" Mortar nest. 280 Manpower. Basically a mortar, no smoke rounds. has 360 degree arc. Cannot be moved.
Casautly clearing station. 180 Manpower, 15 Fuel. Ability, Medical supplies for 40 munitions, which gives out British's ONLY heals (well, vet 2 captain gives slight heals, but its at 2hp/min). It can also retrieve dying tommies and bring back infantry sections. Currently is kinda bugged, so its not very good at recovering wounded.
BOFOR's. 200-ish manpower, 30-ish fuel. 360 degree arc AA and light vehicles. Not too much to say here.
17pdr AT gun. An AT gun emplacement. cannot move, can change arcs. Shoots tanks.
25pdr howitzer. 450mp, 55 fuel. This thingy doesn't have the range of its USA counterpart, but fires a lot faster and the shells hit a lot harder. It's a pretty godlike emplacement, and it is very effective against all targets.
Now to describe the British Command Trucks. Unlike other sides, The british buildings are all Trucks that can deploy and pack up much like an MCV from Command and Conquer. Command Trucks can be deployed in any sector you control, and act as an Observation Post for that sector. All Trucks can be upgraded to give additional resources, and to go faster. Trucks are called in from the HQ Command Truck and arrive like off-map units. Infantry can be reinforced from each truck, although using them like a Halftrack in this manner is not advised.
HQ command truck- 600 manpower.
Field Support Truck- 180 manpower, 30 fuel
Armour command Truck- 205 manpower, 65 fuel.
Note that supply lines must reach the HQ command truck, not your HQ sector. Also note that a HQ WILL NOT give resources when it is packed up and moving (except Manpower), and territory you control won't count as yours for the purposes of building emplacements and Infantry stances. Speed increases are a good idea for that truck.
Ok, Now for Doctrines, or as the British call them, Regiments.
Royal Engineer Regiment.
LHS-
Emplacement fortifications. 2 CP's. Sappers can entrech and improve emplacements defenses.
Hull Down. 2 CP's. All vehicles and tanks can go Hull Down for free. When they do it, sandbags pop up all around them, granting them 75% reduced incoming penetration and accuracy. The tradeoff? They can't move. It's fairly decent
Improved Command Trucks. 3 CP's. All trucks give more resources, move faster and are tougher. Not that great for a 3rd tier ability.
RHS-
Churchill tank. 3 CPs. 700 manpower.
Abilities: Tank Shock! Instantly suppress all nearby infantry. Pretty neat when 2 stormtrooper squads with Schreks sneak up on ya and you need to high tail it quick!
What? A Tank call in for 3 CP's? You better believe it! The Churchill is a big angry tank, which deals some nice damage and can soak up shots like a sponge.
Churchhill ARVE. 2 CPS. 700 manpower
Abilites and weapon: ARVE shot for 35 munitions. This is a shot that basically takes out everything in a large radius. It's the only weapon the ARVE has, but it deals great damage. It's mainly for leading armoured spearheads against an entreched enemy.
Churchill Crocodile. 2 CP's. 800 manpower.
A 6 pdr Anti tank gun and a flamethrower on the hull makes this a truely wonderful machine of destruction. Get it in there, slap on hull down and watch in delight as all the enemies die. Follow up with Tommies and Sappers for the win!
Royal Artillery Support
LHS
Officer call in. 2 CP's. LT"s and captains can call in 25pdr strike for 150 munitions. Kinda crappy.
Creeping Barrage. 2 CP's. for 150 munitions, allows Howitzers and M7 Priests to fire a Creeping barrage volley. Anyone who has seen the trailers knows what this looks like, and i can assure you, it owns. Hard.
Priest. 3 CP's. Calls in a Priest, Self propelled artillery for 625 manpower. Basically, a 25pdr Howitzer on wheels.
RHS
Super charged shells. 2 CPs. Increases range of mortar emplacement and 25 pdr howitzers. Pretty much a first pick, as howitzers get godlike range with these things!
Overwatch Fire. 2 CP's. Pick a point, as soon as Germans start mocing around there, its saturated with shells.
Counterbattery fire. 3 CP's. Howitzers and Priests have the ability to immeadeatly fire on any enemy artillery, such as mortars, stukas, Hummels, Nebels etc.
Royal Commando Regiment.
LHS
Commando Glider. 3 CP's. For 560 manpower, calls in a glider with a squad of 6 Commandos in it. It can build more for 510 manpower, and it reinforces too!
