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"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

author:3DM Game Network

"Company of Heroes 3" detailed explanation of the US military units, detailed explanation and evaluation of the US military class buildings and battle groups. "Company of Heroes 3" detailed explanation of the combat power of the U.S. military, and the data of the troops. Company of Heroes 3 is a real-time strategy and tactics game (RTS) that is the latest chapter in the Company of Heroes series. The legendary tactics franchise is back and takes players back to the epic journey of World War II. Company of Heroes 3 is the perfect blend of action, tactics and strategy, as you take control of real-time combat as a general and lead an all-out offensive - every choice counts to determine the fate of humanity.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Although the appearance in COH3 is the US military in the Italian theater of operations, which is still too young in the face of modern warfare, the characteristics of the US military camp have not changed much - relying on infantry and light armor, the camp with the focus on the front and middle periods. (Although the original version of the U.S. military, which dragged on the rhythm of regular units and relied entirely on the commander's special unit to support the scene, looked more like the U.S. military in '43). In the game, the units of the U.S. military are often divided into two types: general-purpose units, which may reach the T1 level, but tend to have mediocre values (such as steamed buns); Specialized units, can be very OP, but the function is single (Xia Fei). At the same time, the shortcomings of the US military are also obvious - there is almost nothing in the system with a range greater than the AT (that is, the United States is forced, counting the commander unit plus a pipe organ at most), which makes it quite powerless in the face of the defensive positions formed in the middle and late stages. Therefore, in order to ensure the strength of the US military, it is necessary to maintain a main force of a certain size (soft sister sea .jpg) at all times, and at the same time be prepared to deal with various situations, and flexibly use these units as a sharp knife to defeat the enemy before the enemy front is formed, so as to ensure victory.

For a collection of illustrated books and data descriptions for all arms, please step one: https://www.3dmgame.com/gl/3921427.html

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

1. Architecture

(Base starting resources: 390 manpower, 25 ammunition, 15 fuel; Scouting Class ×1)

-总部(Headquarters)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

HP: 3000; Armor: 35; Volume: 5; Field of view: 35; Stealth detection: 3

Complement Radius: 30; Auto-replenishment can be enabled

Production units: reconnaissance squads, engineer squads, captain's convoys

Upgrades:

Air Support Center: Spend 100 manpower, 30 oil, and 60 seconds to automatically build an Air Support Center, and unlock the left Air Support skill after completion; Exclusion from other support centers

Mechanized Support Center: Spend 100 manpower, 30 fuel, and 60 seconds to automatically build a Mechanized Support Center, and after completion, unlock the construction of the M3 75mm and M16 half-track in the Weapon Support Center; Exclusion from other support centers

Infantry Support Center: Spend 100 manpower, 30 oil, and 60 seconds to automatically build an Infantry Support Center, and immediately generate a team of Captain Guards; Exclusion from other support centers

Skill:

Build a medical station: It takes 125 manpower, 20 oil, and 15 seconds to build a medical station automatically

Build Barracks: Spend 120 manpower, 15 oil, and 15 seconds to build a barracks automatically

Build a Weapon Support Center: Spend 100 manpower, 10 oil, and 15 seconds to automatically build a weapon support center

Building a Shunting Yard: Requires the presence of a barracks or weapon support center, and either support center has been unlocked; It takes 200 manpower, 45 oil, and 40 seconds to automatically build a shunting yard

To build a tank depot: requires the presence of a barracks or weapon support center, and either support center has been unlocked; It takes 300 manpower, 120 oil, and 80 seconds to build a tank depot automatically

Automatic Reinforcement: Switch skills, and when you turn on the rear reinforcements, your dissatisfied squads within the radius of the reinforcement will automatically spend manpower for reinforcements; No switching cooling

Creates ruins when destroyed

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-空军支援中心(Air Support Center)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Cannot be attacked, does not take any damage; Field of view: 35; Stealth detection: 3

Price: 100 manpower 30 oil; Build time: 60 seconds

Once completed, unlock the Grasshopper High Altitude Reconnaissance, P-47 Strafing and P-47 Dive Bombing support skills on the left

Advanced Aerial Reconnaissance: Spend 75 manpower and 15 fuel for 30 seconds, and replace the Grasshopper High-Altitude Reconnaissance skill with Grasshopper Reconnaissance after completion, which can provide real vision; Ability cooldown inheritance

Air Supply: Costs 150 manpower and 40 fuel for 30 seconds, and reduces the cost of P-47's Strafing and P-47's Dive Bombing skills by 20 ammo after completion

Air Superiority: Spend 100 manpower, 25 fuel, 30 seconds, and reduce the cooldown of all left support skills by 30 seconds

