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Infantry and Attachments Discussion
UK and US infantry is the same, with few exceptions.
Differences to German(*) inf:
- Allied Rifles have shorter range than German (and Italian and Soviet) Rifles, 34 vs 40
- some units have different damage value
Otherwise, GER and Allied infantry is the same. I'll detail the few damage differences below.
(*)I didn't say "Axis", because Italian inf deals less damage than those of other nations - it is less expensive in turn, but usually you should go for the damage. One noticeable exception is ITA Tank Crews, which have same stats and price of GER/SOV/US units.
All infantry units have unlimited ammo.
They also share the same spotting range, with 2 exceptions:
- "campaign heroes" like Barnes have as much spotting as inf with Binoculars
- Italian inf units have ca 7 less spotting range than inf units of any other country, except for snipers which have "normal" spotting
Infantry spotting range drops a lot when manning guns and jeeps (and other vehicles in case of Tank Crew) - buildings don't cut the actual "range", however: soldiers cannot look through walls, only through the building's openings.
All infantry with "standing" order moves at a speed of about 14 (Dingo = 22, Valentine = 17, Sherman = 15, Bishop = 12, tractor towing a gun = 11). I didn't test "crouching" and "prone" speed.
All units can be set to
- aggressive (if attacked or sees an enemy and that enemy moves away, the unit will chase the target)
- defensive (if attacked or sees an enemy, shoots at it)
- passive (never attacks, unless manually ordered to do so)
Special infantry orders:
- standing, unit is more visible, but can run around
- crouching, less visible, but moves slower
- prone, even less visible, but moves even slower
All infantry, except Mortars, can enter buildings.
All infantry, except AT-Rifles/Bazookas/Flame Throwers/Mortars, can clear occupied buildings (meaning "enter the building and shoot it out with the hostile crew" ). The 4 exceptions can only attack the building itself.
All infantry can operate towed guns.
Tank Crews can additionally operate vehicles (*), without loss of efficiency.
(*) actually, all infantry can operate jeep-style units, like the Kubelwagen and Willys Jeep.
The more soldiers in a unit, the more useful it is for operating towed guns: once there is only 1 soldier left, the gun cannot move anymore (but still turn and shoot).
A similar, though more grave, effect for vehicles: if the Tank Crew has less than 4 soldiers, then main gun and MG(s) (in this order) will stop working - at 1 crew the vehicle can only drive.
Attacks against an infantry unit randomly spread along the soldiers in the unit. It can still happen that the same soldier gets hit multiple times (example, a unit of 2 Rifles attacks another infantry, the 2 Rifles could roll the same soldier as target), but on average the attacks will be divided evenly among the soldiers of a unit.
Because of this, the more soldiers in a unit, the higher its survivability is.
[Damage] is listed on a "per soldier and per projectile" basis - the latter is sensible, since MG and SMG units fire salvos, with each salvo dealing several times the "per projectile" damage. I don't know for sure how many projectiles are fired per salvo, but concluding from tests i assume it is 5-6 for MG and 4-5 for SMG.
Unless otherwise noted, [Damage] is for GER, SOV, UK, US infantry. ITA inf deal less damage, as noted above.
Damage types:
- Bullet = can strike infantry and unarmoured targets
- Anti-Tank = can additionally strike armoured targets, but is less effective against infantry
- High Explosive = effective against any target, deals area/splash damage
- Fire = very effective against infantry. Doesn't deal direct damage to vehicles/guns, instead it heats the vehicle/gun. At a certain point, the crew will abandon the vehicle/gun, making it possible to capture it. If too much fire damage is dealt, the vehicle/gun will explode anyway.
Please note: tractors and trucks (example Opel Blitz, GAZ Ammo Truck or M2 Repair Truck) cannot be captured, since the driver is an integral part of the unit.
Sidenotes:
Only Flak/Air Defense units may strike air targets.
Details about attachments follow after the general discussion.
Final notes:
- except for 2 units, all UK infantry is available from the start, i still detailed availability info for all
- all US infantry becomes available at the same time, at Headquarters 2
- many GER, UK and US infantry units have "desert camo" and "Europe camo" icons, they automatically switch between them when going to Italy
Allied Infantry
- Rifles
* Headquarters 1
* Soldiers: 5
* Damage: 5 Bullet (5,5 for US Rifles)
Thanks to its large soldier count, this unit is quite durable.
Rifles can carry any type of attachment.
The biggest advantage of Rifles is their low price and high durability. Since enemy infantry is rarely very experienced, 3-4 experienced core Rifles can be quite a boss on the battlefield - even more if outfitted with the right attachments.
Their best use is probably as gun crew and field support, though they can also clear buildings if needed.
