recursal/Fanatic-Fandom huggingface dataset:
Hauptmann

Ensures the continued survival of his troops, through training and field support.

## Overview

The German Army called for a versatile command structure, all men were expected to know the responsibilities of their superiors should they fall in combat. Gains veterancy from nearby allies.

## Gameplay

### **Infanterie Division**

Infantry receive 50% faster equipment recharge time & 10% increased weapon accuracy. Light vehicles receive 25% faster reload speeds.

*Armaments: (K98k x4, StG 44), \*G43s x2, \*G43-Zf4, \*MG 42 (100rd.), Skill: Experienced, Role: Tactical/Strategic support.*

### **Leichte Division**

Infantry receive 33% faster experience gain & 5% reduced hit chance. Crewed weapons receive 20% increased weapon accuracy.

*Armaments: (K98k x2, MP 40), \*G43s x2, \*MP 40s x2, \*GrB 39, \*Panzerschreck, Skill: Elite, Role: Tactical/Strategic support.*

### **Luftwaffe Division**

Infantry receive 33% faster experience gain & +10 increased sight radius. Crewed weapons receive 20% increased accuracy.

*Armaments: (K98k x2, Luger), \*MP 40s x2, \*StG 44s x2, Skill: Regular, Role: Tactical/Strategic support.*

### **Ost Division**

Infantry receive 33% faster experience gain & 10% increased weapon accuracy. Crewed weapons receive 25% faster reload speeds.

*Armaments: (K98k x2, StG 44), \*G43-Zf4, \*MG 34 (100rd.), \*PaB 783(r), Skill: Elite, Role: Tactical/Strategic support.*

### **Panzer Division**

Vehicles receive 15% faster weapon cooldown, 15% increased weapon accuracy, and +15 sight radius around the officer.

*Armaments: 7.5 cm KwK 40 L/48, Hull MG 34, Coaxial MG 34, \*Pintle MG 42, Armor: 80mm, Role: Tactical support, Speed: 42 km/h.*

### **Straf Division**

Infantry receive 33% faster experience gain & 10% increased weapon accuracy. Crewed weapons receive 20% increased accuracy.

*Armaments: (K98k x2, Luger), \*G43s x2, \*MP 40s x2, Skill: Regular, Role: Tactical/Strategic support.*
Sd.Kfz. 251/17 Ausf. C (Wehrmacht)

Anti-aircraft vehicle. Mechanised anti-aircraft gun that can be quickly deployed to ward off planes.

## Overview

In need of mobile anti-air support, the Wehrmacht combined the venerable 2 cm Flak 38 with the reliable Sd.Kfz. 251 platform. Able to collapse its sides when stationary, the 251/17 Ausf. C allowed full gun traverse for maximum air coverage.

*Armaments: 2 cm Flak 38, Armour: 12 mm, Role: Anti-aircraft, Speed: 52.5 km/h.*

## Abilities

**Target Tread**

* Cost: 20 Munitions
* Fires an armour-piercing capped round at the targeted vehicle. Very high chance of immobilising. Requires setup.

**Warning Flare**

* Cost: 10 Munitions
* Plant a tripwire flare on a friendly and in supply Victory or Resource Point. The trap is activated when enemy forces attempt to capture the point. Trap reveals the surrounding area when triggered.

**Anti-aircraft Mode *(Toggle)***

* The vehicle only engages aerial targets. Disables movement and rotation when active.

**Camouflage *(Toggle)***

* The crew hides the vehicle from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage and accuracy.

**Accelerate**

* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Targeting Optics**

* Requirements: Veterancy 2
* Cost: 30 Munitions
* Improves accuracy and increases line-of-sight and detection radius.

**Emergency Repair Kit**

* Cost: 30 Munitions
* Allows the vehicle to repair itself when out of combat. Does not repair critical damage.
Riflemen

Superior at close quarters than other nations' counterparts.

## Overview

Riflemen are the face of Uncle Sam's Army. Well-trained and versatile in nature, they can lay down rapid medium range fire with the tried-and-proven M1 Garand and can combat light vehicles with the M9 rifle grenade.

*Armaments: (M1 Garands, M1A1 Thompson), \*M1918A2 BAR, \*M1 Carbines x2, Skill: Regular, Role: General Purpose.*

## Abilities

**Mk. 2 'Pineapple' Grenade**

Frag Grenade, standard issue Mk 2 'pineapple' grenade can immediately kill bunched up infantry and send lethal shrapnel over much longer distances.

**M9A1 Anti-Tank Rifle Grenade**

Anti-Tank/Rifle Grenade, fitted on a rifle-mounted M7 Launcher, deals moderate damage to armoured cars and other light vehicles, but can be utilized to harass tanks when no other option is available.

**M18 Smoke Grenade**

Smoke Grenade, blocks vision in a wide radius, allowing for troops to avoid potentially lethal encounters, or blind them.

**Fire Superiority**

Well-armed & disciplined troops can suppress enemy forces through sheer volume of fire.

## Upgrades

**Composition-B Explosive Charges**

**M1 Carbines (x2)**

**M1918A2 BAR**

**M23 Smoke Grenades**

**Mk. 2 'Pineapple' Rifle Grenade**
Sniper (Americans)

Sniper, cannot conceal, useful for taking out specific infantry targets at extreme range. Limit of 2 Squads.

## Overview

American sniper school prioritized marksmanship above all else, making them invaluable for taking out entrenched German positions. Snipers frequently removed the semi-automatic gas system from their rifles to avoid wasting ammo.

*Armaments: (M1C Garand-M84), Skill: Elite, Role: Sniper.*

## Abilities

**Suppressive Shot**

* The sniper will fire a shot at the targeted enemy squad, immediately suppressing them.

**Increase Zoom *(Toggle)***

* Increases line-of-sight in a frontal cone, but decreases peripheral vision. Disables movement when active.

