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Field guide Roster Infantry platoons

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.

PlatoonHP / Speed / Magazine / Reach / Damage / Reload feel
EM-2 rifleLight (95 HP) / quick (112) / many / medium / light / brisk — the all-rounder
Rotkäppchen ATLighter (85 HP) / slow (78) / few / longest / heavy / slow — the Maus cracker
G11 MGMedium (105 HP) / steady (96) / many / long / very light / very fast — infantry shredder
RaiderMedium (105 HP) / very fast (155) / 10 ammo / medium / burst — hit-and-run convoy hunter
SentryTougher (120 HP) / slow (84) / 8 ammo / long / solid — depot defense anchor
WardenHeavy (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.