Rear Echelon Squad

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Rear Echelon Squads are the primary engineer unit available to the American Expeditionary Forces. Though they are poorly trained and inadequately equipped for front-line combat duties, Rear Echelons can fulfill a wide range of supportive roles and can work decently as a combat unit in a pinch.

## Overview

Rear Echelons are the starting unit available to the AEF and are the primary unit that is used to carry out construction and repairs throughout the match. When compared to the other starting engineers units, they generally do not stack up very well in combat due to their poor training and lackluster weaponry. As such, they are almost always best used as a second-line unit thanks to their wide range of doctrinal and non-doctrinal supportive abilities.

That said, they aren't entirely ineffective as a more active unit. Due to their merge ability, it can often be a good idea to keep them nearby more potent units such as Riflemen during initial engagements of a match, since their ability to keep more powerful units in the field can be an absolute game changer. They also aren't entirely ineffective as a combat unit when used at long range where their lack of rapid-fire weaponry is less of a disadvantage.

Overall, Rear Echelon Squads are somewhat basic as far as engineer units go. They don't really have any real defining characteristics that force them to be used a certain way, so overall there isn't much else to say about them.

## Gameplay Usage

As far as their use in-game is concerned, Rear Echelons are pretty straightforward. Their weaponry is pretty one-dimensional and their supportive abilities make them good at carrying out almost any supportive role that an engineer unit would need to do. Unlike other units, they don't have any upgrades that have a massive impact on how they are used, so their fundamental play-style hardly differs from doctrine to doctrine.

In the early stages of the match, REs typically function best when used in conjunction with other units such as Riflemen due to their lackluster damage output. Though they can deal respectable damage at long range, they will lose in a one-on-one engagement with almost every other Axis infantry unit, especially if they are forced to fight at close range. As such, they work best when they have another unit to draw fire for them and to make up for their deficiencies. Another factor that benefits this play-style is the ***Merge*** ability, which allows them to quickly reinforce other squads in the field. This ability can be a game changer during initial engagements since it lets more potent squads stay in the fight for longer which can often mean the difference between losing a firefight and coming out on top. They also can be a good unit to use for making risky offensive plays since their reinforcement costs are quite low and for the simple fact that losing a Rear Echelon Squad isn't a big deal.

Once the match progresses to the mid to late-game, it is usually a good idea to take REs off the front-lines and start using them as a support unit. Even if they are upgraded, they simply lack the firepower to compete with upgraded/vetted enemy units, so attempting to use them as a combat unit is almost always an exercise in futility. It also is important to keep them alive in order to keep your tank force in the fight. It also can be a good idea to field more than one at this point in the game if you have the manpower to spare, especially if you have a sizeable tank force on the field.

### Doctrinal Changes

As far as doctrinal changes go, the core role Rear Echelons is almost entirely unaffected. Unlike Engineer units of other factions, Rear Echelons don't gain access to weapon upgrades that heavily influence how they are used in a match. That said, there are a number of useful supportive abilities that can help Rear Echelons carry out a wide range of tasks. More specific details about these upgrades can be found in the Upgrades and Abilities sections of this article.

**Tank Destroyer Company** - TD Doctrine gives Rear Echelons access to the a *M18 Recoilless Rifle* upgrade. Though this weapon is decent enough against lightly armored vehicles, it is somewhat inconsistent against Medium Armor and requires Veterancy Two to get. As such, it is rarely worth it to get this upgrade, especially when the very same doctrine gives Riflemen access to the far more powerful M9 Bazooka.

**Airborne Company** - Airborne Doctrine gives Rear Echelons access to the *M17 Rifle Grenade* via upgrade. This upgrade replaces the Mk. 2 Fragmentation Grenade ability with a longer-range but less powerful M17 Rifle Grenade. While this upgrade allows Rear Echelons to use their grenades more often due to the added reach, the practical applications for this are rather limited.

**Armored Company** - Armored Doctrine gives Rear Echelons access to an *M2 Flamethrower* via upgrade. This upgrade is useful in situations where you are facing lots of fortified positions, but otherwise it isn't terribly effective due to how vulnerable REs are at close range.

**Mechanized Company** - Mechanized Doctrine gives Rear Echelons access to the Advanced Repairs ability via upgrade. This upgrade is very good to have since it is simply a flat buff that lets Rear Echelons repair vehicles 2x faster. This is very useful for obvious reasons, especially for a doctrine that almost always deploys massive tank armies.

**Rifle Company** - Rifle Doctrine gives Rear Echelons access to the Building Repairs ability via upgrade. This is almost never worth getting since it outright replaces the squad's basic repair ability, which in effect removes the squad's ability to repair vehicles.