**Skirmish Tactics *(Toggle)***

* The squad will automatically retreat when its total health drops below the specified threshold.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.
246. Leutnant

Specialises in forward reconnaissance and fire support.

## Overview

Transferred to Aachen in late 1944, the 246th repulsed repeated U.S. assaults for five days using well constructed strong-points. Despite its dogged defence, the 246th was later overrun and reassigned to the Hürtgen Forest.

*Armaments: (K98k x2, Luger), \*MP 717(r) (35rd.) x2, \*MP 40 x2, Skill: Regular, Role: Tactical support.*

## Abilities

**Halt Retreat**

* Requirement: Veterancy 1

* Officer order. Halts the retreat of nearby squads. *Does not cancel this squad from retreating.*

**7.5 cm High-explosive Rapid Barrage**

* Cost: 45 Munitions

* Requests for a rapid 7.5 cm high-explosive barrage at the target area. Moderately effective against most targets, but will struggle against heavy armour. Fires five (5) rounds.

**Coordinated Light Artillery Barrage**

* Cost: 25 Munitions

* All available mortars and 7.5 cm howitzers will barrage the target area within the ability's range.

**Flare**

* Cost: 25 Munitions
* Short-ranged parachute flare. Reveals the target area.

**Conditioned Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving. Faster cooldown over standard *Sprint*.

## Upgrades

**Maschinenpistole 717(r) (35rd.) Submachine Guns (x2)**

* Requirement: Veterancy 3
* Cost: 40 Munitions
* *(+ Cheap, + Long Bursts, - Poor Accuracy)*

**10.5 cm Howitzer Rapid Barrage**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* *Replaces 7.5 cm High-explosive Rapid Barrage.* Authorises the officer to request rapid 10.5 cm high-explosive barrages, which are effective against all but the heaviest of targets.

**10.5 cm Howitzer Illumination Barrage**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* *Replaces 7.5 cm High-explosive Rapid Barrage.* Authorises the officer to request 10.5 cm illumination barrages, which reveal the target area.

**Junkers** **Ju-87D 'Stuka' Reconnaissance Patrol**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* *Replaces Flare.* Authorises the officer to request available aircraft to make a reconnaissance patrol at the target area.

**Forward Observer Training**

* Requirement: Veterancy 1
* Cost: 30 Munitions
* The squad has increased line-of-sight when out of combat, stopped, and either in cover or garrisoned.

**Maschinenpistole 40 Submachine Guns (x2)**

* Cost: 20 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*
500. Straftruppen

Assault/Reserve infantry. War criminals that become exceptionally more powerful as they earn experience.

## Overview

Wehrmacht Strafbataillone were filled with both civilian and military criminals, men who had lost their rights as citizens of the Third Reich. Considered disposable troops, they were continuously assigned nearly suicidal combat missions.

*Armaments: (K98k x4, MP 40), \*MP 40 x2, \*MG 42, \*FmW 35, Skill: Poor, Role: Assault.*

## Gameplay

*(+ Repair Tools, + Wire Cutters, + Random Veterancy)*

## Abilities

**Iron Will**

* Requirement: Veterancy 1

* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Modell 24** **Stielhandgranate**

* Cost: 20 Munitions
* Fragmentation grenade. The M24 is capable of ripping apart exposed infantry in a hail of lethal shrapnel. Stick design allows further throwing distance.

**Brandflasche**

* Cost: 10 Munitions
* Frangible incendiary grenade. The German 'molotov', effective for dealing with garrisoned infantry or area denial.

**Building Repair**

* The squad is able to repair any damaged structure or bridge. More efficient over *Basic Repair*. Does not affect ambient structures.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Maschinenpistole 40 Submachine Guns (x2)**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*

**Maschinengewehr 42 Light Machine Gun**

* Requirement: Veterancy 2

* Cost: 65 Munitions
* *(+ High ROF, + High Accuracy, + High Suppression, - Short Bursts)*

**Flammenwerfer 35 Flamethrower**

* Requirement: Veterancy 2
* Cost: 50 Munitions
* *(+ Extra Range, - Low Damage, - Reduced AOE)*

**Grenade Assault Training**

* Cost: 10 Munitions
* *Replaces Modell 24 Stielhandgranate.* Squad is issued additional M24 grenades. When instructed, all squad members will throw one grenade each.

**Satchel Charges**

* Cost: 10 Munitions
* *Replaces Brandflasche.* Squad is issued bundled explosives that do extreme damage to stationary targets, capable of destroying vehicles if thrown underneath.

**Frankfurt 42 Mine Detector**

* Cost: 10 Munitions
* The squad loses some firepower as one member carries a mine detector. Allows the squad to detect and disarm enemy mines.
7.5 cm Pak 40 (Wehrmacht)

Anti-tank gun. Use to engage any sort of enemy vehicle or armour at long range.

## Overview

The Pak 40 formed the backbone of Wehrmacht anti-tank forces, with over 23,000 models produced. A low silhouette, steady rate of fire, and long effective range allowed it to engage all but the heaviest Allied armour without struggle.

*Armaments: (7.5 cm Pak 40, K98k x2, MP 40), Crew: 5, Skill: Regular, Role: Anti-tank.*

## Gameplay

*(+ Accurate, + High Damage, - Slow Reload)*

## Abilities

**Target Tread**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Fires an armour-piercing capped round at the targeted vehicle. Very high chance of immobilising.

**Load Panzergranate 40 Armour-piercing Composite Rigid Rounds**

* Cost: 25 Munitions
* Crew switches to armour-piercing composite rigid rounds, with increased penetration, but slightly less damage. Timed ability.

**Granate 38 Hohl-Ladung**

* Cost: 25 Munitions
* High-explosive anti-tank round. Significantly increased penetration and moderate blast radius, but slightly reduced range.