If you don't go for "infantry in numbers", you are probably better off picking specialized infantry instead
- Medic
* Headquarters 1
* Soldiers: 2
* Damage: 5 Bullet
In terms of damage per projectile they look like Rifles, but shoot slower. US Medics lack the damage boost and Axis+SOV Medics the range boost of their rifle-brothers, indicating that medics might (internally) use a completely different weapon, even though it looks the same.
Medics are very restricted with attachments. Their biggest disadvantage is probably their AI: if there are wounded soldiers nearby and if you order them to attack, they will shoot once and then continue healing - they completely ignore attachment orders (like throwing grenades) when healing.
Of course: medics are not there for combat, their only job is to keep your infantry alive, but it makes the option to carry Grenades kind of moot.
If you just add 2-4 snipers to your core you won't need more than 1-2 medics. If you however have range=34 infantry, or even shorter range, then you should consider adding more medics. 8 inf units could need 4-6 medics, depending on their types
- AT-Rifles
* Headquarters 1
* Soldiers: 2
* Damage: 26 Anti-Tank
They won't deal much damage to infantry (slow rate of fire, and wrong damage type of course), but that is not their job anyway.
2 experienced AT-Rifle units are enough to make a Pz IV go boom in reasonable time. Backed up by 2 medics this group can take out some tanks, just don't rush them into battles with more than 2-3 tanks at once: if the tanks have double MGs they might shred your AT-Rifles despite the medics.
Please note that there are no US AT-Rifles.
If you plan on mixing tanks with infantry, then you won't need AT-Rifles (range 34 vs a tank's 45, lower base damage compared to late war tank models)
- SMG
* Headquarters 1
* Soldiers: 5
* Damage: 6 Bullet
High damage, 5 soldiers - they even have higher Health (+25) per soldier than most other inf units.
The downside: very short range. If up against serious opposition you might lose some soldiers, while trying to get into range.
In my opinion, the primary job of SMGs is "bunker busting" (running up to buildings, enter them, and kill their crew), but they also make good gun crews.
Like Rifles they can carry all attachment types.
In a mixed group with MGs (and/or Rifles) and Medics they actually make solid frontliners, in addition to their role as bunker busters
- MG
* Headquarters 1
* Soldiers: 2
* Damage: 8 Bullet
High damage.
Only 2 soldiers means they are a little fragile.
Still, their high damage output makes them good at dealing with enemy tank crews (which jumped out of their destroyed vehicles) and clearing buildings.
If you are battling with the unit cap, 2 MGs will save your day compared to 4 Rifles, for example.
Depending on what you want to do, you might be better off with other inf types
- Flamethrower
* Headquarters 1
* Soldiers: 2
* Damage: 20 Fire (35 for US flamers)
One of the few options for fire/flaming damage (the others are flame tanks and the Molotov Cocktail attachment). Fire damage heats up vehicles and guns - at a certain point the crew will jump out. If too much fire damage is dealt, then the gun/vehicle will explode (dealing damage in a small area around it).
They have much higher Health (+80) per soldier than all other inf units.
Their big downside is their very short range - keep medics nearby.
Damage depends on distance to target, thus stick them close.
If you want to capture enemy tanks, these are your best option to empty them
- Tank Crew
* Headquarters 1
* Soldiers: 2
* Damage: 4 Bullet (4,5 for UK crews)
The are like a weaker version of SMG, when outside their vehicles.
The only infantry unit which can be upgraded - to a vehicle. This way you can also "sell" the vehicle via upgrading, without losing your experienced crew.
Their big disadvantage is: the damage bonus from XP-stars is not applied to their normal weaponry - it only applies to their vehicles.
The tank crew should usually be in a vehicle, though in a pinch they can also act as (an expensive) gun crew or a (weak) SMG.
The conclusion is simple: if you want to capture enemy vehicles or if you have vehicles, then you want tank crews (respectively: upgrade your crew to a vehicle), otherwise ignore them
- Sniper
* Headquarters 1
* Soldiers: 2
* Damage: 80 Bullet
Slow rate of fire, but very high damage and very long range.
Equipped with Binoculars, these can act as recon units - and take out the crew of that annoying artillery which is pestering your units.
With only 2 soldiers per unit they are a little fragile, but with their large range (55) they can be kept in safety behind your tanks and other units.
If you don't want to use much inf, get 2 snipers (and 1 medic): outfitted with Binoculars they provide spotting, their long attack range and high damage help when dealing with enemy artillery/tank crews - this is miles better than trying a "tanks only" approach
- Mortar
* Headquarters 2
* Soldiers: 2
* Damage: 40 High Explosive
Slow rate of fire, but can shoot over buildings/mountains and they are surprisingly effective: 2 mortar units are the equivalent of a BL 5.5/sIG 33/D-1 howitzer.
HE damage also works very well against (occupied) buildings.
Their biggest downside is the slow speed of projectiles, making them inaccurate at times against moving targets (like all artillery type units).