Double Attack: Spend 150 manpower and 40 fuel for 45 seconds, after completing the P-47 Strafe and P-47 Dive Bombing skills, you will unlock an additional attack wave, and the skill cost and cooldown will remain the same

Grasshopper High Altitude Scouting: Free Skill; Specify a target area, a 1000 HP Grasshopper reconnaissance aircraft will enter from the specified direction in a high-altitude reconnaissance mode, the aircraft speed is 15, detects enemy units (including stealth units) within a radius of 75 m on the path and displays them in the form of mini-icons on the map and tactical maps; Spell suspension when the aircraft is shot down; 120 seconds cooldown; Replace this ability with Advanced Aerial Scout and inherit the cooldown

Grasshopper Scouting: Requires advanced aerial scouting; Free skills; Specify a target area, a 1000 HP Grasshopper will enter from the specified direction, the aircraft speed is 30, providing a 50m radius of vision and 10m of anti-stealth vision on the path; Spell suspension when the aircraft is shot down; 120 seconds cooldown

P-47 Strafing: Spend 60 ammo, designate a target location within the field of view, after 2 seconds, a P-47 with 240 HP will enter from the designated direction, and after about 5 seconds, it will strafe the target area, covering an area of about 10×45m; If the Double Sortie has been upgraded, another P-47 will fire a second shot along the same route 2 seconds later; The aircraft speed 60, does not provide visibility; Not to be released within the base area; 90 seconds cooldown, shared with P-47 Dive Bombardment

.50机枪(P-47扫射)

Damage per shot: 20; Armor piercing: 20

Duration of a single attack: 1 second; Rate of fire: 16

The AOE mechanism is not yet clear (Note: the measured damage to a single target fluctuates between 40-100)

Single Shot Press: 0.24; No suppressed contagion

Special - No friendly damage or suppression

P-47 Dive Bombing: Spend 70 ammo, designate a target location within the field of view, a P-47 with 520 HP will enter from the direction of the base, and drop 2 500-pound high-explosive bombs on the target area after about 7 seconds, with an interval of 0.1-0.2 seconds and a dispersion range of 2-3m; If the Double Sortie has been upgraded, another P-47 will perform a second dive drop along the same route after 0.5 seconds; Aircraft speed 60; Does not provide a view; Not to be released within the base area; 90 second cooldown, shared with P-47 Strafe

500?

Alpha Damage: 140; Armor piercing: 1000

AOE radius: 7; Distance Judgment: 5/7/14; Damage Multiplier: 1/0.5/0.25; armor piercing: 1000/1000/1000; Suppression coefficient: 1/0.75/0.5

Single Shot Press: 0.24; Proximity Suppression Ratio: 0.5; Radius of infection: 18

Special: A single shot can cause damage to up to 3 models in the team; 1.5 times damage to vehicles; 2x damage to buildings, 2x armor piercing; 0.75 times damage against garrison; When attacking a garrison building, all garrison units take long-range AOE damage

[Air Force Support Center] evaluation

After waiting for two full generations, the U.S. military finally got a commander-less air attack in Company of Heroes 3, ASC, also known as the Air Finger Division, as one of the three technological upgrade options for the U.S. military. Unlike other support centers, the Air Support Center does not actually strengthen the strength of the units present through technology, but by unlocking three support skills for the player to use, that is to say, it needs to squeeze out the ammunition that the player uses for the units on the field to play a role, and in order to improve the effectiveness of the air attack, the support center's technology will squeeze the resources of the US military players to upgrade, and ultimately affect the player's units. The rhythm of technology, that is to say, if you choose the Air Support Center, unless the player does not use it at all (which can be said to be a whole chunk less than the normal U.S. military), it will eventually affect the rhythm of the player, so is the Air Support Center worth the player's upgrade?

Nonsense, of course it's worth it! I've long wanted to see the maid's big bottle sent to the German guy one by one.jpg door-to-door service

Because the Air Support Center unlocks is not a reinforcement of the existing troops, it is quite tolerant of the player's subsequent play, even under the current version, the three air attack skills it unlocks have a certain use: Grasshopper reconnaissance as a free skill, it is absolutely not a loss to use, even if it is a false vision before the upgrade, it is incomparable to the role of the US military such a camp that cannot be hard-hitting, even if the player does not have a plan for reconnaissance, it is absolutely not a loss to use it directly as soon as there is a CD (you can choose the depth position when using it, and conduct a large-scale observation parallel to the battle line) In special cases, it can even fly out first for the P47 stopper

47 machine gun strafing can be said to be the most used skill in the support center, fast entry, high suppression, first-class killing efficiency, even if there is no Stuka idealism a thousand wear, can quickly defeat the German blob pile in infantry combat, if the opposite side is a German army set up to fight, it can make the opposite side even more painful

