US Forces (USA, USF)

Base development of US Forces (USA, USF) - activation of command posts (CP) and call of officers

Barracks is the main building of US Forces. The American base is a camp surrounded by bunkers, weapon packs and sandbags. There are 4 buildings inside the camp, all have already been built from the very beginning of the game (there is no unit that builds basic buildings):

  1. Barracks
  2. Company command post (requires activation of the command post, calls the Captain)
  3. Platoon command post (requires activation of the command post, calls the Lieutenant)
  4. Battalion command post (requires activation of the command post, calls the Major, activation of the command post requires activation of the command post of the company command post and the platoon command post)

To use the buildings of the Company Command Post and the Platoon Command Post, you first need to activate the command post in them. As a result, it will be possible to build units and make improvements, and an officer will appear on the battlefield. In the building of the Battalion Command Post, it will be possible to activate the command post after activating the command post in the Company Command Post and the Platoon Command Post.

Also in the American camp there are buildings Weapon packs that can be activated in the Barracks, after which it will be possible to approach with your squads and buy up to two weapons per squad.

Buildings

Barracks

The Barracks provides core combat troops and support units to help the combat effort, and build defences. The WC54 Ambulance can heal and reinforce troops in the field.

1500

Improvements

Unlocked by
100
15
Grenade Package

Equips all Riflemen with Mk 2 'Pineapple' fragmentation grenades. Rear Echelon and officers are given smoke grenades.

150
15
Weapon Rack Unlock

Unlocks the M9 Bazooka and the M1918A2 Browning Automatic Rifle (BAR) at the Weapon Rack.

Abilities

Unlocked by
Available for commanders
Officer transfer orders
Withdraw a selected officer unit from the battlefield. Doesn’t provide refund

Produce

Unlocked by
Available for commanders
280
7

Riflemen are well-trained infantry who can fight infantry or light vehicles when properly equipped. They are the backbone of the US Army.

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200
5

Rear Echelon Troops are often caught up in combat augmenting frontline combat troops. Effective defenders and versatile, no army can do without them.

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230
6

Highly mobile mortar teams provide effective indirect fire support on the battlefield. Their high-angle attack can hit targets hidden behind cover or buildings.

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250
10
2

The ambulance can distribute medical supplies to heal surrounding squads as well as transporting reinforcements to the front. The ambulance comes crewed with a medic squad which can heal injured squads. Receives -20% damage when in the HQ sector.

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200
3

The WC51 Military Truck is a light vehicle that can mount a .50cal and is capable of transporting a single squad of troops.

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200
30
5

The open-topped M3 is spacious enough to carry two squads and its .50 cal heavy machine gun provides good firepower. Allows to setup Medical Supplies.

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M1918A2 BAR Weapon Pack

M1918A2 Browning Automatic Rifles or BARs increase squad's short-medium range firepower. Allows infantry squads to "take" 1 weapon unit for 60 munitions after approaching to the building.

M9 Bazooka Weapon Pack

M9 Bazookas increase squad's anti-vehicle capability.  Allows infantry squads to "take" 1 weapon unit for 50 munitions after approaching to the building. Damage is 80. For Rangers and Paratroopers damage is 100.

M1919A6 Light Machine Gun Weapon Pack

M1919A6 Light Machine Guns increase squad's medium-long range firepower. Allows infantry squads to "take" 1 weapon unit for 70 munitions after approaching to the building.

Available only in Infantry Company and Tactical Support Company.

Platoon Command Post

The Platoon CP orders in support weapons capable of suppressing and smashing concentrations of enemy infantry.

290
2000

Improvements

Unlocked by
250
35
Activate Platoon Command Post

Activates the Platoon Command Post and calls in a Lieutenant command squad which can be upgraded with M9 Bazooka.

50
20
Unlock Mechanized Platoon Command Post

Mechanized units at the Platoon Command Post are made available.

Produce

Unlocked by
Available for commanders
280
8

The Lieutenant and his command squad are effective infantry and are heavily armed.

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280
7

The venerable and powerful M2HB .50cal heavy machine gun can tackle groups of infantry and has a round capable of penetrating the armor of light vehicles.

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240
20
4

The M20 Utility Car is used for reconnaissance and engaging infantry targets with its M2HB .50 cal heavy machine gun. The M20 also carries M9 Bazooka anti-tank launchers, which arms the crew when they disembark.

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270
70
6

The M5A1 Stuart uses twin V8 engines for excellent mobility while its 37mm main gun provides versatile firepower against all targets.

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Company Command Post

The Company CP orders in more powerful anti-tank weapons and light armor for aggressive expansion against enemy forces.

196
1500

Improvements

Unlocked by
250
35
Activate Company Command Post

Activates the Company Command Post and calls in a Captain command squad armed with BAR.

50
20
Unlock Mechanized Company Command Post

Mechanized units at the Company Command Post are made available.