**Weapon Team Camouflage *(Toggle)***

* The crew hides the weapon from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage, accuracy, and penetration.

**Rapid Maneuvers**

* Increases movement and rotation. Timed ability.

## Upgrades

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions

* Allows the squad to heal itself when out of combat.

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions
* Allows the squad to repair their crewed weapon when out of combat.

**Targeting Optics**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* Warning: Upgrading *Targeting Optics* locks out *Improved Breech*.

* Improves accuracy and increases line-of-sight.

**Improved Breech**

* Requirement: Veterancy 2
* Cost: 25 Munitions
* Warning: Upgrading *Improved Breech* locks out *Targeting Optics*.

* Increases reload speed.

**High-explosive Rounds**

* Cost: 10 Munitions

* *Replaces Granate 38 Hohl-Ladung.* Squad is issued high-explosive rounds, which are effective against infantry and emplacements.
Kettenhunde

Specialises in forward reconnaissance and inspiring troops.

## Overview

Decorated combat veterans, Wehrmacht military police ensured strict order and discipline on the front. Nicknamed 'chained dogs' for the gorget around their neck, they also conducted normal police duties and anti-partisan operations.

*Armaments: (MP 40 x2, StG 44), \*MP 40/I x2, \*G43-Zf4, \*MG 42, \*FmW 35, Skill: Ace, Role: Tactical support.*

## Abilities

**Concentrated Fire**

* Officer order. Directs nearby friendly infantry to fire more accurately, while vehicles reload faster. Timed ability.

**Booby Trap Capture Point**

* Cost: 25 Munitions
* Plant an explosive trap on a friendly and in supply Victory or Resource Point. The trap is activated when enemy forces attempt to capture the point.

**Halt Retreat**

* Officer order. Halts the retreat of nearby squads. Does not cancel this squad from retreating.

**Establish Retreat Point *(Toggle)***

* The squad acts as a retreat point for friendly units. Disables movement while active.

**Deutschland über Alles!**

* Officer order. Inspires nearby friendly infantry to move faster and fight harder, but draw more enemy fire. Timed ability.

## Upgrades

**Maschinengewehr 42 Light Machine Gun**

* Cost: 65 Munitions
* *(+ High ROF, + High Accuracy, + High Suppression, - Short Bursts)*

**Flammenwerfer 35 Flamethrower**

* Cost: 50 Munitions
* *(+ Extra Range, - Low Damage, - Reduced AOE)*

**Maschinenpistole 40/I Submachine Guns (x2)**

* Cost: 40 Munitions

* *(+ Fast Reload, + Suppressive, + Long Bursts, - Low ROF)*

**Gewehr 43 Marksman Rifle**

* Cost: 50 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**First Aid Training**

* Cost: 35 Munitions

* Allows the squad to heal itself when out of combat.

**Fear Propaganda Leaflet Barrage**

* Cost: 25 Munitions

* *Replaces Concentrated Fire.* Authorises the officer to request propaganda leaflet barrages, which suppress and demoralise enemy infantry.
Panzer-Lehr Panzergrenadiere

## Overview

Created in late 1943 from experienced training cadre, Panzer-Lehr was the only fully mechanised Panzer division of the war. Assigned to Normandy in early 1944, 'Lehr' suffered seventy-percent casualties fighting against Operation Cobra.

*Armaments: (K98k x4, StG 44), \*G43 x2, \*G43-Zf4, \*MG 42, \*MP 40 x2, Skill: Experienced, Role: General purpose.*

## Gameplay

*(+ Entrench Tanks, + Mechanised Assault Passive)*

## Abilities

**Iron Will**

* Requirement: Veterancy 1
* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Modell 24** **Stielhandgranate**

* Cost: 20 Munitions
* Fragmentation grenade. The M24 is capable of ripping apart exposed infantry in a hail of lethal shrapnel. Stick design allows further throwing distance.

**Rudimentary Repair**

* Demonstrating pure ingenuity, the squad is able to repair any damaged structure, vehicle, crewed weapon, or bridge. Less efficient over *Basic Repair*.

**Panzerwurfmine**

* Cost: 25 Munitions
* Shaped charge anti-tank impact grenade. Can outright destroy light vehicles and even severely damage armour.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Gewehr 43 Semi-automatic Rifles (x2)**

* Cost: 20 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Gewehr 43 Marksman Rifle**

* Cost: 50 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Maschinengewehr 42 Light Machine Gun**

* Cost: 65 Munitions
* *(+ High ROF, + High Accuracy, + High Suppression, - Short Bursts)*

**Maschinenpistole 40 Submachine Guns (x2)**

* Cost: 30 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*

**Geballte Ladung Grenades**

* Cost: 10 Munitions
* *Replaces Modell 24 Stielhandgranate*. Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.

**Panzerfaust-100**

* Cost: 15 Munitions
* *Replaces Panzerwurfmine.* Squad is issued Panzerfausts, which are exceptionally powerful single-use anti-tank recoilless guns with moderate range.
Jg.Pz. IV (Wehrmacht)

High-velocity gun gives the Jagdpanzer IV effective capabilities against enemy armour and structures.

## Overview

Another Panzer IV Ausf. H variant, the Jagdpanzer IV joined the potent 7.5 cm Pak 39 L/48 with a low, well armoured profile. Although deemed irrelevant due to the many StuGs already in service, it was a powerful and impressive hunter.

*Armaments: 7.5 cm Pak 39 L/48, Armour: 100 mm (sloped), Role: Tank destroyer, Speed: 40 km/h.*

## Abilities

**Long-Ranged Shot**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* The tank's main gun is used to fire a single round over extreme range.

**Load Panzergranate 40 Armour-piercing Composite Rigid Rounds**

* Cost: 30 Munitions
* Crew switches to armour-piercing composite rigid rounds, with increased penetration, but slightly less damage. Timed ability.