Although the damage of 47 bombardment has been reduced to 140 and it is late to the scene, it is still a fixed-point removal skill no matter what, and it can be described as a natural enemy for the erection that is damaged by the squad AI or the armor that is damaged by the pathfinding AI, and it can also get unexpected results with a certain amount of advance prediction. As a support center for these skills, the technology is also simple and crude: although the advanced aerial reconnaissance is the least effective of the Four Heavenly Kings, the change of false vision to real vision can not only save the player's attention and improve efficiency (from only knowing the type to directly judging the specific unit), but also can be used to throw other skills; Air supply directly reduces the ammunition consumption of the milk bottle skill (which directly deducts wages), and makes an indelible contribution to the ammo rotation of US players (especially in the early and middle stages), which is generally a good choice for the first technology upgrade; Air superiority, as a technology that reduces the CD of support skills, directly increases the frequency of air attack skills when ammunition can keep up with (important), which is also effective in increasing the intensity of air strikes; The final double attack upgrade is the simplest and crude one-force reduction ten-session upgrade, one is not strong, I came directly to two (some people did it now)! The air support center under the complete body, especially the multiple air support centers, can really perform the "horrific bombing of the US Army Airlines" in front of the German army to blow the sauerkraut back to the Stone Age, and even if the Germans barely offset the impact of the air attack with an overdose of AA, I still have ground units ah .jpg

For players who choose the air support center, a recommended (but not the only) way to play is to reduce the dependence of the troops on fuel through the tenacity of the RM (in this case, special attention needs to be paid to the anti-armor), to push the air finger to almost complete body in the order of reducing the price → double → reducing the CD, relying on the support of the air finger to survive the more difficult ground combat period, and then take out all kinds of mid-to-late American units to confront the German units, and finally win the victory under the integrated offensive of air and ground.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-机械化支援中心(Mechanized Support Center)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Unlock the construction of the M3 75mm and M16 halftrack in the Weapons Support Center

Special Ammo: Spend 100 manpower and 20 fuel for 30 seconds, and unlock the shotgun skills for the M8 Greyhound, M4A1 Sherman, and M4A1 76mm Sherman; Unlock the APCR Shell skill for the M24 Xiafei; Unlock the HVAP Shell skill for the M18 Hellcat; Unlock the White Phosphorus Barrage skill for the M4 (105) Sherman Bulldozer

Enhanced Armor: Spend 100 manpower and 20 fuel for 30 seconds, and after completion, increase the front/side/rear armor of all present and newly built M8 Greyhound, M24 Xiafei, M18 Hellcat, M4A1 Sherman, M4A1 76mm Sherman, M4 (105) Sherman Dozer, M4A3E8 Sherman, and Sherman Wizban by 20%, reducing damage by 25% when attacked by tank killers and 40% when penetrated by Pzb39 anti-tank guns.

Smoke Grenade: Spend 100 manpower and 20 fuel for 30 seconds, and after completion, unlock the Smoke Bombardment for the M8 Greyhound, and unlock the Smoke Launcher skill for the M24 Xiafei, M4A1 Sherman, M4A1 76mm Sherman, M4 (105) Sherman Bulldozer, and M4A3E8 Sherman

M4A1 76mm Modification: Spend 200 manpower and 40 fuel for 30 seconds, and after completion, convert all existing and newly built M4A1 Shermans to M4A1 76mm Shermans, inheriting HP, upgrades, and experience points; Attributes are described in the Units section

Maintenance Team: Passive skill, allied vehicle units located within 35m of the Mechanized Support Center will regenerate health at a rate of 3.2 HP/s when they are out of battle and stationary

Note: The 2 Repair Engineers automatically dispatched are animations only and do not provide actual maintenance effects

Evaluation of the Mechanization Support Center

Referred to as MSC, it is the main direction of selection to improve the quality and combat efficiency of vehicle units in the later stage. There is a significant difference between the other two types of support centers, the U.S. military often starts to choose a support center in the early 4 minutes to determine the direction of science and technology of the bureau, and at this time, choosing a mechanized center cannot provide any bonus to its own troops, it is more like a simple upgrade building, whether you choose two half-tracks unlocked by two or three fast cars, it is to pave the way for grabbing the advantage of the light armor period and cannot get the actual bonus. Comes with a passive for the very slow speed of the bath to return blood, although you can rub yourself and multiple friendly units together, but in view of the fact that this thing can't be moved at home, more cases can only play the role of delaying the timing of sappers in 11 (not because the U.S. military does not send sappers to cause car repair disabilities), multiplayer games are basically not used. The early investment in the middle and late stages of the game can really give full play to the strong strength of MSC, and only after having a certain number of vehicle units can you start to upgrade the technology in MSC: 76 steamed buns as the core skill, as the most cost-effective and comprehensive attributes of the whole game, is a panacea choice in various complex situations, although the license price is more expensive, but this thing is equivalent to the cheaper the sea; Enhancing armor as a second priority option can effectively improve the survivability of steamed buns, making their faces reach a thickness of 234 (isn't that familiar?West German No. 4 PTSD is back), especially its damage reduction effect on barrels and large guns, which can effectively counter the two main defense canisters scurrying all over the ground; Smoke grenades and special ammunition upgrades are a matter of personal choice, and getting an enhanced output and can further improve survivability is always a good thing; To sum up, MSC is to use the valuable resources in the early stage in exchange for a relatively strong armored combat force in the later stage, which requires a certain number of vehicle units to exert its combat effectiveness, which tests the ability of US players to plan the battle situation and resources reasonably