Produce

Unlocked by
Available for commanders
280
8

The Captain and his command squad can improve the actions of nearby infantry and are heavily armed.

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270
7

The M1 57mm is the standard frontline anti-tank gun. Its combination of good penetration and excellent accuracy are needed against heavily armored enemy vehicles.

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340
8

The M1 Pack Howitzer fires a light 75mm round. The M1 is light enough to be moved by its crew and can be used against all targets.

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310
50
6

One 37mm M1A2 Autocannon and twin-linked .50cal MGs provide effective anti-air and anti-infantry support. Fires in a large arc from the rear against ground targets.

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Battalion Command Post

The Battalion CP orders in the heaviest units available to the typical battlefield commander including the versatile M4A3 Sherman tank, powerful tank destroyers, and artillery support.

290
2000

Improvements

Unlocked by
190
120
Activate Battalion Command Post

Activates the Battalion Command Post and calls in a lightly armed Major command squad that can manipulate the battlefield.

Produce

Unlocked by
Available for commanders
150
3

The Major and his command squad can act as a retreat point, call artillery support, and recon the battlefield.

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340
110
12

The M4A3 Sherman Medium Tank is armed with a versatile 75mm main gun effective against infantry and light targets but lacks the ability to reliably penetrate enemy armor.

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400
140
16

US Forces field the M36 Tank Destroyer based off the lighter M10. Armed with the 90mm M3 main gun, it can penetrate the armor of most enemy vehicles.

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260
75
10

The M8A1 Howitzer Motor Carriage carries the M3 75mm Howitzer in its open-topped turret. Light and maneuverable, the tank can get into position and rain accurate fire down on enemy positions. It can also fire its barrage on the move.

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380
125
12

Replacing the standard M3 75mm gun with the much more powerful M1 76mm gun gave the M4A3(76) Sherman a substantial increase in armor penetration at all ranges.

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300
80
10

The M10 'Wolverine' Tank Destroyer's 3" gun has decent armor penetration and its mobility allows it to flank the most heavily armored enemy vehicles.

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380
140
14

The M4A3E8 'Easy Eight' is the pinnacle of Sherman development. This mobile and accurate tank uses the smoother HVSS suspension and a stronger M1 76mm main gun than the standard tank.

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Commander Units / Call-in Units

Unlocked by
Available for commanders
200
30
5

The open-topped M3 is spacious enough to carry two squads and its .50 cal heavy machine gun provides good firepower. Allows to setup Medical Supplies.

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380
140
14

The M4A3 Sherman Bulldozer tank is equipped with a 105mm howitzer for engaging infantry and structures. Barriers can be created or destroyed with the bulldozer blade.

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240
30
5

The open-topped M5 is spacious enough to carry two squads, and its .50cal machine gun provides good firepower.

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280
60
6

The M8 Greyhound is a fast armored car that can tackle light vehicles with its 37mm main gun. Its canister shot is able to decimate grouped infantry.

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480
115
15

The M7B1 'Priest' uses the proven Sherman tank chassis mounting a 105mm howitzer for long range artillery barrages capable of damaging or destroying almost any kind of target.

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200
30
6

The M21 mounts the M1 81mm mortar on the chassis of a lightly armored half-track. The mortar can fire a variety of barrage rounds.

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600
230
19

Better protected and better armed than the M4 Sherman, the M26 Pershing Heavy Tank is armed with a powerful 90mm main gun. The Pershing is considered to be on equal terms with the Panther, making it a powerful vehicle feared by many.

Receives -15% damage.

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380
115
15

An upgraded version of the M4 Sherman, the Sherman Calliope has a mounted rocket projector rack on top of its existing turret. Designed to lay down a barrage of deadly fire.

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380
125
12

Replacing the standard M3 75mm gun with the much more powerful M1 76mm gun gave the M4A3(76) Sherman a substantial increase in armor penetration at all ranges.

More details
380
140
14

The M4A3E8 'Easy Eight' is the pinnacle of Sherman development. This mobile and accurate tank uses the smoother HVSS suspension and a stronger M1 76mm main gun than the standard tank.

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200
3

The WC51 Military Truck is a light vehicle that can mount a .50cal and is capable of transporting a single squad of troops.

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290
6

The I&R Pathfinders are scout infantry who come in ahead of the main paratrooper forces to mark enemy positions and safe landing zones. They are authorized to call down artillery support at designated targets. Provide increased damage and accuracy against snipers.

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280
7

Cavalry Riflemen are equipped with a wide variety of weapons to engage the enemy in close-quarters.

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350
10

Rangers are a highly trained elite unit that specializes in marksmanship and frontline assault.

Can be armed with 3 units of weapon from Weapon Pack.

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280
7

Assault Engineers are tough combat troops whose primary tasks are creating or clearing battlefield obstacles and attacking enemy defensive positions.

