Beruflich Dokumente
Kultur Dokumente
Triage Center
Supply Yard
Engineers 140 MP (23) Rifleman 270 MP (27) M8 Armored Car 280 MP 30 Fuel
Jeep 220 MP
Sniper 340 MP
Headquarters
HQ Upgrades
Engineers 140 MP (23)
Engineer Upgrades
Weapons Triage Center Supply Yard Motor Pool Support Center 200 MP 20 Fuel 100 MP 50 Fuel 240 MP 45 Fuel 180 MP 15 Fuel
Mines 25 Ammo
Minesweeper 35 Ammo
Engineer Abilities
Repair Free
Sniper 340 MP
Hold/Unhold Fire Free M1918 BAR 200 MP 60 Fuel Barrack upgrades are made available to all rifleman immediately after upgrade is completed Observation Post 200 MP Forward Barracks 260 MP
(195 MP Rapid Response Infantry Company)
All units (except Jeep) on this page are capable of upgrading a building to a Forward Barracks
Defensive Operations
(available from the Infantry Company)
Bulldozer 75 Ammo
Defensive Smoke Screen 150 MP 25 Fuel Tank Depot upgrades only apply to the M4 Sherman (not Croc)
M8 Mines 50 Ammo
Infantry Company
The backbone of the Allied army. A well-rounded tree ideally suited to defensive players. Early Rapid Response upgrade will allow all your infantry to train faster throughout the game cutting the time it takes to have units on the battlefield by over half. At 1 CP this ability can help you crank out units faster right from the get-go, very helpful if you need units on the battlefield and fast. Rangers are an excellent multipurpose unit that can tackle armor, light vehicles and all forms of infantry, they can also be upgraded with Thompson SMG's for extra infantry killing power (armed with 2 bazookas). Off-Map Combat Group deploys cost-efficient reinforcements to the battlefield, the amount of units deployed are worth more then the manpower cost of this ability. Defensive Operations is useful for riflemen defending a strategic point that don't have any cover around and no engineers are nearby, they can simply build some sandbags and have green cover vs any incoming infantry or vehicles. Riflemen can also build tank traps/barbed wire on the front lines, make good use of this to make Axis armor walk straight into your mine fields. The artillery strike can be pretty devastating against hordes of enemy infantry. For a high cost of manpower, you can build the 105MM Howitzer. This gun can rip apart enemy infantry at a massive range, it's like an extreme version of the mortar that doesn't need to be anywhere near the frontline to wreak havoc on infantry, buildings and even armor; the barrage is FREE though it does have a cooldown.
Rapid Response 1 CP Passive Ability Infantry and Heavy Weapons Team deployment times are reduced. Rangers 2 CP, 400 MP (45) Rangers lead the way! Deploy Rangers, heavy Anti-Tank Infantry, to the battlefield. UPGRADES: ABILITIES: Throw Grenade (25 Ammo) Thompson SMGs 100 Ammo Fire Up Defensive Operations 1 CP Passive Ability Enables Riflemen to Construct Field Defenses. Speeds up Engineer construction of Defenses. Off-Map Artillery Support 2 CP, 150 Ammo Call in Artillery strike on designated target area.
requires upgrade Off-Map Combat 4 CP, 800 MP Call Off-Map Infantry and Vehicle Reinforcements to the battlefield. The types of units are random but usually include forms of infantry, weapons, and AT that would typically cost you 1000+ MP to get individually. 105MM Howitzer 2 CP, 450 MP Enables Engineers to deploy the 105MM Howitzer to the battlefield.
Airborne Company
An all around great tree that provides excellent counters to anything the Axis forces will throw at you. The left side is very manpower intensive however it provides excellent early game anti tank and even allows you to trade manpower for fuel and ammo in the late game, while the right side is ammo intensive providing the powerful P-47 plane to be used at you disposal. On the left side airborne troops can be called in anywhere on the map as long as its visible territory and not hidden by the fog of war, and they can be reinforced any where on the field. Another advantage with airborne is their ability to be upgraded with 2 recoilless rifles, these provide an excellent counter to any early axis armor you come across. Followed by the air dropped 57 mm AT gun, like the airborne they can be called in anywhere within visible territory. The last ability on the left side is the ability to call in Supply Drops - paradroped munitions and fuel that come with a .30 caliber machine gun and mortar in exchange for manpower. On the right side at 1 CP allows the use of a P-47 for a recon run thats excellent for scouting or getting a line of side for your airborne. After recon theres a strafing run to tear up any axis infantry caught in its way, and finally a bombing run for and stubborn axis armor.
Paratroopers 2 CP, 375 (45) MP Deploy Paratroopers on Revealed Territory. Can upgrade units with 2 recoilless rifles for 125 Ammo UPGRADES: ABILITIES: Satchel Charge (50 Ammo) Recoilless Rifle 125 Ammo Fire Up Air Recon 1 CP, 50 Ammo Call in Recon Plane to scout targeted area of battlefield.
Paradrop AT Gun 2 CP, 450 MP Deploy Paradropped 57MM Anti-Tank Weapon and Crew on revealed territory. ABILITIES: Armor Piercing Rounds 50 Ammo.
Strafing Run 2 CP, 150 Ammo Call in P47 Thunderbolt strafing run.
Supply Drops 2 CP, 100 MP Paradrop Munitions, Fuel Supplies, and some Heavy Weapons (MG and Mortar) within revealed territory.
Bombing Run 3 CP, 250 Ammo Call in P47 Thunderbolt bombing run.
Armor Company
Armor can be one of the most powerful American companies. Its a vehicular based company that allows such advantages as the increased speed in producing vehicles, light & heavy, vehicles can also have the ability to repair themselves in field. The left side ends with the ability to call in the mighty M26 Pershing. The right side features such abilities as the ability to cap points with light vehicles, and the ability to instantly respawn any destroyed vehicle within a certain amount of time, also known as Allied War Machine. The right side ends with the ability to call in the infamous artillery tank known as the Calliope.
Fast Deployment 1 CP Passive Ability Vehicle and Tank production times are reduced.
Raid 2 CP Passive Ability Light Vehicles (Jeeps, M8s, Halftracks) can now capture Territory Sectors. Allied War Machine (AWM) 2 CP, 250 Ammo If you suffer Tank losses while this ability is active, they are immediately replaced at the HQ. Calliope Rocket Launcher 2 CP, 560 MP Deploy an M4 Sherman outfitted with a Calliope T34 Rocket Launcher to the battlefield.
Field Repairs 2 CP, 200 Ammo Vehicle Crews Repair battle damage while this ability is active. M6 Pershing Heavy Tank 5 CP, 900 MP Deploy an M26 Pershing Heavy Tank to the battlefield.