EM-2, Rotkäppchen, G11, Raider, Sentry & Warden — six shared tools from one Barracks
Infantry platoons
Barracks drips infantry platoons about every 30 seconds up to six, cycling through EM-2 rifles, Rotkäppchen rockets, G11 MGs, fast Raiders, stalwart Sentries, and armored Wardens. Each platoon moves as one unit but draws as a 13-figure squad.
At a glance
- Where they go
- Land — one population each; 13 little soldiers per unit
- How they come
- Barracks cycles rifle → anti-tank → machine gun → raider → sentry → warden
- How many
- Six infantry at most — shared across the six roster types
- Best trick
- Only infantry can garrison ruins/towns for 40% shell cover and a small range bump
Infantry platoons
Thirteen soldiers fight as one platoon with rifle, rocket, MG, scout, or assault loadouts. Only infantry can garrison ruins and towns for cover bonuses.
Rotkäppchen AT — the Maus answer
The slowest land platoon, with a few rockets that reach a little farther than a Maus and, with the anti-armor bonus, hit tanks about 2.4× as hard as a Maus shell. Park them on an approach lane and let Maus eat the first volley — AT must outrange to work, and it does. Weak vs other infantry and drones, so screen it.
| Platoon | HP / Speed / Magazine / Reach / Damage / Reload feel |
|---|---|
| EM-2 rifle | Light (95 HP) / quick (112) / many / medium / light / brisk — the all-rounder |
| Rotkäppchen AT | Lighter (85 HP) / slow (78) / few / longest / heavy / slow — the Maus cracker |
| G11 MG | Medium (105 HP) / steady (96) / many / long / very light / very fast — infantry shredder |
| Raider | Medium (105 HP) / very fast (155) / 10 ammo / medium / burst — hit-and-run convoy hunter |
| Sentry | Tougher (120 HP) / slow (84) / 8 ammo / long / solid — depot defense anchor |
| Warden | Heavy (170 HP) / steady (128) / 22 ammo / medium / sustained — frontline assault infantry |
EM-2 and G11 — the screen
EM-2 rifles are quicker than Maus, turn to face before marching, and pepper soft targets. G11 MGs reach farther than rifles and hose infantry and trucks with sustained bullets, but plink tanks. Raiders flank and hunt isolated trucks with blinding 155 speed, Sentries anchor defensive lines with high durability, and Wardens lead heavy pushes with 170 HP. Use them together: rifles hold depot lips, MGs mow infantry, ATs wait for armor.
- MGs hose infantry and trucks; rifles finish soft targets; ATs wait for the big boys.
- Raiders hunt exposed convoys; Sentries hold choke points; Wardens soak enemy shell fire.
- All infantry gets 40% less shell damage and a small range bump when garrisoned — not enough to outrange a Maus.
Garrisoning
Step onto a ruin or town and your platoon garrisons: shells hurt about 40% less and range nudges up a little — an MG or rifle inside still can't outshoot a Maus, but it's enough to hold a depot lip. The tile's own block is ignored for that garrisoned unit so it can shoot out while staying in cover. Use it to anchor a depot lip or a choke and to help flip faster.
Making them
Barracks is a normal support building: one per team, takes a slot, blocks land movement, drips a platoon about every half minute for modest supply if you have the population and supply. It cycles through all six infantry types in order (rifle → anti-tank → machine gun → raider → sentry → warden). Unique rifle-domain infantry (Chuikov's Storm Guard, Giap's Viet Militia, Mannerheim's Ski Jaeger, Slim's Gurkha) append directly to their commander's barracks cycle. If you're capped or broke, it just waits.
Counters and combos
Rifle + MG is the classic infantry ball — rifles finish trucks and soft troops, MGs hose anything on foot. Add AT when Maus show up. Fast Raiders or Sentries harass logistics lines, while Wardens spearhead urban sieges. Drones hard-counter the whole ball if you don't screen, so keep a Maus or two nearby when you push infantry alone.