Commandos are 6 to a squad, have Stens which do much damage, throw grenades, set demolition charges and can pop smoke grenades and then sneak around a bit. They are fairly godlike, although pricey, so do not squander them.
Tetrach Light tank Glider. 2 CP's. For 460 manpower, a glider with a light tank in it comes. The Tetrach is an ok light tank, and can be upgraded with a 'Little John' adaptor to triple its penetration.
WSC Glider. 2 CP's. For 340mp, a glider that can call in Mortar teams, MG teams and PIAT teams for cheap. Can reinforce too. Commandos are pricey, but are really good at what they do.
RHS
Triangulation. 1 CP. Gives infantry the ability to lay invisible radio units. When 3 are positioned, they form a triangle on the minimap. Any enemy units will show up as blips on the minimap, allowing you to predict enemy advances. It's neat I guess.
ULTRA decoding. 1 CP. Allows you to monitor enemy buildings, units and call ins. Is kinda meh.
Artillery. 2 CP's. Gives 2 abilities, one is a 'fake' artillery strike that is free and is only flares. The other is a real one for 80 muntions. For 80 munitions, its actually fairly decent.
Phew, that was a mouthful! Enjoy kiddies!
UNITS!
Infantry Section. 450Manpower, 35mp to reinforce. 5 soldiers in a squad.
Upgrades:
Bren guns for 75 munitions. Brenners can 'pin' enemy tanks and vehicles for 25 munitions, making them sitting ducks for AT fire.
Rifle Grenades for 75 munitions. 2 Soldiers wield rifle grenades. Although these are inaccurate as hell, they do decent damage I guess.
Recon squad for 35 munitions. A recon squad moves at full pace through all territory, and for 25 munitions they can utilise a sniper round.
These are the backbone of the British army, they will take care of all your fighting, capping and light emplacement construction.
Tommies have 2 stances, which are used automatically. One is patrol stance, which is used outside of territory, which halves the pace of the squad. The other is assault stance, requires a nearby LT, which allows them to move at full pace.
Tommies can construct light emplacements, MG nests, Mortar pits, Trenches and Casualty clearing stations (medic areas, good for healing)
Note that Infantry Sections may seem pricey at 450mp, but considering that Brits don't need to build a barracks, don't need enginners/pioneers/Kettenkrad and they start off with a unit of Tommies, the 450mp is actually a lot less.
Lieutenant. 250mp, 15 fuel.
Abilities: Can gain Veterency. Gives passive bonuses to all nearby infantry which increase as he gains veterency. Once he gains 3 vet, he gives out 80 XP (1 CP)
Heroic Charge: Once he gains veterency, the LT can issue a heroic charge. All nearby infantry get Fired Up, and amazing combat bonuses for 20 seconds. 90 second cooldown. This ability owns.
The LT is an important part of the British army, and is pretty much mandatory if you want your infantry to actually do anything. He can cap, and his passive bonuses make all the difference in infantry battles. He is also required if you want to get the next building, he is tech! With 3 vet and Heroic charge, an LT can lead a handful of infantry to great and manly deeds. Just try not to get the LT killed, he's quite vulnerable. Keep him a little back so he doesn't get smashed.
Bren Carrier. 280MP, 10 fuel.
Upgrades: Vickers upgrade for 50 munitions. Removes transport capibility for some extra firepower! Can use AP bursts.
Ability: Self repair for 35 munitions. Can transport 1 squad of infantry, which can continue to fight, cap and command troops from the safety of the carrier.
The Bren Carrier provides swift transport and firepower to the British early game. It can hunt down snipers, and give infantry a good hiding. It's fairly resilient, so there's not to much to worry about, except for MG42's. The Bren carrier is mostly for early game combat, there is little need for them afterwards.
Field Support Command units:
Sappers. 320manpower, 24mp to reinforce.
Upgrades:
PIAT for 75 munitions. gives 2 PIAT's to the squads, which are beastly AT weaponry!
Minesweeping equipment for 35 munitions. This also allows them to lay Demolition charges for 50 munitions each.
Expert Sappers for 75 munitions. Makes the Sappers pro at building and repairing, they'll do each faster.
Can Build Howitzers, 17pdr AT guns, BOFOR's AA/light vehicle guns, Barbed wire, Sandbags, Mines.