**Ranger Company** - This doctrine no longer gives Rear Echelons an upgrade. R.I.P M1919 REs; Gone but not forgotten </3.

## Pros-and-Cons

Pros

* Cheap to produce and maintain
* Wide array of supportive abilities
* Passable long-range combat capabilities

Cons

* Poor close-quarters combat power
* Poor durability

## Upgrades

### Default Upgrades

#### **2x M1 Garands**

* 15 Munitions

Replaces two of the squad's M1903 Springfield rifles with two M1 Garand semi-automatic rifles, improving the unit's combat capacity at close-mid range. This is a decent upgrade to get if you find yourself needing some extra close-mid range firepower or if you simply are floating munitions in the early stages due to how cheap it is to get.

#### **M1918 Browning Automatic Rifle**

* 45 Munitions

Replaces one of the squad's M1903 Springfield rifles with an M1918 BAR, improving the unit's damage output at all ranges. This is a good upgrade due to the DPS boost it provides at all ranges, but it is usually not worth getting due to how munitions-hungry the AEF is in the early-game due to the number of useful weapon upgrades that Riflemen and Elite Units have.

#### **2x M3A1 Grease Gun**

* 25 Munitions; Requires Vet 1

Replaces two of the squad's M1903 Springfield rifles with two M3A1 sub-machine guns, increasing the unit's close-range damage output. This used to be a very good upgrade back in Ye Ole' Days when Rear Echelons were armed with M1 Carbines and a Grease gun due to the major CQB damage boost it provided, but nowadays it just doesn't mesh well with the otherwise long-range focus of the squad.

#### D**emolition Kits**

* 10 Munitions

Replaces the Destroy Cover ability with a Demolition Charge ability. This is almost always a good ability to have if you are facing opponents with poor situational awareness, but it isn't really a core part of the Rear Echelon playstyle.

#### **SCR-625 Mine Detector**

* 10 Munitions; Doesn't take up a weapon slot
* Allows the squad to detect and defuse landmines

Replaces one of the squad's M1903 Springfield rifles with a SCR-625 Mine Detector, allowing the unit to detect and defuse landmines. This is good if you expect your opponents to build minefields, just do be aware that this upgrade reduces the damage output of the squad.

### **Doctrinal Upgrades**

#### **M18 Recoilless Rifle**

* 50 Munitions; Requires Vet 2

Replaces one of the squad's M1903 Springfield rifles with an M18 Recoilless Rifle, improving the unit's anti-armor effectiveness. This upgrade is good on paper due to its cheap cost, but the Veterancy Two requirement and the relative ineffectiveness of the M18 against anything more heavily armored than a Panzer IV F1 makes it a somewhat ineffective upgrade to get. If you need effective AT infantry as Tank Destroyer Company, get an M9 Bazooka on a Riflemen Squad.

#### **M17 Delayed Fuse Rifle Grenade**

* 10 Munitions

Replaces the Mk. 2 'Pineapple' Grenade ability with the M17 Rifle Grenade ability. This upgrade can be nice to have since it lets you put pressure on enemy squads from long range, but it generally isn't that important to get.

#### **M2 Flamethrower**

* 40 munitions; Requires Veterancy 1

Replaces one of the squad's M1903 Springfield rifles with an M2 Flamethrower, improving the unit's close-range damage against fortified positions. This upgrade can be very useful on urban maps or in situations where you are facing fortified enemy positions, but the poor survivability of Rear Echelon Squads at close range can make this a rather risky weapon to use effectively.

#### **Repair Team**

* 20 Munitions

Replaces the default 'Basic Repair' ability with a more potent 'Advanced Repair' ability. This is practically a must-have in the mid-late game due to the amount of tanks that Mechanized Doctrine deploys and is always worth getting.

#### **Building Repair**

* 20 Munitions
* Replaces 'Basic Repair'

Replaces the default 'Basic Repair' ability with 'Building Repair'. I don't even know what this does or if it works, but losing the ability to repair vehicles automatically makes this upgrade not worth getting.

## Abilities

### Default Abilities

#### **Throw Mk. 2 'Pineapple' Grenade**

*15 Munitions*: A squad member throws a standard Mk. 2 Fragmentation Grenade at the target location, dealing significant damage to any infantry caught in the blast.

#### **Destroy Cover**

*5 Munitions*: The squad plants a small explosive charge at the target location, destroying obstructions such as fences and sandbags when it explodes. Doesn't deal meaningful damage to actual units.