**Focused Sight *(Toggle)***

* Increases line-of-sight in a frontal cone, but decreases peripheral vision and movement.

**Blitzkrieg Tactics**

* Cost: 10 Fuel
* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Targeting Optics**

* Requirements: Veterancy 2
* Cost: 30 Munitions
* Improves accuracy and increases line-of-sight and detection radius.

**Camouflage Netting**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* The tank is invisible on the minimap when stationary.

**Schürzen**

* Cost: 50 Munitions
* Increases health.

**Ambush Tactics**

* Cost: 20 Munitions
* The crew is instructed on how to utilise camouflage and ambush tactics.
90. Sd.Kfz. 261

Command vehicle. Armoured command car that can capture points, and provide fire-support.

## Overview

The 'Kleiner Panzerfunkwagen' can broadcast long-range commands to nearby vehicles, improving their overall effectiveness.

*Armaments: \*Pintle MG 42, Armour: 14.5 mm, Role: Logistics, Speed: 80 km/h.*

## Abilities

**Fake Artillery Barrage**

* Cost: 25 Munitions
* Drops warning flares normally seen before an artillery strike or strafing run at the target area.

**Coordinated Light Artillery Barrage**

* Cost: 25 Munitions
* All available mortars and 7.5 cm howitzers will barrage the target area within the ability's range.

**10.5 cm Howitzer Smoke Barrage**

* Cost: 45 Munitions

* Requests for 10.5 cm smoke barrage at the target area. Obscures line-of-sight.

**Camouflage *(Toggle)***

* The crew hides the vehicle from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage and accuracy.

**Accelerate**

* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Expert Gunnery**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Improves accuracy and increases reload speed.

**7.5 cm Hollow Charge Barrage**

* Requirement: Veterancy 1
* Cost: 25 Munitions
* *Replaces Fake Artillery Barrage.* Authorises the officer to request 7.5 cm hollow charge barrages, which is effective against all targets.

**Schweres Maschinengewehr** **42**

* Cost: 50 Munitions
* Vehicle is issued a pintle-mounted MG 42 for additional defence against infantry and aircraft.

**Emergency Repair Kit**

* Cost: 30 Munitions
* Allows the vehicle to repair itself when out of combat. Does not repair critical damage.
184ª Divisione paracadutisti

## Overview

Built from the ashes of the 185ª 'Folgore' in late 1942, the 184th distinguished itself in the brutal operations against Yugoslavian partisans. Sent to reinforce Sicily in July 1943, ‘Nembo’ skillfully shielded the Axis retreat from repeated attacks.

*Armaments: (Carcano M91/41 x3, MAB 38), \*MAB 38 x2, \*Lewis Gun, \*MG 42, \*Model 35, Skill: Experienced, Role: Assault.*

## Abilities

**Iron Will**

* Requirement: Veterancy 1
* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Breda Mod. 35**

* Cost: 25 Munitions
* High-explosive impact grenade. The Italian Mod. 35 grenade was designed to explode on impact, leaving no time for the enemy to react.

**Modell 24 Nebelstielhandgranate**

* Costs: 15 Munitions
* Smoke grenade. Creates a cloud of smoke after a short delay, obscuring line-of-sight. Stick design allows further throwing distance.

**Panzerfaust-100**

* Cost: 30 Munition
* Anti-tank recoilless gun. Single-use launcher, deals exceptional damage to vehicles from a moderate distance.

**Conditioned Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving. Faster cooldown over standard *Sprint*.

## Upgrades

**Concealment Training**

* Requirement: Veterancy 1
* Cost: 30 Munitions
* Allows the squad to camouflage when in cover. Replaces the *Ambush!* ability with *Hold Fire*.

**Moschetto Automatico Beretta Modello 1938 Submachine Guns (x2)**

* Cost: 45 Munitions
* *(+ High Accuracy, + High Damage, + Long Bursts, - Expensive)*

**Lewis Automatic Machine Gun**

* Cost: 60 Munitions
* *(+ High Capacity, + Long Bursts, - Low ROF)*

**Maschinengewehr 42 Light Machine Gun**

* Cost: 65 Munitions
* *(+ High ROF, + High Accuracy, + High Suppression, - Short Bursts)*

**Lanciafiamme Spalleggiato Modello 35 Flamethrower**

* Cost: 40 Munitions
* *(+ Cheap, - Low Damage, - Reduced AOE)*

**Geballte Ladung Grenades**

* Cost: 10 Munitions
* *Replaces Breda Mod. 35.* Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.
Tank Division (Tankovaya Diviziya)

Use the might of the Soviet Union’s war machine to overwhelm the enemy with tanks!

## Overview

This doctrine allows access to mechanized and powerful infantry,powerful battlegroup infantry supported by versatile armor and to powerful medium and heavy tanks.It is stronger vs Infantry,Mechanized & Defensive.It is weaker vs Anti-Tank,Artillery, & Airborne.

## Battlegroup

*11th Guards Tank Corp (11-ya Gvardeyskaya Tankoviy Korpus Gvardeytsy)*

Mechanised Infantry supported by versatile armor.

Fighting alongside the 112th Tank Brigade, the 11th- ya Gvardeyskaya attained their own Guard status through martial prowess and combat effectiveness. They continued to fight in Operation Bagration, and the final Battle of Berlin.

Unit
Duluth Ships Wiki

## Welcome to the Wiki

Duluth is the zenith city in Duluth, MN. This wiki will tell you all about the Lift Bridge, the vessels, and their information.