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-步兵支援中心(Infantry Support Center)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Immediately after the construction is completed, a squad of Captain's Guards is generated, and the stats are shown in the Base Units section

Abundant Ammo: Spend 100 manpower and 15 fuel for 30 seconds, and reduce the cost of all allied infantry upgrades by 50% after completion

Explosive Equipment: Spend 100 manpower and 15 fuel for 30 seconds, and after completion, unlock the construction of high explosive bombs and M6 heavy anti-tank mines for the Riflemen, Sappers, Assault Engineers, and Bazooka teams, with the stats of the subsidiary units

Advanced Logistics: Spend 200 manpower and 50 fuel for 30 seconds, after completion, all your infantry units (excluding rigs) will reduce the replenishment price by 25%, and each infantry model replenished by the medical station's casualty reinforcement ability will give 50 experience points to the corresponding infantry squad

Survival Training: Spend 250 manpower and 50 fuel for 30 seconds, after completion, the maximum HP of all allied infantry and newly built infantry and erection teams will be increased by 10, and the skill cooldown of all allied infantry (excluding erections) will be reduced by 25%.

Secondary Skills (Demolition Equipment):

High Explosive Bomb: Spend 35 ammo to designate a target location and spend 10 seconds to bury a high explosive bomb, which will automatically detonate after 10 seconds, and the stats are shown in the subordinate units

M6 Heavy Anti-Tank Mine: Spend 50 ammo for 13 seconds to place an M6 Heavy Anti-Tank Mine, stats listed in Subordinate Units

High Explosive:

HP: 20; Armor: 1; Volume: 1; Special cloaked units; No field of vision, can be detected by mine detectors but cannot be excluded (can be dropped by A)

Damage: 440; Armor piercing: 1000; Suppression: 0.5

AOE Range: 5; Distance Judgment: 1.25/2.5/3.75; Damage Multiplier: 1/0.75/0.25

Special: Automatic detonation after 10 seconds; Ignores the damage reduction effect of garrison cover; Damage to buildings, positions, and squad weapons is 2 times, and bridge damage is 2.5 times

M6 heavy anti-tank mines: size 3.5× 3.5

HP: 20; Armor: 35; Volume: 1; Special cloaked units; No field of view

Damage: 400; Armor piercing: 1000; Suppression: 0.5

AOE Range: 5; Distance judgment: 1.5/2/2.5; Damage Factor: 1/1/1; Suppression coefficient: 0.4/0.325/0.25

Special: Triggered by vehicles only; When triggered, the vehicle will always deal heavy engine damage (speed reduction by 85%), which will be fixed to 75% max health. Ignores cover damage reduction; There is a maximum of 3 damage per infantry squad

[Infantry Support Center] evaluation

Referred to as ISC, it is the most popular support center in the 11, and it also has a high appearance rate in 3344. Infantry warfare has always been the core of the Bear Company, so it is at least never a loss to strengthen in the direction of infantry when it is difficult to choose. After the construction is completed, it will bring a team of basic infantry (captain: although I can't fight the second generation, but I will bring a gun when I go out), compared to other support centers, Pan Technology does not lose the rhythm of troop production, and can effectively make up for the lack of firepower in the early stage. Choosing this line is basically a way to focus on infantry play, and probably invest most of your fuel in upgrades. Because the AT itself is in the third book, and the anti-tank squad and RM are separated, there will be a big gap in the anti-armor ability, and the choice of fuel still needs to be considered.