#### **Merge**

This ability allows the squad to 'split off' squad members to reinforce depleted infantry units. Note that transferred models will retain their 'Poor' quality received accuracy and HP stats, so be wary when Merging with more potent infantry squads..

#### **Basic Repair**

Allows the squad to repair damaged vehicles and structures at a rate of about 2.5 HP/s. The squad is highly vulnerable to any incoming fire while carrying out repairs, so be careful when using this ability in a hot area.

#### **Sprint**

The squad moves at maximum speed for 15 seconds; disables weapons and reduces sight range while moving but reduces the accuracy of incoming fire by 30%.

### Upgrade-locked Abilities

#### **Demolition Charge**

*35 Munitions*: The squad plants a manually-detonated explosive charge at the selected location. This charge deals massive damage to any squad, vehicle, or structure caught inside the blast radius.

#### **Fire M17 "Delayed-Fuse" Rifle Grenade**

**20 Munitions**: The squad fires an M17 Rifle Grenade at the target location, dealing damage to infantry caught in the blast. Deals considerably less damage than the Mk.2 Fragmentation Grenade but has a much longer effective range and, contrary to the name, does not have a fuse time.

#### **Advanced repair**

Allows the squad to repair damaged vehicles and structures at a rate of about 5 HP/s (scaling with Veterancy). The squad is highly vulnerable to any incoming fire while carrying out repairs, so be careful when using this ability in a hot area.

#### **Building Repair**

I have no idea what this does or if it even works.

## Constructions

### Field Defenses

Barbed Wire

Builds a segment of basic barbed wire that impedes infantry movement and slows light vehicles. Provides light cover to squads behind it.

Reinforced Barbed Wire

Builds a segment of reinforced Razor Wire that impedes infantry movement and entirely blocks light armor; larger vehicles can still move through it but will be slowed.

Sandbags

Builds a segment of sandbag wall at the selected location; provides heavy cover to units behind it.

Tank Traps

Builds a heavy metal tank trap at the selected location, impeding all tank movement until destroyed by concentrated explosives or cannon fire. Provides light cover to units behind it.

### Mines

M2 Mine Field

**30 Munitions**: The squad lays down a field of M2 Anti-personnel mines over a wide area, creating a killzone that shreds any infantry that walks into it; ineffective against all vehicles.

M7 Anti-tank Mine

**10 Munitions**: The squad plants a standard M7 Anti-tank Mine at the selected location. This mine can only be triggered by vehicles and deals significant damage to any vehicle that drives over it.

M6 Anti-tank Mine

**15 Munitions**: The squad plants a heavy M6 Anti-tank Mine at the selected location. This mine can only be triggered by vehicles and does catastrophic damage to any vehicle that triggers it.

### Structures and Emplacements

Trench

**75 Manpower**: Digs a trench at the selected location that can hold a single squad or team weapon.

Fighting Position

**60 Manpower**: Builds a fighting position at the selected location that can hold a single infantry squad. Can be upgraded with an M2HB .50 Cal HMG for 30 munitions.

Observation Post

**100 Manpower** and **25 fuel**: Builds an observation post on the selected capture point, increasing Manpower Gain by 5%.

Fuel and Munitions Caches

**200 Manpower**: Builds a resource cache on the selected basic territory point; grants an additional 3 Fuel or 5 Munitions respectively.

Field Headquarters

Costs **180 Manpower** and **40 fuel**; Requires *'Headquarters' side-tech* upgrade: Builds a Forward Headquarters at the selected location.

Repair Station

Costs **180 Manpo****wer** and **15 fuel**: Builds a repair station that is staffed by a crew of engineers that automatically seek out damaged friendly armor and repair it.

M2HB .50 Caliber HMG Nest (Rifle Company)

Costs **180 Manpower** and **30 Munitions**: (pending info)

M1 155mm 'Long Tom' Howitzer (Ranger Company)

Costs **460 Manpower, 50 Munitions, 100 Fuel,** and **5 Population**: (pending info)

## Veterancy

Veterancy One

+10% Accuracy, -6% reduced suppression, and -6% weapon reload speed

Veterancy Two

+10% Accuracy, - 5% received accuracy, -6% reduced suppression, and -6% weapon reload speed

Veterancy Three

+20% Accuracy, -5% received accuracy, -12% reduced suppression, -20% ability cooldown, and -6% weapon reload speed

Veterancy Four

+40% Accuracy, -12.5% received accuracy, -20% reduced suppression, -40% ability cool-down, and -6% weapon cool-down

Veterancy Five

+40% Accuracy, -15% received accuracy, -30% reduced suppression, -40% ability cool-down, and -30% weapon cool-down