## An Object Show About Ships?

Yes, there will be an object show about the ships featured on this wiki. The show is called Battle For Canal Park. Battle for Canal Park is an American animated web series about a competition between inanimate, anthropomorphic ships. It was created by Tyler Scott. It premiered on January 1, 2010, and is currently airing its fourth season. The entire series is uploaded on YouTube, on the channel TylerTheMan201. It tells a story of a lot of inanimate, anthropomorphic ships living in a fictional place called Duluth, where they have known each other their whole lives. They are living peacefully until a mysterious Announcer drops from the sky and announces a competition to win Canal Park, a luxury park that all the ships lust after. They're split into teams at first. They competed in challenges each episode, and the losing team's fate is put in the hands of the viewers, who decide in the comments section who they want to be eliminated from the show. The format continued with several plot twists until three contestants were left competing, then a winner out of the three was directly voted. This contestant was declared the winner and gets to choose who is to be allowed onto the park with them. It will be a blast!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Panzerjäger (Wehrmacht)

Anti-tank infantry. Concealed behind cover, use to reliably ambush any vehicle or tank.

## Overview

Defensive and reactive, Wehrmacht Panzerjäger waited until the last possible moment to engage enemy armor. Pinning targets with combined arms tactics, these teams could eliminate any Allied vehicle of the war with the Panzerschreck.

*Armaments: (K98k, MP 40, Panzerschreck), Skill: Regular, Role: Anti-armour.*

## Abilities

**Modell 24** **Stielhandgranate**

* Cost: 20 Munitions
* Fragmentation grenade. The M24 is capable of ripping apart exposed infantry in a hail of lethal shrapnel. Stick design allows further throwing distance.

**Gewehrnebelgranate 42**

* Cost: 25 Munitions
* Smoke rifle grenade. Creates a temporary screen of smoke in a line formation. Vehicles caught inside the smoke are slowed.

**HHL-3 'Panzerknacker'**

* Cost: 30 Munitions
* Magnetic, shaped charge anti-tank grenade. Has to be directly planted on an enemy vehicle (very short deployment range). Causes extreme damage if not outright destroying the target.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Tank Destruction II**

* Requirements: Veterancy 3, Tank Destruction I
* Cost: 25 Munitions
* Improves the squad's skill to 'Elite'. The squad is invisible on the minimap.

**Tank Destruction I**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Improves the squad's skill to 'Experieced'. Allows the squad to heal itself when out of combat.

**Raketenpanzerbüchse 54 'Panzerschreck' Rocket Launcher Replacement**

* Cost: 45 Munitions
* Replacement anti-tank weapon if the squad has lost their's.

**Geballte Ladung Grenades**

* Cost: 10 Munitions
* *Replaces Modell 24 Stielhandgranate.* Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions
* Allows the squad to heal itself when out of combat.
Sd.Kfz. 251/1 Ausf. D (Wehrmacht)

Rocket artillery vehicle. Protected by a machinegun turret, fire extremely powerful rockets in a creeping barrage, then relocate.

## Overview

Commonly mounted on the reputable Sd.Kfz. 251, the Wurfrahmen 40 provided large area saturation with its six 320 mm rockets. Favoured by Panzer formations for its mobility, it was extremely effective at leveling urban areas.

*Armaments: Wurfrahmen 40, Pintle MG 42, Armour: 12 mm, Role: Indirect fire, Speed: 40 km/h.*

## Abilities

**28 cm Rocket High-explosive Barrage**

* Cost: 80 Munitions
* The 'Walking Stuka' fires all six of its high-explosive rockets at the target area.

**28 cm Rocket Creeping Barrage**

* Cost: 100 Munitions
* The 'Walking Stuka' fires all six of its high-explosive rockets along a rough path.

**32 cm Rocket Incendiary Barrage**

* Cost: 120 Munitions
* The 'Walking Stuka' fires six incendiary rockets at the target area, incinerating infantry and emplacements alike.

**Camouflage *(Toggle)***

* The crew hides the vehicle from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage and accuracy.

**Accelerate**

* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Expert Gunnery**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Improves accuracy and reload speed.

**Emergency Repair Kit**

* Cost: 30 Munitions

* Allows the vehicle to repair itself when out of combat. Does not repair critical damage.
M1 Garand

## Overview

Arguably the most successful semi-automatic rifle of the war, the M1 Garand provides American soldiers unprecedented combat effectiveness across all ranges.

## Variants

### M1C Garand Marksman Rifle

*(+ High Accuracy, - No Sight Increase, - Low ROF).*

The M1C Garand is a regular rifle fitted with an angled magnified optic to grant infantry a designated marksman rifle.
7ª Divisione fanteria

## Overview

Similar to many units in the Regio Esercito, ‘Toscana’ was extremely depleted at the outbreak of war. Short on adequate training, armour, and artillery support due to an insufficient budget, the 7th was nearly routed by Greek forces in early 1941.

*Armaments: (Carcano M91/41 x4), \*MAB 38 x2, \*Carcano-Cecchino, \*MG 34, Skill: Poor, Role: General purpose.*

## Abilities

**Iron Will**

* Requirement: Veterancy 1
* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Breda Mod. 35**

* Cost: 25 Munitions
* High-explosive impact grenade. The Italian Mod. 35 grenade was designed to explode on impact, leaving no time for the enemy to react.

**Lanciabombe Controcarra**

* Cost: 20 Munitions
* Anti-tank rifle grenade. A heavy Italian hollow-charge explosive that deals exceptional damage against light vehicles.

**Flare**

* Cost: 25 Munitions
* Short-ranged parachute flare. Reveals the target area.

**Conditioned Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving. Faster cooldown over standard *Sprint*.

## Upgrades

**Maschinengewehr 34 Light Machine Gun**

* Requirement: Veterancy 2

* Cost: 55 Munitions
* *(+ High ROF, + High Accuracy, - Low Capacity, - Short Bursts)*

**Moschetto Automatico Beretta Modello 1938 Submachine Guns (x2)**

* Requirement: Veterancy 1
* Cost: 45 Munitions
* *(+ High Accuracy, + High Damage, + Long Bursts, - Expensive)*

**Carcano-Cecchino Marksman Rifle**

* Requirement: Veterancy 1
* Cost: 40 Munitions
* *(+ High Accuracy, - No Sight Increase, - Low ROF)*

**Concealment Training**

* Requirement: Veterancy 1
* Cost: 30 Munitions
* Allows the squad to camouflage when in cover. Replaces the *Ambush!* ability with *Hold Fire*.