With only 2 soldiers per unit they are a little fragile, but with their large range (50) they can be kept in safety behind your tanks and other units.
Not a bad choice, but if you are struggling with the unit cap, ignore these
- Bazooka
* Headquarters 2
* Soldiers: 2
* Damage: 50 Anti-Tank
They deal a lot of damage against tanks and vehicles in general. Also good against guns.
Their projectiles ignore the armour of armoured vehicles and instead directly strike their Health.
Their biggest downsides are
- the slow speed of projectiles, making them inaccurate at times (comparable to artillery type units), your best bet is trying to line them up with enemy unit's traveling route
- their projectiles can detonate prematurely on terrain (hilly terrain)
- their projectiles detonate on contact, this includes friendly vehicles
With only 2 soldiers per unit they are a little fragile, keep medics nearby.
High-risk-high-reward style units
- Paratroopers
* Headquarters n/a
* Soldiers: 4
* Damage: 4,5 Bullet
* Attachments: Grenades (3), Molotov Cocktails (1)
Not available for purchase, only sometimes as Special Abilities during scenarios.
They act like a weaker version of SMGs.
They arrive with 0 XP - and with their attachments set to automatic use, you might want to pause the game and turn it off (rightclick), so that they don't accidentally throw them somewhere you don't want.
It can be difficult to grow their XP, thus making an "Excellent" score (for the scenario's medal) difficult - use them at your own discretion
That's it for buyable Allied infantry in the campaign.
Attachments
Infantry units can carry special equipment (Grenades, Dynamite, Binoculars...). The only exception is the Tank Crew: tank crews cannot carry any attachment.
The amount per special is limited by attachment type and by unit's experience. Additionally, each attachment is limited by infantry type (example, Medics cannot carry AT-Mines).
The carryable amount is independent from soldiers in a unit, example a 0 XP Rifles unit (5 soldiers) carries the same 3 Grenades as a 0 XP MG unit (2 soldiers).
Each inf unit may carry a maximum of 2 different attachments.
Some attachments have unlimited uses, respectively are always in effect. The other attachments are consumables, once used up you don't get replacements during the current scenario.
Each attachment costs some prestige for attaching (either 5 or 10), consumables cannot be refilled during a scenario, but are refilled for free between scenarios.
Infantry type has no effect on attachment damage, however more XP-stars raise damage dealt (except for AT-Mines).
There is a total of 8 attachments. At HQ, when an infantry is selected, they are from left to right:
Grenades , Molotov Cocktails , Magnetic Mines , Dynamite , AT-Mines , Binoculars , Rubber Boat , Mine Detector
For the consumables, the amount an inf may carry (Grenades to AT-Mines, according to the list above):
3-1-1-1-3 (at 0 and 1 XP-stars)
4-2-2-2-4 (at 2 and 3 XP-stars)
5-3-3-3-5 (at 4+ XP-stars)
Binoculars and Mine Detector are always in effect (aka "passives" ), while the Rubber Boat can be picked up again after use - hence i didn't list these 3 in the table above.
Grenades and Molotovs can be set to automatic use (right click the icon in the Unit Orders). Then, when an enemy unit comes into range, the infantry will throw. However, since the enemy might still be moving and thus result in a miss, and because infantry doesn't have a "minimum range" under which they won't throw (potentially resulting in friendly fire and even in self-damage), i never set them to automatic use.
Grenades and Molotovs add to a unit's XP, if a target is successfully hit.
Magnetic Mines, Dynamite/Explosives and AT-Mines do not.
- Grenades
Useful against infantry, unarmoured and thinly armoured guns/vehicles - can also be used against armoured vehicles.
The damage is not that much against medium/heavy armoured vehicles, but combined with AT-Rifle/Bazooka fire it adds up in general.
2 grenades can, depending on unit experience, take out a 2 soldier infantry.
When there are several units close together, there will be splash damage to units adjacent to the center of impact.
More XP-stars also raise throwing range.
Not overwhelming, but not bad either
- Molotov Cocktails
Useful against infantry, guns and unarmoured vehicles - can also be used against armoured vehicles.
Deals fire damage. A specialty of Molotovs: the fire sticks either to the vehicle or to the area of ground, dealing damage for several seconds (flames of flamethrowers and flame tanks are treated as normal "projectile" weapon fire).
Against guns/vehicles, it doesn't deal actual damage, but heats up the gun/vehicle (the crew will receive some damage - in case of guns a lot of damage, since they are so to say unprotected or "open" like infantry). At a certain point the crew will jump out, leaving the gun/vehicle open for capture (either by you or by enemy crews) once it cooled down a little.
When there are several units close together, there will be splash damage to units adjacent to the center of impact.
More XP-stars also raise throwing range.
