Commander Skills

You can Earn these by getting promotions in the Campaign

Each skill is 30 mins cooldown after the last per rarity use is activated:

(1 bronze, 2 silver etc as mentioned on the card)

The timer can be shortened with certain Ribbons, and hardmode(s) has a chance to shorten it to 5 mins but its a small chance

Example card:

1. Rarity
2. Skill Icon
3. Description

## Rarity

Commander skill cards come in 5 rarities:

Rarities

# Commander Skills

## Reinforcements

* "If you have a casualty during combat, use this skill to replace it with a fresh recruit. Troops will have up to 5Xp per tier of card rarity."

## Spirit of the 29th

* "Imbue a soldier of the fighting spirit of the 29th div. The soldier will regain max health and morale immediately. Single use; increased tiers reduce cooldown time by 1 min per tier."

## Strategic Bombing

* "A B17 has been vectored to your AO. Call it to Carpet Bomb the entire map with a maximum of 15 bombs +1 per skill card rarity tier. Be advised this may be hazardous if your troops are not in a bunker."

## Sherman

* "Call a Sherman to back your squad for 4 min + 1 min per tier. The Sherman will deploy from the starting line."

## 81mm Mortars

* "81mm Mortars: Call in heavy mortar support. Relatively fast delivery and hard punching. 81mm mortars will deliver 8 rounds + 2 per rarity tiers."

## Greyhound

* "Call in call in a Greyhound armored vehicle to support your section for 4 min + 1 min per tier. The Greyhound will deploy from the starting line."

## Supply Drop

* "Call in a supply run onto your positions. The supply crate will contain 1-4 items +1 per rarity tier."

## Spotter Plane

* "Call in a spotter plane which will reveal all enemies. The enemies will remain revealed for 20 sec +5 per rarity tier,anti arty is +10s per rarity tier ."

* In addition of spotting all enemies, it will also deter German troops to fire artillery as per historically accounts. The no arty coverage would be 1 min in classic and Campaign +10 sec per rarity tier in classic command abilities. Scout planes will not cancel arty calls already in play however.

## Precision strike

* "Call in a 1 round of precision artillery. After the location is selected, it will take a little while to triangulate (15 sec - 3 sec per rarity tier) but the strike will be dead on."

## Tactical advantage

* "You can re-roll battle conditions once per tier. The skill timer will start once you depleted all your uses."

## Flanking

* "Upon retreating your squad will be able to attack a new area. Useful when you are facing tough defenses. -1 min timer per rarity tier."

## Westpointer

* "You can reroll skills once per tier. The skill timer will start once you depleted all your uses."

Note: as of version 0.4.3 this skill has a 1 hour cooldown.

## Informant

* "This will reveal the location of either a minefield, a hidden enemy or a weapon/supply crate in your area depending on which one is the closest to your squad. One item can be revealed per tier or skill rarity."

## Smoke Screen

* "Call in a smoke barrage from our off map artillery battery. This will drop 8 (+ 2 per rarity tier) of smoke on your marker."

## WP Barrage

* "Call in a Arty strike of WP rounds on your marker. This will drop 4 (+ 2 per rarity tier) rounds. And exploding WP will burn nearby targets."

## 29th Lets Go!!

* "It is no news to anyone, the 29th works harder than all other divisions. This ability will reduce the skill timers of a selected soldier by 50% (+ 5% per rarity tier)."
	+ in 0.4.4, this will reduce the timers of ALL soldiers active cooldown timers instead of just 1

## Anti Tank support

* "An anti tank crew is waiting hidden in the sidelines for your signal. This will call a 3-inch gun M5 and its crew to your line. They will stay on position 4 min. (+1 per card rarity tier)"

## Airburst Artillery

* "Call in 6 rounds salvo artillery (+2 per rarity) that will detonate in the air and wound any enemy that has no top cover and within line of sight of the explosion. "

## Ranger Training

* "The soldier will also be impervious to morale loss if he is in front of the squad (Rangers lead the way!!)"
	+ Gives a  Garand, light
	+ +5 combat skill
	+ max health points (5 +1 per rarity tier)
* The Sniper, Gunner, and Commando classes are immune to the weapon change due to class specific weapon requirements
* Applies to both Campaign and Classic