**3 cm Gewehr-Sprenggranate Rifle Grenades**

* Cost: 10 Munitions
* Replaces *Breda Mod. 35*. Squad is issued high-explosive rifle grenades, ideal for use against infantry in cover or behind structures.

**Panzerfaust-100**

* Cost: 15 Munitions
* *Replaces Lanciabombe Contracarra.* Squad is issued Panzerfausts, which are exceptionally powerful single-use anti-tank rocket launchers with moderate range.
.50 Cal Machine Gun, M2HB

Heavy machine gun, use against massed infantry, or engaging light vehicles.

## Overview

Sporting the classic .50 caliber round, the M2 'Browning' is America’s longest-serving support weapon. Still in modern use as a primary heavy machine gun, it remains effective against both infantry and light-armored targets.

*Armaments: (M2HB .50 Cal, M1 Garands, M3A1 Grease Gun), Crew: 5, Skill: Regular, Role: Suppression.*

## Gameplay

*(Traits: + High Damage, + Fast Setup, + Lower Hit Chance, - Less Suppression, - Reduced Speed)*

## Abilities

**Load Armor-Piercing Incediary Tracer Rounds**

* Crew switches to armor-piercing incendiary tracer ammunition for better armor penetration.

**Manual Reload**

* Instructs the squad to immediately top off the ammunition of their heavy machinegun.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions

* Allows the squad to repair their crewed weapon when out of combat.

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions
* Allows the squad to heal itself when out of combat.
91. Luftlande Ersatztruppen

## Overview

Like many Wehrmacht units located in Normandy, the 91st was under-strength and under-equipped. Filled using young trainees, old reservists, recovering Ostfront veterans, and conscripts, the 91st was ill-prepared to fight against the Allied forces.

*Armament: (K98k x4, MP 40), \*G43 x2, \*MP 717(r) x2, \*MG 15, \*PzB 39, Skill: Poor, Role: General purpose.*

## Abilities

**Iron Will**

* Requirement: Veterancy 1

* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Modell 39 Eierhandgranate**

* Cost: 15 Munitions
* Fragmentation grenade. The M39 'Egg Grenade' is cheap and unremarkable, with minimal blast radius and throwing range.

**Brandflasche**

* Cost: 10 Munitions
* Frangible incendiary grenade. The German 'molotov', effective for dealing with garrisoned infantry or area denial.

**Panzerfaust-30**

* Cost: 25 Munitions
* Anti-tank recoilless gun. Single-use launcher, deals exceptional damage to vehicles from a moderate distance. Less range and penetration over *Panzerfaust-100*.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Maschinenpistole 717(r) (35rd.) Submachine Guns (x2)**

* Requirement: Veterancy 3
* Cost: 40 Munitions
* *(+ Cheap, + Long Bursts, - Poor Accuracy)*

**Maschinengewehr 15 Light Machine Gun**

* Requirement: Veterancy 2

* Cost: 60 Munitions
* *(+ High ROF, + High Accuracy, + Fast Suppression, - Short Bursts)*

**Panzerbüchse 39 Anti-tank Rifle**

* Requirements: Veterancy 2
* Cost: 40 Munitions
* *(+ High Accuracy, + High Damage, - Low ROF)*

**Gewehr 43 Semi-automatic Rifles (x2)**

* Cost: 20 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Panzerfaust-100**

* Cost: 15 Munitions
* *Replaces Panzerfaust-30.* Squad is issued Panzerfausts, which are exceptionally powerful single-use anti-tank recoilless guns with moderate range.

**Flares**

* Cost: 5 Munitions
* *Replaces Brandflasche.* Squad is issued parachute flares, which reveal the target area.
Brandenburg Sprengtrupp

## Overview

Cunning demolitionists, 'Brandenburg' Sprengtruppe were trained in the use of both Axis and Allied explosives to complete their missions. Vital to the conquest of Europe, these men disabled and seized valuable enemy installations and infrastructure.

*Armaments: (MP 40 x3), \*G43-Zf4, \*FmW 35, \*Panzerschreck, \*PzB 39, Skill: Elite, Role: Infiltration.*

## Abilities

**Modell 24 Incendiary Grenade**

* Cost: 35 Munitions
* Incendiary grenade. Scorches the area with a torrent of lethal flames. Stick design allows further throwing distance.

**Booby Trap Capture Point**

* Cost: 25 Munitions
* Plant an explosive trap on a friendly and in supply Victory or Resource Point. The trap is activated when enemy forces attempt to capture the point.

**Demolition Charge**

* Cost: 35 Munitions
* Squad plants a powerful, remotely-detonated explosive charge capable of destroying structures and punching holes in ice. Guaranteed to collapse bridges.

**Infiltration *(Toggle)***

* Squad has reduced movement but cannot be detected by enemy forces, unless in close proximity or engaged in combat. Disables any *Sprint* ability while active.

**Für das Vaterland!**

* Increases movement but draws more enemy fire. Timed ability. Disables weapons and reduces line-of-sight while moving. Breaks out of suppression. Slower cooldown over standard *Sprint*.