The damage against gun crews and infantry is brutal
- Magnetic Mines
Useful against guns/vehicles.
You may also order to plant them on enemy infantry and buildings, but the unit will run up close (as if trying to plant the Mine) and then attack instead - in case of targeted inf, the Magnetic Mine will be lost, in case of buildings, the mine will be kept and the unit will enter the building.
Deals a ton of damage - with a few XP-stars any tank will be instantly killed, but also 0 XP units have a high chance of doing so.
Since the inf needs to run up close, the "mine layer" needs a lot of health (like Rifles) and preferably a Medic.
Don't forget to move your infantry away from the target after planting the mine.
A last resort option, requires too much work for convenient tactics
- Dynamite
A weaker form of Magnetic Mines, however can be used against any target with full effect (the explosives are actually not planted on the target, but on the ground near it).
It detonates quicker than Magnetic Mines.
Deals lots of damage against tanks. Buildings are always insta-killed, this usually (if not always) includes the crew of the building.
Don't forget to move your infantry away from the target after planting the explosives.
A last resort option, requires too much work for convenient tactics
- AT-Mines
Useful against any non-infantry class units, including towed guns.
Units up to 200 Health will be destroyed, others receive 200 damage. No damage bonus for XP-stars.
Tricky to use, since you need to lure enemy units to a small spot - doesn't need to be exact, but very close.
Still, worth a thought in defensive scenarios
- Binoculars
Extends the spotting range. Always in effect.
Even when sitting behind your tanks, Binocs-equipped infantry will see farther than gun range of your tanks - and since they are about as fast as, respectively faster than, all the late war tanks, they are excellent for reconnaissance and to deal with enemy tank crews and stray infantry, allowing your tanks to focus on their main job.
Good stuff
- Rubber Boat
Used to cross otherwise impassable rivers/lakes.
If there is a strict need for them in a scenario, they are available via scenario design.
Might be useful in European scenarios, but i never bothered
- Mine Detector
As the name implies, these allow you to spot enemy mines.
More XP-stars raise detection range.
Usually (but not always) you will receive auxiliary infantry with Mine Detectors when necessary.
1-2 additional detectors won't hurt, especially since aux detectors will generally be low or even 0 XP, thus lacking the bonus to
spotting detection range
That's it for attachments in both games. There are no restrictions by side or time of the scenario played.
Effects of Experience
In CPP2, units can grow up to 8 XP-stars.
All units (except buildings, jeeps, towed guns, tractors and trucks) gain XP for damaging enemies. In case of tanks/SPartys/etc, only the crew gains XP.
All units gain XP for completing a scenario (+100).
Each star adds 5% of damage bonus (not sure if also +5% for attachments, however Grenades and Molotovs also deal more damage - also, Grenades and Molotovs can be thrown farther by experienced infantry).
In case of vehicles with multiple weapons, the bonus is added individually to all weapons.
In case of Tank Crews, they only have the damage bonus when manning a vehicle.
In case of towed guns, they don't get a damage bonus (neither on their own, nor from their crew), because they are treated as an independent entity (same for Magnetic Mines, Dynamite/Explosives and AT-Mines - they also don't get a damage bonus).
For the first XP-star, infantry units gain a Health bonus (+50 per soldier).
At 2 and 4 XP-stars, infantry gains a raise to the amount of attachments they can carry (not the amount of types, this is always 2, but the amount of an individual attachment. For example at 2 stars they carry +1 = 4 Grenades, instead of 3).
At 8 XP-stars, units gain a "hero bonus".
This adds an additional +15% damage bonus, summing up to +55% of damage.
This also adds a +50% defense bonus, in the sense of "heroes ignore 50% of incoming damage".
Campaign heroes (like Dario or Wilson) have the "hero bonus" no matter their XP-stars. They don't gain a second bonus at 8 stars - however they do gain the regular +5% per star.
In case of combat vehicles (they can be manned by a tank crew and a campaign hero at the same time), the hero boni add up (assuming a campaign hero and a crew with 8 stars), however the star boni only count once.
Example, a 5 star crew and a 0 star campaign hero would add +25% from the crew and +15% from the campaign hero.
Example, a 4 star crew and a 8 star campaign hero would add +40% and +15% from the hero (the crew is ignored).
Example, a 8 star crew and a 8 star campaign hero would add +40% and +15% from the crew and +15% from the hero.
These boni are added multiplicatively, when coming from different sources.
Example 1 = (1+0,25) x (1+0,15) = +43,75%
Example 2 = (1+0,40+0,15) x1 = +55%
Example 3 = (1+0,40+0,15) x (1+0,15) = +78,25%
I am not sure how much damage resistance is effectively added if both, the crew and the hero apply the hero bonus (due to their armour, vehicles receive damage asymmetrically).
However: the damage resistance effect is noticeably stronger, if 2 heroes control the vehicle.