Sappers are another important tool in the British repetoire. They provide Mobile Anti tank support with their PIAT's, and can build some of the British big weapons, such as Howitzers. Combined with Tommies ability to 'pin' vehicle crews, Sappers can move in and take out the enemy vehicle. Sappers are not regular fighters, they are support and building troopers, and they are good at it!
Captain. 300mp, 55 Fuel.
Abilities:
Victor Target- can direct artillery fire from howitzers and Priests. Target can be out of range of the howitzers. Target doesn't affect cooldown of Howitzers, so a double barrage is possible. Target must be visible to the British player, but it doesn't matter where the Captain is.
Sector command. Whatever sector the Captain is in gets the effects of the Captains defensive buffs, mainly reduced incoming accuracy and with vet, additional hitpoints and even extra resources.
Retreat to Captain. This ability is given to all infantry squads once the captain comes out, it allows them to withdraw towards the Captain, not the HQ.
The Captain is an ok unit. He is required for the next layer of Teching, and to get the Stuart Light tank. His bonuses are nice, but the LT is better for leading the lads into the fight.
Stuart Light Tank, 280MP, 45 Fuel.
Abilites- Canister Shot for 75 munitions. This is like a shotgun blast, that works best against enemy infantry. Lots of them. It's like a bigger, scarier bundle nade that you cannot dodge. Best used at VERY close ranges against herds of enemy infantry.
The Stuart light tank is a tad meh. It is good for hitting light vehicles, such as Pumas or Halftracks, but it is too small to fight anything else, and cannot do much damage anyway. It's canister shot is its saving grace, a good shot of canister pretty much owns.
ARMOURED COMMAND SUPPORT UNITS
Cromwell tank. 400mp, 70 fuel.
Abilites:
Flank speed for 25 munitions. With it, your Cromwell can MOVE! It's best used for getting out of a fight, as it can out pace infantry even with a damaged engine when you use it.
The Cromwell is the British Main Battle Tank, and is ok at it. It is fairly decent at what it does, and can engage all targets fairly well. It's main strength is it's cheap cost and relatively light teching costs.
Cromwell Command Tank. 300mp, 50 fuel.
Abilties:
Flank speed for 25 munitions.
Smoke barrage for 30 munitions.
Command radius. The Command Tank will boost the sight range, weapon range and decrease Weapon reloads for all nearby tanks. Once it hits vet 2, these effects become quite powerful, and your armour will become rather godlike.
The Cromwell command tank is fairly meh. It provides support and allows for Fireflies to be built. It has no main gun, only a machine gun. Not too much to say here.
Sherman firefly. 420mp, 100 fuel.
The ultimate in tank busting power for the Brits! It is fast, dependable and has a VERY long ranged anti armour gun. Well worth the cost. Good for picking away at tanks from afar, and for chasing down Heavier tanks that get away. Combined with a Command Tank that has vet, these babies can easily push back the enemy, punishing them from afar with fast firing shots.
Ok, now to describe emplacements
Vickers MG nest. 280 Manpower. Basically a machine gun. It cannot move, no abilities and is locked into its arc. On the plus side, its bloody hard to shift.
3" Mortar nest. 280 Manpower. Basically a mortar, no smoke rounds. has 360 degree arc. Cannot be moved.
Casautly clearing station. 180 Manpower, 15 Fuel. Ability, Medical supplies for 40 munitions, which gives out British's ONLY heals (well, vet 2 captain gives slight heals, but its at 2hp/min). It can also retrieve dying tommies and bring back infantry sections. Currently is kinda bugged, so its not very good at recovering wounded.
BOFOR's. 200-ish manpower, 30-ish fuel. 360 degree arc AA and light vehicles. Not too much to say here.
17pdr AT gun. An AT gun emplacement. cannot move, can change arcs. Shoots tanks.
25pdr howitzer. 450mp, 55 fuel. This thingy doesn't have the range of its USA counterpart, but fires a lot faster and the shells hit a lot harder. It's a pretty godlike emplacement, and it is very effective against all targets.
Now to describe the British Command Trucks. Unlike other sides, The british buildings are all Trucks that can deploy and pack up much like an MCV from Command and Conquer. Command Trucks can be deployed in any sector you control, and act as an Observation Post for that sector. All Trucks can be upgraded to give additional resources, and to go faster. Trucks are called in from the HQ Command Truck and arrive like off-map units. Infantry can be reinforced from each truck, although using them like a Halftrack in this manner is not advised.