## Upgrades

**Raketenpanzerbüchse 54 'Panzerschreck' Rocket Launcher**

* Requirement: Veterancy 2
* Cost: 90 Munitions
* *(+ High Damage, + High Penetration, - Expensive)*

**Gewehr 43 Marksman Rifle**

* Cost: 50 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Flammenwerfer 35 Flamethrower**

* Cost: 50 Munitions
* *(+ Extra Range, - Low Damage, - Reduced AOE)*

**Panzerbüchse 39 Anti-tank Rifle**

* Cost: 40 Munitions
* *(+ High Accuracy, + High Damage, - Low ROF)*

**Satchel Charges**

* Cost: 10 Munitions
* *Replaces Demolition Charge.* Squad is issued bundled explosives that do extreme damage to stationary targets, capable of destroying vehicles if thrown underneath.

**First Aid Training**

* Cost: 35 Munitions

* Allows the squad to heal itself when out of combat.
78. Sturmgrenadiere

Assault infantry. Elite close-quarters grenadiers that are perfect for leading an infantry assault.

## Overview

The 78th spearheaded Barbarossa and annihilated Soviet forces at Rzhev and Kursk. Tasked to defend Orsha in mid 1944, it was outnumbered 9:1. Destroyed after two days of combat, it was rebuilt as the 78. Volks-Sturm-Division.

*Armaments: (K98k/Luger x4, MP 40), \*MP 40 x2, \*MP 717(r) x2, \*G43 x2, \*FmW 35, Skill: Elite, Role: Assault.*

## Abilities

**Iron Will**

* Requirement: Veterancy 1
* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Modell 24 'Splitterring' Stielhandgranate**

* Cost: 25 Munitions
* Fragmentation grenade. The addition of the 'Splitterring' sleeve increases lethality and suppression. Stick design allows further throwing distance.

**Modell 24 Nebelstielhandgranate**

* Costs: 15 Munitions
* Smoke grenade. Creates a cloud of smoke after a short delay, obscuring line-of-sight. Stick design allows further throwing distance.

**Panzerfaust-100**

* Cost: 30 Munition
* Anti-tank recoilless gun. Single-use launcher, deals exceptional damage to vehicles from a moderate distance.

**Für das Vaterland!**

* Increases movement but draws more enemy fire. Timed ability. Disables weapons and reduces line-of-sight while moving. Breaks out of suppression. Slowe cooldown over standard *Sprint*.

## Upgrades

**Flammenwerfer 35 Flamethrower**

* Requirement: Veterancy 1

* Cost: 50 Munitions
* *(+ Extra Range, - Low Damage, - Reduced AOE)*

**Maschinenpistole 40 Submachine Guns (x2)**

* Cost: 30 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*

**Maschinenpistole 717(r) (71rd.) Submachine Guns (x2)**

* Cost: 45 Munitions
* *(+ High Capacity, +High ROF, + Long Bursts, + Suppressive, - Poor Accuracy)*

**Gewehr 43 Semi-automatic Rifles (x2)**

* Cost: 20 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Grenade Assault Training**

* Cost: 10 Munitions
* Warning: Upgrading *Grenade Assault Training* locks out *Geballte Ladung Grenades*.
* *Replaces Modell 24 'Splitterring' Stielhandgranate.* Squad is issued additional M24 grenades. When instructed, all squad members will throw one grenade each.

**Geballte Ladung Grenades**

* Cost: 10 Munitions
* Warning: Upgrading *Geballte Ladung Grenades* locks out *Grenade Assault Training*.
* *Replaces Modell 24 'Splitterring' Stielhandgranate.* Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.
Spearhead Wiki

## Welcome to the Spearhead Wikia!

Welcome to the Wikia! We’re a collaborative community of modders and avid history buffs excited to introduce you to one of the most intense mods ever produced for the real time strategy game, Company of Heroes 2.

## Latest activity

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200. Panzergrenadiere

Panzergrenadier/Engineer infantry. Versatile combat troops that can support vehicles and function as regular infantry.

## Overview

A regiment of experienced desert combat veterans, personnel of the 200th were also specialists in field maintenance. Providing critical repairs, these men kept the Panzers of 90. Afrika-Division operational in the deserts of Tunisia.

*Armaments: (K98k x4, MP 40), \*G43-Zf4, \*MG 34, \*MP 40 x2, \*PzB 39, \*G43 x2, Skill: Experienced, Role: Assault.*

## Gameplay

*(+ Repair Tools, + Wire Cutters, + Mechanised Assault Passive)*

## Abilities

**Modell 24 Incendiary Grenade**

* Cost: 35 Munitions
* Incendiary grenade. Scorches the area with a torrent of lethal flames. Stick design allows further throwing distance.

**Rudimentary Repair**

* Demonstrating pure ingenuity, the squad is able to repair any damaged structure, vehicle, crewed weapon, or bridge. Less efficient over *Basic Repair*.

**Gewehrnebelgranate 42**

* Cost: 25 Munitions
* Smoke rifle grenade. Creates a temporary screen of smoke in a line formation. Vehicles caught inside the smoke are slowed.

**Engine Repair**

* The vehicle will attempt to repair one engine critical damage on a target friendly or abandoned vehicle.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Gewehr 43 Marksman Rifle**

* Cost: 50 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Maschinengewehr 34 Light Machine Gun**

* Cost: 55 Munitions
* *(+ High ROF, + High Accuracy, - Low Capacity, - Short Bursts)*

**Maschinenpistole 40 Submachine Guns (x2)**

* Cost: 30 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*

**Panzerbüchse 39 Anti-tank Rifle**

* Cost: 40 Munitions
* *(+ High Accuracy, + High Damage, - Low ROF)*

**Gewehr 43 Semi-automatic Rifles (x2)**

* Cost: 20 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Advanced Repair Tools**

* Cost: 20 Munitions

* *Replaces Rudimentary Repair*. Instructed in advanced repair techniques, the squad is better able to maintain vehicles.
3. Angriffstruppe

Paratrooper/Assault infantry. Elite troops armed with semi-automatic rifles, suited for close to medium ranges.