The effect of the four upgrades itself is very powerful, but the price is not so beautiful, and it is nicknamed the soft girl drinking oil Dafa. The upgrade of RM's own grenades and bar itself requires 55 oil, and this support center shoots 30 oil, and the technology also costs 115 oil if it is calculated by skipping the buried mine. Rounding off the German light armor is out. Fortunately, all upgrades are "lifelong benefits", and the more infantry, the lower the cost will be .jpg. At the same time, after the upgrade of all science and technology in the later stage, the RM that came out of the back also has a certain combat effectiveness, and the double-gun soft girl full of infantry technology is commonly known as the zombie stream of the US army, and it is not easy to walk sideways in front of the German infantry, which is quite ferocious.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-医疗站(Medical Station)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

HP: 600; Armor: 10; Volume: 2; Field of view: 35; Stealth detection: 0

Complement Radius: 25; Build time: 15 seconds

Price: 125 manpower 20 oil

Distribute Medical Supplies: Passive, allied units within a 35m radius of the medical station will regenerate health at a rate of 3.2 HP/s when they leave the battle

Reinforcement of the wounded: The medical station has 2 medical soldiers, which automatically search and rescue their own wounded within 400m, and the medical soldiers will not be harmed; The maximum number of wounded persons is 10; When there are accumulated wounded in the medical station, if you are not ready to form infantry or set up to enter the range of replenishment, you will automatically replenish the corresponding number of team members for free, without spending manpower and time

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-兵营(Barracks); 一本

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

HP: 1500; Armor: 35; Volume: 26; Field of view: 35; Stealth detection: 3

Complement Radius: 20; Build time: 15 seconds

Price: 120 manpower and 15 oil

Production units: riflemen squad, 1/4 ton 4x4 truck, M1 mortar squad

Grenade Pack: Spend 100 manpower and 15 fuel for 25 seconds to unlock grenades, stickybombs, and door-breaking skills for the rifleman class

M1918 Browning Automatic Rifle: Requires either support center to be unlocked; Spend 150 manpower, 40 oil, and 30 seconds equip all of your present and newly built riflemen with an M1918 Browning Automatic Rifle, occupying 1 weapon slot; Unlocks the second M1918 Browning Automatic Rifle upgrade for the Riflemen Squad; Attributes are described in the Units section

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-武器支援中心(Weapon Support Center); 二本

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 100 manpower and 10 oil

Production units: M1919 heavy machine gun squad, Bazoo Kaban, sniper, M3 armored personnel carrier, M16 half-track, M3 75mm half-track

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-调车场(Motor Pool); 三本

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

HP: 2000; Armor: 35; Volume: 26; Field of view: 35; Stealth detection: 3

Complement Radius: 20; Build time: 40 seconds

Price: 200 manpower 45 oil; Requires the presence of a Barracks or Weapons Support Center, and either of them unlocked

Production units: M8 Greyhound armored car, M1 anti-tank gun squad, M24 Xiafei light tank

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-坦克库(Tank Depot); 四本

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Complement Radius: 20; Build time: 80 seconds

Price: 300 manpower 120 oil; Requires the presence of a Barracks or Weapons Support Center, and either of them unlocked

Production units: M4A1 Sherman medium tank, M18 Hellcat tank destroyer, M4 (105) Sherman bulldozer

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-基地M1919A4机枪碉堡(HMG Nest)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

HP: 800; Armor: 15; Volume: 26; Field of view: 35; Stealth detection: 0

You can't build, you can't garrison

Weapons: M1919A4 (Combat Position)

Range: 0-45; Distance Determination: 0/22.5/45

Damage per shot: 10; Accuracy: 0.66/0.32/0.135; Armor piercing: 1/1/1

Reference DPS: 40.818/16.132/6.806

Compression output per second: 0.102/0.075/0.071

Aiming Time: Initial: 0.3; Duration: 0.25

Cooling: 1.5-2.5; Reload: 6-6.5; Reload frequency: 10; Front/Backward: 0/0

Bursts: Duration: 4-5; Rate of fire: 8; Gathering Fire: No

Distance Coefficient: Aiming: 0.1/1/1; Cooldown: 0.4/1/1; Reload: 1/1/1; Burst duration: 1/1/1; Rate of fire: 1/1/1

Single shot pressing: 0.018; Proximity Suppression Ratio: 0.75; Radius of infection: 13

Firing range: ±47.5°; Horizontal speed: 50

Bonus Targets: Increases accuracy by 12% when additional targets appear within 6/8/10 meters

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

2. Units

(1) Headquarters unit

-侦察班(Scout Squad)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 150 manpower; Requirements: Headquarters construction

构成:侦查领队×1,侦察兵×2; 血量:80; 体积:1

Field of view: 45; Stealth detection: 10; Capture/Disarm Speed: 1.5/1

Population (Squad + Single): 1+1×3; Maintenance (Squad + Solo): 1.05 + 1×3

Build time: 30 seconds; Replenishment time: 4.3 seconds; Replenishment price: 26 manpower

Weapons: M1 Garand Rifle (Scout) ×3; Weapon slots: 2

Tags: Infantry, Basic Infantry

Multi-Purpose Pack: Spend 25 ammo and 25 seconds to unlock the Recon Flare and Smoke Gun Grenade abilities for the Scout Squad