HQ command truck- 600 manpower.
Field Support Truck- 180 manpower, 30 fuel
Armour command Truck- 205 manpower, 65 fuel.
Note that supply lines must reach the HQ command truck, not your HQ sector. Also note that a HQ WILL NOT give resources when it is packed up and moving (except Manpower), and territory you control won't count as yours for the purposes of building emplacements and Infantry stances. Speed increases are a good idea for that truck.
Ok, Now for Doctrines, or as the British call them, Regiments.
Royal Engineer Regiment.
LHS-
Emplacement fortifications. 2 CP's. Sappers can entrech and improve emplacements defenses.
Hull Down. 2 CP's. All vehicles and tanks can go Hull Down for free. When they do it, sandbags pop up all around them, granting them 75% reduced incoming penetration and accuracy. The tradeoff? They can't move. It's fairly decent
Improved Command Trucks. 3 CP's. All trucks give more resources, move faster and are tougher. Not that great for a 3rd tier ability.
RHS-
Churchill tank. 3 CPs. 700 manpower.
Abilities: Tank Shock! Instantly suppress all nearby infantry. Pretty neat when 2 stormtrooper squads with Schreks sneak up on ya and you need to high tail it quick!
What? A Tank call in for 3 CP's? You better believe it! The Churchill is a big angry tank, which deals some nice damage and can soak up shots like a sponge.
Churchhill ARVE. 2 CPS. 700 manpower
Abilites and weapon: ARVE shot for 35 munitions. This is a shot that basically takes out everything in a large radius. It's the only weapon the ARVE has, but it deals great damage. It's mainly for leading armoured spearheads against an entreched enemy.
Churchill Crocodile. 2 CP's. 800 manpower.
A 6 pdr Anti tank gun and a flamethrower on the hull makes this a truely wonderful machine of destruction. Get it in there, slap on hull down and watch in delight as all the enemies die. Follow up with Tommies and Sappers for the win!
Royal Artillery Support
LHS
Officer call in. 2 CP's. LT"s and captains can call in 25pdr strike for 150 munitions. Kinda crappy.
Creeping Barrage. 2 CP's. for 150 munitions, allows Howitzers and M7 Priests to fire a Creeping barrage volley. Anyone who has seen the trailers knows what this looks like, and i can assure you, it owns. Hard.
Priest. 3 CP's. Calls in a Priest, Self propelled artillery for 625 manpower. Basically, a 25pdr Howitzer on wheels.
RHS
Super charged shells. 2 CPs. Increases range of mortar emplacement and 25 pdr howitzers. Pretty much a first pick, as howitzers get godlike range with these things!
Overwatch Fire. 2 CP's. Pick a point, as soon as Germans start mocing around there, its saturated with shells.
Counterbattery fire. 3 CP's. Howitzers and Priests have the ability to immeadeatly fire on any enemy artillery, such as mortars, stukas, Hummels, Nebels etc.
Royal Commando Regiment.
LHS
Commando Glider. 3 CP's. For 560 manpower, calls in a glider with a squad of 6 Commandos in it. It can build more for 510 manpower, and it reinforces too!
Commandos are 6 to a squad, have Stens which do much damage, throw grenades, set demolition charges and can pop smoke grenades and then sneak around a bit. They are fairly godlike, although pricey, so do not squander them.
Tetrach Light tank Glider. 2 CP's. For 460 manpower, a glider with a light tank in it comes. The Tetrach is an ok light tank, and can be upgraded with a 'Little John' adaptor to triple its penetration.
WSC Glider. 2 CP's. For 340mp, a glider that can call in Mortar teams, MG teams and PIAT teams for cheap. Can reinforce too. Commandos are pricey, but are really good at what they do.
RHS
Triangulation. 1 CP. Gives infantry the ability to lay invisible radio units. When 3 are positioned, they form a triangle on the minimap. Any enemy units will show up as blips on the minimap, allowing you to predict enemy advances. It's neat I guess.
ULTRA decoding. 1 CP. Allows you to monitor enemy buildings, units and call ins. Is kinda meh.
Artillery. 2 CP's. Gives 2 abilities, one is a 'fake' artillery strike that is free and is only flares. The other is a real one for 80 muntions. For 80 munitions, its actually fairly decent.
Phew, that was a mouthful! Enjoy kiddies!