## Overview

Alongside the Gebirgsjäger, Fallschirmjäger were considered the elite of the Wehrmacht. Despite Hitler's ban on large-scale airborne operations after the disastrous Crete campaign, these elite troops continued to dominate enemy forces.

*Armaments: (G43 x4, FG 42), \*MP 40 x2, \*FG 42 x2, \*Panzerschreck, Skill: Elite, Role: Assault.*

## Gameplay

*(+ Passive Healing, + Camouflage, + Airdropped Upgrades)*

## Abilities

**Modell 24** **Stielhandgranate**

* Cost: 20 Munitions
* Fragmentation grenade. The M24 is capable of ripping apart exposed infantry in a hail of lethal shrapnel. Stick design allows further throwing distance.

**Blendkörper 2H**

* Cost: 20 Munitions
* Frangible smoke grenade. Creates a cloud of smoke, obscuring line-of-sight. Caustic titanium tetrachloride disables vehicle weapons and poisons infantry while in the cloud.

**Panzerfaust-100**

* Cost: 30 Munition
* Anti-tank recoilless gun. Single-use launcher, deals exceptional damage to vehicles from a moderate distance.

**Iron Will**

* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Conditioned Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving. Faster cooldown over standard *Sprint*.

## Upgrades

**Maschinenpistole 40 Submachine Guns (x2)**

* Cost: 30 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*

**Fallschirmjägergewehr 42 Automatic Rifles (x2)**

* Cost: 60 Munitions
* *(+ High Accuracy, + High Damage, + High ROF, - Short Bursts, - Low Capacity, - Expensive)*

**Raketenpanzerbüchse 54/1 Rocket Launcher**

* Cost: 95 Munitions
* *(+ High Damage, + High Penetration, +Extra Range, - Expensive)*

**Geballte Ladung Grenades**

* Cost: 10 Munitions
* Warning: Upgrading *Geballte Ladung Grenades* locks out *Grenade Assault Training*.
* *Replaces Modell 24 Stielhandgranate.* Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.

**Grenade Assault Training**

* Cost: 10 Munitions
* Warning: Upgrading *Grenade Assault Training* locks out *Geballte Ladung Grenades*.
* *Replaces Modell 24 Stielhandgranate.* Squad is issued additional M24 grenades. When instructed, all squad members will throw one grenade each.

**Eintossflammenwerfer 46**

* Cost: 15 Munitions
* *Replaces Blendkörper 2H.* Squad is issued a single-use flamethrower, which can quickly set enemies alight.
Maschinengewehr 34 (Wehrmacht)

Heavy machine gun. Designed with an optimal mix of accuracy, and rate-of-fire for keeping infantry suppressed.

## Overview

Designed ahead of its time, the MG 34 was an excellent example of precision engineering. The principle machine gun of the Wehrmacht, troops commended the weapon for its high rate-of-fire, stability, ergonomic design, and reliability.

*Armaments: (MG 34 HMG, K98k x3, MP 40), Crew: 5, Skill: Regular, Role: Suppression.*

## Gameplay

*(+ Accurate, + Cheaper, + High ROF, - Slow Setup)*

## Abilities

**Load** **V-Patronen Armour-piercing Incendiary Rounds**

* Cost: 20 Munitions

* Crew switches to armour-piercing incendiary rounds, ideal for engaging light vehicles. Timed ability.

**Manual Reload**

* Instructs the squad to immediately top off the ammunition of their heavy machine gun.

**Weapon Team Camouflage *(Toggle)***

* The crew hides the weapon from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage, accuracy, and penetration.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions
* Allows the squad to heal itself when out of combat.

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions

* Allows the squad to repair their crewed weapon when out of combat.

**MGZ40 Targeting Optics**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* Improves accuracy and increases line-of-sight and detection radius. Requires setup.
15. Pz.Bef.Wg. IV Ausf. H

## Overview

Transferred from Italy in fall 1944, the 15th fought valiantly but futilely to stem the Allied tide. Sent to the Rheinland in February 1945, the unit made its final stand during its tenacious defence of the famous Hochwald Gap in early March.

*Armaments: 7.5 cm KwK 40 L/48, Hull MG 34, Coaxial MG 34, Armour: 80 mm, Role: Tactical support, Speed: 42 km/h.*

## Abilities

**Tank Shock!**

* Requirement: Panzer Division or Veterancy 1

* Forces a targeted suppressed enemy infantry squad to retreat.

**10.5 cm Howitzer High-explosive Barrage**

* Cost: 120 Munitions
* Requests for a 10.5 cm high-explosive barrage at the target area. Moderately effective against all but the heaviest of targets. Fires six (6) rounds.

**Junkers Ju-87D 'Stuka' 50 kg Dive Bomb**

* Cost: 60 Munitions
* Requests a Ju-87D 'Stuka' plane to conduct a precision attack on an enemy controlled point. Has a short delay, with an iconic audio cue. Resource Points are neutralised when hit.

**Schnellnebelkerzen 39**

* Cost: 30 Munitions
* Use equipped smoke dischargers to obscure line-of-sight around the vehicle.

**Blitzkrieg Tactics**

* Cost: 10 Fuel
* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Ambush Tactics**

* Requirement: Veterancy 3
* Cost: 20 Munitions
* *Replaces Schnellnebelkerzen 39*. The crew is instructed on how to utilise camouflage and ambush tactics.

**15 cm Nebelwerfer Barrage**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Warning: Upgrading *15 cm Nebelwerfer Barrage* locks out *10.5 cm Howitzer Precision Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request 15 cm high-explosive rocket barrages, which are effective against all targets.

**10.5 cm Howitzer Precision Barrage**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Warning: Upgrading *10.5 cm Howitzer Precision Barrage* locks out *15 cm Nebelwerfer Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request precise 10.5 cm high-explosive barrages, which are effective against all but the heaviest of targets.