Recon Flares: Requires a Multi-Purpose Equipment Pack upgrade; Free skill, designate a target location within 15-40m, the team will fire a flare, 0/2 seconds before and after launch, providing a 15-second field of view within a radius of 45m in the target area (no stealth detection); 180 seconds cooldown; Cannot be fired while stealthy (Note: Enabling skills at this time will cause a bug)

Smoke Gun Grenades: Requires a Multi-Purpose Equipment Pack upgrade; Free skills; Specify a target area within 15-35 m and fire a smoke gun grenade with 1/0.75 second back and forth; Smoke radius 6.5m for 20 seconds; 180 seconds cooldown; Cannot be fired while invisible

Covert Detection: Requires 1-star veteran A; Switch skills, you can start the covert reconnaissance mode after 6 seconds of leaving the battle, turn on the rear team to enter stealth, be found to be 10m away, and at the same time speed -2, disable all your weapons and other skills, and cannot occupy points; Toggle cooldown for 5/30 seconds

Passive Medical: Requires 1 star veteran B; Passive skill, the unit will automatically regenerate health at a rate of 1.6 HP/s when out of combat

List of weapons:

1. M1 Garand Rifle (Scouting):

Range: 0-35; Distance Judgment: 7/25/35

Damage per shot: 12; Accuracy: 0.65/0.62/0.52; Armor piercing: 1/1/1

Reference DPS: 2.949/2.293/1.855

Reference dps (mobile): 2.212/1.719/1.391

Aiming Time: Initial: 0.25-0.375; Duration: 0.5

Cooling: 2-2.4; Loading: 2.5-3; Reload Frequency: 7; Front/back: 0/0.5

Distance Coefficient: Aiming: 0.75/1/1.25; Cooldown: 0.75/1/1; Reload: 1/1/1

Mobile Shooting: Accuracy 0.75

Sophisticated:

1 Star - 500EXP - Unlocks the "Covert Detection" and "Passive Health" skill options; Reduced hit accuracy and reduced weapon cooldown

2 Stars - 1500EXP - Increases accuracy, reduces weapon cooldown, and reduces hit accuracy

3 Stars - 3000EXP - Increases accuracy, reduces weapon cooldown, and increases HP by 10

[Scouting class] evaluation

Personally, I would like to evaluate it as the most inexplicable unit of the all-hero company 3, and there is no one. For the sake of gameplay and faction characteristics, the mine allows the US military camp to start with a unit that is not a sapper, but a reconnaissance team with a distant vision. Since your camp didn't start with a sapper, the ability to press forward in the early stage must be as strong as the second-generation British army, right? No, because the reconnaissance team did not want it to be a starting gift infantry with too strong suppression ability, and at the same time with the .30 machine gun of the second book made the Germans too uncomfortable, so it was designed as a unit with not excellent output and survivability but with a large number of skills, and with the additional upgrade of the infantry center at that time, one person could be added to the 4-person squad, and at the same time, it could call for artillery bombardment similar to the second generation major. In the ancient B test only in the national defense and the U.S. military period, the group of friends looked at this unit and felt how much it was understandable, after all, it was really difficult to balance a unit with good combat effectiveness and excellent functionality at the beginning (for example, the SP of the second generation and the straw hat at the beginning are now also German allies, and both sides feel a headache) However, when it came to the official release, the British army had a royal work that was extremely similar to the second-generation SP, and North Germany produced a four-person long-range sapper who could repair the car, because the five-person PF of the b test was too op and the reconnaissance and artillery bombardment upgrade of the infantry center was deleted, which directly turned the reconnaissance into a clown.

And in terms of skills, the more clown place came, because "the early combat effectiveness of PF is not bad and the functionality is too strong, so we cut PF's skills, and the use of skills needs to be upgraded", and then this knife was also cut to the scout by the way. The smoke skills and flare skills that the reconnaissance has are not too much of a problem with one or two books, the flare can provide a vision when the soft girl and the machine gun are pressed forward, which is convenient for offensive planning, and the smoke can effectively limit the vision of the machine gun and is conducive to the offensive of the infantry detachment, these two skills are not expensive to match and the output capacity is not bad, and the PF of the gun grenade is indeed too strong in the early stage, but he is just right to scout such a thing that can't be carried or hit, and the result is that the CD slash takes 3 minutes, and it costs a lot of ammunition as a skill license feeOh, the infantry I gave at the beginning can't repair vehicles, can't fight, can't bury mines, can't upgrade demining, and the field of vision is not much farther than the German Young Pioneers, and now it's not allowed to be functionally better, right? (It is recommended to add the investigation and demining of the scrap case, anyway, this scrap case is still lying in the editor and can be called up)