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360
8

Paratroopers are elite infantry that are often deployed behind enemy lines to tackle key objectives and sow confusion.

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290
6

The Pathfinders are scout infantry who come in ahead of the main paratrooper forces to mark enemy positions and safe landing zones. Provide increased damage and accuracy against snipers.

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Allies
400
20

Specification

  1. Defense (so-so)  Rear Echelon Troops can build Fighting positions that can be armed with a machine gun, but they are weaker in strength to German bunkers; also deploy Tank Traps and weak but cheap M7 anti-tank mines that stun vehicles. For some commanders, M5 mines are available, similar to the mines of the Soviet Army, British forces and OKW.
  2. Medicine (perfect) The WC54 ¾ Ton Ambulance heals all wounded soldiers within a certain radius, which makes the treatment more convenient, since in other factions, the medical buildings can only heal three soldiers at the same time due to the fact that the treatment is performed by three medics. An ambulance can be placed closer to the front, but this carries a certain amount of risk. For Mechanized Company commander, it is possible to bring an M3 Half-track onto the battlefield, which for 45 ammunition can create three boxes with medicines, similar to the medical boxes of the OKW. 
  3. Reconnaissance (so-so) Major is able to call a reconnaissance plane for 50 ammunition, which quickly flies over the battlefield. For Rifle Company commander, the riflemen have access to the Flare, and for Tactical Support Company commander, there is a reconnaissance plane that will patrol for a long enough time over the specified area of the map.
  4. Infantry (perfect) Riflemen are one of the strongest short range units at the initial stage of the game. Only Sturmpioneer Squad can compete with them. In the future, Riflemen can be armed with weapons from weapon packs. Some commanders have Rangers. After Thompson's upgrade they will be equal to the Soviet shock troops at close range. The Paratroopers are the strongest short or long range unit in the game, depending on their weapon upgrade.
  5. Anti-tank infantry (good) Bazookas are available in the weapon pack, usually taken by Rear Echelon Troops. Bazookas in the hands of rangers and paratroopers become more effective.
  6. Anti-tank gun (good) The M1 57mm Anti-Tank Gun is distinguished by a large firing arc, but weaker penetration of armor. It is recommended to use Armor-Piercing Discarding-Sabot Rounds for 30 ammo against heavy tanks.
  7. Mortars (perfect) The M1 81mm Mortar Team is available at the Barracks at the very beginning of the game. The M1 75mm Pack Howitzer deals high damage in a small area, but is not very accurate. For some commanders there is an M21 Mortar Half-track with a large arsenal of rounds, but a small firing range.
  8. Sniper (bad) Not present.
  9. Machine guns (good) The M2HB is a good machine gun, but you need to play through the lieutenant to bring it onto the battlefield. For Airborne Company commander, it is possible to drop a machine gun through the air for yourself or an ally.
  10. Light vehicle and armored cars (good) The M20 Utility Car is effective for fighting infantry and hunting a sniper; it can plant anti-tank mines, but is not capable of fighting against vehicles. The M15A1 AA Half-track is capable of suppressing infantry and fighting light armored vehicles of the Germans, such as 221, 222 and 251, but will not win against Puma.
  11. Light tank (good) The M5A1 Stuart is effective against enemy infantry and light vehicles. Stewart can blind the crew with an aimed shot or damage the engine of enemy vehicles (in order to break the engine it is necessary to approach the enemy closely). These abilities allow Stewart to remain in demand at all stages of the game.
  12. Medium tanks (good) The M4A3 Sherman can fire both armor-piercing and high-explosive rounds. M4A3(76) Sherman Medium Tank is better able to penetrate vehicles and, instead of high-explosive rounds, is able to shoot HVAP rounds. Sherman Easy Eight has an increased strength and a more powerful cannon, allowing it to fight the Panzer4. 105mm Bulldozer Sherman deals excellent damage to the infantry, but he is not able to fight enemy vehicles.
  13. Heavy tanks (bad) The M26 Pershing is only available for Heavy Cavalry Company commander, it has a powerful weapon and good armor, but fewer strength than the Tiger and IS-2.
  14. Anti-tank SPG (perfect) M36 Jackson has a powerful gun and a rotating turret. Jackson's main drawback is its low viewing range. M10 Wolverine is fast and agile, but has few strengths.
  15. Multiple launch rocket system (so-so) Two commanders have the ability to bring the Calliope Sherman onto the battlefield. Calliope is more powerful than Panzerwerfer and Katyusha, has increased durability and low rate of fire.
  16. Long Range Artillery (so-so) M7B1 'Priest' Howitzer Motor Carriage is available in the Infantry Company commander. Priest's shooting accuracy depends on the distance to the target. Mobility allows you to dodge bomb attacks and counter-battery fire.

Commanders

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12
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11
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