HQCommand Squad 350MP
Major + 4 bodyguards. Strong early squad. Each vet level applies to all infantry on the field, giving +10% offense or defense (depending on what's chosen) in the current patch. Also unlocks artillery, heroic charge and binoculars powers with vet. Can upgrade to PPS43 SMGs which are good at short and medium range.
Ingenery 150MP
4 man builder squad. Can build artillery firebase if one support barracks and one tank hall upgrade are researched. Gain satchel charges and unlock flamethrowers with Sturmovie Ingenery research (armoury)
Sturmovie Ingenery 280MP 40MU - Requires Sturmovie Ingenery (armoury)
Powerful assault troops with 4 PPSh SMGs and a minesweeper. They have great armour and are difficult to suppress. Can throw satchel charges.
BarracksConscripts 224MP
Basic infantry squad, 8 men. 4 with rifles and 4 without. Gains molotovs with extra rifle research (armoury). Can't recrew weapons.
Strafynie 240MP - requires extra rifles (armoury)
Upgraded conscripts with all 8 rifles and molotov cocktails. Led by commissar with PPSh. Unsuppressible but cannot retreat.
Strelky 280MP - requires one of either long range or medium range support research (support barracks)
Mainline infantry unit. 7 men with strong rifles but low health. Unlock DP-28 machine guns and PPSh SMGs with Red Banner strelky research (armoury)
Red Banner Strelky 280MP - requires one of either long range or medium range support research (support barracks) and Red Banner Strelky (armoury)
Strelky led by a banner bearer. Have access to DP-28 MGs and PPSh SMGs. Also have either hold ground or charge abilities based on weapon upgrade.
Guards 340MP - requires one support barracks upgrade and one tank hall upgrade
Elite squad of 6 men with SVT semi automatic rifles. Can use frag, anti-tank and smoke grenades. Unsuppressible after vet 1.
Shock Guards 340MP - requires same things as guards + shock guards (armoury)
Guards gain leader with PPSh SMG and gain access to suppressive fire ability (same as G43 ability)
Support BarracksTank Hunters 280MP - requires medium range upgrade (support barracks)
3 men with rifles and 1 with AT rifle. Can throw AT grenades and plant AT mines which disable engines. Gain extra AT rifle with Men against Tanks (armoury).
Mortar Team - requires medium range upgrade (support barracks)
Soviet heavy mortar. Same as wehr mortar until upgraded at armoury whereby it shoots artillery sized shells.
Sharpshooter Team 360MP - requires long range upgrade (support barracks)
1 sniper + 1 spotter squad. Can cloak in cover like fallschirmjaeger. Can be upgraded with ability to call in artillery.
ZiS-2 275MP? - requires long range upgrade (support barracks)
Soviet AT gun. Long range. Can be upgraded with gunnery upgrade (armoury)
Medic TruckLocks down to provide healing to troops in the area. Troops anywhere on the field can retreat to this truck instead of the HQ.
Tank HallT70 270MP 35FU- requires light tank upgrade (tank hall)
Anti-vehicle light tank.
T90 260MP 35FU- requires light tank upgrade (tank hall)
Anti-infantry light tank.
SU-85 340MP 60FU- requires light tank upgrade (tank hall)
Tank destroyer. Like a StuG but much more powerful main gun.
T-34/76 340MP 70FU- requires heavy tank upgrade (tank hall)
General tank like P4, Sherman and Cromwell. Good main gun and armour for their price but fairly poor line of sight and accuracy.
T-34/85 380MP 80FU- requires heavy tank upgrade (tank hall) and T-34 upgun (armoury)
Upgraded T-34 with much better main gun against tanks and improved accuracy.
IS-2 620MP 135FU- requires heavy tank and light tank upgrades (tank hall)
Powerful heavy tank with massive damage. Fires and moves slowly but has lots of health. Innaccurate against infantry.
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Last edited March 18, 2011 at 3:27 AM by GodlikeDennis