Reconnaissance such a unit can be said to be made by PF, but it is also destroyed by PF. The formation of PF lies in the fact that the reconnaissance at the beginning can be directly converted into PF through the skills of the airborne battle group, strengthening the poor starting combat effectiveness of the US military; Destroyed by pf because the pf start is really strong, as a result, 90% of the knife to PF is also cut to the reconnaissance by the way, making the already controversial reconnaissance performance even worse. Admittedly, if used properly, this unit with good support abilities will use his expensive and long-term but extremely effective skills in the early stage, as well as long-range shots that are not excellent but can be used to assist the soft girl team and the machine gun team, creating one miracle after another. But because of its boasting performance,It's basically a skill releaser in the mid-term battle.,Or a little bit of output behind the soft girl.,Take a look next to the machine gun so that the Young Pioneers don't dare to go around.,Or more directly become a tool stealer.,If you're lucky enough to mix a star.,The skills of stealth and self-milk will also greatly enhance the disgusting degree of this thing.,But once the operation is wrong, it's easy to directly kick the legs and send it directly.。 And because of the awkward positioning and extremely low cost performance, basically except for the reconnaissance team sent at the beginning, the player will not make up this unit to continue to assist in the subsequent engagement, after all, compared to investing valuable manpower in this unit, it is better to have some other units with more value in the middle and late stages.

October 5th Update Add-on: Although the cost has been reduced, the cost of refilling has been increased from 22.1 to 26 (by the way, the construction and refill time has been reduced by a drop). It's still that problem, even if it goes from 160 manpower to 150 manpower, even if the skill license fee becomes 25 ammo, but if the scout team starts out, are you willing to spend manpower to make up for this thing?

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-工兵班(Engineer Squad)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 200 manpower; Requirements: Headquarters construction

Composition: Sapper ×4; HP: 85; Volume: 1

Field of view: 35; Stealth detection: 10; Capture point/disarm speed: 1/1

Population (Squad + Single): 0+1×4; Maintenance (Squad + Single): 0+1×4

Build time: 25 seconds; Replenishment time: 6.25 seconds; Supplement price: 23 manpower

Weapons: M3 Grease Gun (Sapper) ×4; Weapon slots: 2

Tags: Infantry, Basic Infantry, Support Infantry, Combat Engineer

M2 flamethrower: needs to be in friendly territory; Spend 50 ammo and 20 seconds to equip a flamethrower for the sapper squad; Occupies 1 weapon slot with a drop chance of 0.33; Mutually exclusive with hazard clearance equipment

Hazard Removal Equipment: Requires to be in friendly territory; It costs 30 ammo and 10 seconds to equip the engineer squad with a switchable mine detector, which can detect 30m and actively clear enemy mines within 20m when activated (the clearance time is 2 seconds, friendly mines can also be removed); Also unlock the Net Cutter skill; The maintenance speed is increased by 2.5HP/s; When activated, it occupies 1 weapon slot and does not drop; Mutually exclusive with the M2 flamethrower

Build Penalty: 2x hit accuracy

Build List:

Sandbag: Spend 5 seconds to build a sandbag, which will become a neutral unit when the construction is complete; Green Shield cover is available

Barbed Wire: Spend 3.4 seconds to build a section of barbed wire to block infantry, turning it into a neutral unit when the build is complete

Anti-Tank Stake: Spend 12 seconds to build an Anti-Tank Stake, which becomes a neutral unit when the construction is complete; Green Shield cover is available

Battle Position: Spend 150 manpower to build a combat position in your territory for 12 seconds, the stats are described below

M1 Mine: Costs 30 ammo and 13 seconds to place a Universal Mine, stats below

Resource Cover: Spend 200 manpower for 30 seconds to build a resource cover on an allied stronghold other than the victory point, if it is located on an ammo or fuel point, the corresponding resource point income will be increased by 50% (low/medium/high resource points will increase by 3/5/8 ammo or fuel per minute); Strongholds with resource covers cannot be captured

Repair: 3 times the hit accuracy and 2 times the damage during operation, can restore health to damaged vehicles/squad weapons/bridges/buildings, and the speed is 8HP/s; If the Hazard Removal Equipment has been upgraded, an additional 2.5 HP/s will be added; If Advanced Field Craft (Veteran 1b) has been upgraded, an additional 2HP/s will be added; If you already have 2-star sophistication, you will add an additional 3.1HP/s; Cannot be started when suppressed

Switching Mine Detectors: Hazard Removal Equipment Upgrades Required; Switching skills, the engineer squad can switch its mine detector to the main weapon; Occupies a weapon slot when holding a Minedetector, and has no effect when there are no remaining weapon slots (but still detects and clears mines)