## Dismiss Soldier

* in 0.3.6: "Dismiss a soldier from your formation and get a replacement with half the experience which can be re-spec'd into which ever class you want"
	+ New soldier gets 1/2 of the Dismissed soldier's Exp
	+ +5% exp per rarity tier

Used by selecting the skill, then clicking a soldier who will walk back to the start line, and a new soldier will start from the line and rejoin

**If the Dismissed soldier dies or is downed, the new soldier will NOT come**

## Ambulance

* in 0.3.9: Ambulance: Non combatant vehicle that heals any soldiers to 50 hp very fast. Will leave the battlefield if under attack. Will stick around for 4 min + 1 min per tier.
* in 0.4.4 the Ambulance will now stay roughly 300px behind your front line. You'll have to leave 1 man at the front and the rest heal up behind
	+ only 1 unit allowed at a time in classic mode

## M10 Wolverine

* in 0.3.9: M10: Call an M10 Wolverine tank destroyer to back your squad for 4 min + 1 min per tier. The M10 will deploy from the starting line.

## P38 Rocket strafe

* in 0.4.0: P38 rocket strafe

Call a P38 127-mm HVAR rocket strafe on a selected area. 7 Rockets +1 per rarity explosions in an fairly tight area

## P47 Strafe

* in 0.4.2: P47 MG strafe

Call in a thunderbolt to saturate an area with it's 8 machine guns. + 3 rounds per rarity tier.

## Meat Grinder

* in 0.4.3: Requesting an M3 halftrack with 4 fifties attached.

Call in a quad fifty halftrack with devastating anti infantry power. Will stay 3 minutes + 1 for each tier.

## 105 Halftrack

* in 0.4.3: Requests a M3 halftrack with a 105mm howitzer.

Call in an indirect fire artillery halftrack that will shoot any spotted targets 2000px away from its position. Will stay 3 minutes + 1 for each tier.

## French Resistance

* in 0.4.3: Requests a Frenchie car!!!

Call in an FFI car that will rush to your front line and deploy 4 + 1 per rarity resistance members. Due to their impetuous nature, French fighters will not exit the car if there are no enemies in sight.

## Para Drop

* in 0.4.3: Hotheads with parachutes

A team [4 + rarity] of elite 82nd airborne troops will be airdropped on a random location in the AO, where they will either hunker down or attempt to rendezvous with your squad, engaging the enemy at will.

* Special note: the names for these soldiers are from the 505th 82nd casualties in WW2

## Take Charge

* in 0.4.3: Taking over command of allied AI infantry

Assume command of all Allied infantry in the AO, even those not normally under your command, for a duration of 1 minute. Plus 10 sec per rank and an additional minute per rarity tier.

## Land Mattress

* in 0.4.4: Call in a land mattress. A powerful rocket launcher that fires 16 rockets and saturate an area every 2 min.
	+ Will stick around for 4 min + 1 min per tier above bronze.
	+ Leaves the AO on retreat.

## Howitzer

* in 0.4.4: Get a 155mm howitzer to deploy in your AO. This Large caliber mobile artillery will fire every 30 seconds. Right click to change ammo. Will stick around for 4 min + 1 min per tier above bronze.
	+ Leaves the AO on retreat.
	+ Target must be at least 2000 px away and spotted.

## Big Red One

* in 0.4.4: Call up a Deuce and a half from the 1st Infantry Division (Big Red One) to drop 1 (+1 per rarity) to 10 soldiers in your AO. Bit of a gamble but can result in a substantial number of friendly troops if luck is on your side.
	+ 21-45 CBT and random, otherwise just like your troops
* Special note: the names for these soldiers are from the 1ID casualties on D-Day

## Churchill Heavy Tank

* in 0.4.6: Summon a Churchill heavy tank from the Brits. It boasts heavy armor, which can deflect incoming AT fire. Excellent to punch through tough defenses. Sluggish pace, exercise caution on how far you are when calling it.
	+ Leaves the AO on retreat.
	+ Slow (20px/s)
	+ 4 mins + rarity