Mesh cutter: Hazard removal equipment needs to be upgraded; Specify a section of neutral barbed wire as the target, and it will take 5 seconds to clear a section of barbed wire with twice the hit accuracy during operation

Ignite it: Requires 1 star veteran A; Spend 30 ammo (no ammo if the flamethrower has been upgraded) to designate a target area within 20 m, and use the flamethrower to continuously spray the target for a duration of 15 seconds, the stats are shown in the weapon list; 120 seconds cooldown

Advanced Field Craft: Requires 1-star veteran B; Passive skills, the maintenance speed of the engineer squad is increased by 2HP/s, the construction speed is increased by 25%, and the mine detection range is increased by 10m when the mine detector is equipped

1. M3黄油枪(工兵):

Range: 0-35; Distance Determination: 7/15/35

Damage per shot: 3; Accuracy: 0.6/0.3/0.18; Armor piercing: 1/1/1

Reference DPS: 5.855/1.858/0.290

Reference DPS (Mobile): 4.977/1.580/0.246

Aiming time: Initial: 0.25-0.625; Last: 0.25-0.5

Cooldown: 0.75-1.25; Reloading: 3; Reload frequency: 5-7; Front/Backward: 0/0

Bursts: Duration: 1.1-1.6; Rate of fire: 8; Gathering Fire: No

Distance Coefficient: Aim: 0.5/1/1.5; Cooldown: 1/1.5/3; Reload: 1/1/1; Burst duration: 0.75/0.625/0.25; Rate of Fire: 1/0.9/0.77777

Mobile Shooting: Accuracy 0.85

2. M2 Flamethrower:

Range: 0-20; Distance Determination: 0/10/20

Damage per shot: 16; Accuracy: 1/1/1; Armor piercing: 2.5/2.5/2.5

11:4.741/4.741/4.741 (0.4.741)

Aiming Time: Initial: 0.125; Last: 0.125-0.5

Loading: 0.5-0.75; Reload Frequency: 0; Front/Backward: 0.25/1.375

Burst: Duration: 1; Rate of fire: 1; Gathering Fire: No

Distance Coefficient: Aim: 1/1/1; Cooldown: 1/1/1; Reload: 1/1/1; Burst duration: 1/1/1; Rate of fire: 1/1/1

Unable to move to shoot

AOE range: 3×5 (rectangular); Distance judgment: 2/2/2; Damage Factor: 1/1/1; Armor piercing: 2.5/2.5/2.5

Angular Dispersion: 6; Maximum radial dispersion: 6.2; Dispersion distance ratio: 1; Dispersion Offset: 0.3

Special: When attacking a garrison building, all garrison units take long-range AOE damage; Ignores the cover effects of the Yellow Shield, Green Shield Garrison, and Red Shield, dealing 1.25 times the damage to the Green Shield and 1.5 times the damage to the garrison units. 0.2x accuracy, 0.5x damage and armor piercing against shallow water cover; 1.75x damage to buildings, 25x armor piercing; 2x damage to bunkers and 4x armor piercing; No damage over time

3. M2喷火器(点燃它):

Range: 0-25 (Skill Range 20); Distance Determination: 0/12.5/25

Damage per shot: 8; Accuracy: 1/1/1; Armor piercing: 1/1/1

7.273/7.273/7.273 (7.273)

Aiming Time: Initial: 0.125; Last: 0.125-0.5

Reload: 0-0.5; Reload Frequency: 0; Front/Backward: 0.25/1.375

Burst: Duration: 20; Rate of fire: 1; Gathering Fire: No

AOE range: 6×6 (rectangular); Distance judgment: 2/2/2; Damage Factor: 1/1/1; Armor piercing: 1/1/1

Angular Dispersion: 6; Maximum radial dispersion: 6.2; Dispersion distance ratio: 1; Dispersion Offset: 0.3

Special: When attacking a garrison building, all garrison units take long-range AOE damage; Does not enjoy the Highland bonus; Ignores the cover effects of the Yellow Shield, Green Shield Garrison, and Red Shield, dealing 1.25 times the damage to the Green Shield and the Garrison. 0.2x accuracy, 0.5x damage and armor piercing against shallow water cover; 1.25x damage to buildings, 25x armor piercing; 3x damage to bunkers and 4x armor piercing; No damage over time

1 Star - 600EXP - Unlocks the "Ignite It" and "Advanced Field Craft" skill choices; Reduced hit accuracy and reduced weapon cooldown

2 Stars - 1800EXP - Increases accuracy, reduces weapon cooldown and reload, and reduces hit accuracy; Increases construction speed by 33% and repair speed by 3.1HP/s

3 Stars - 3600EXP - Increases accuracy, reduces weapon cooldown, increases HP by 10; No longer takes extra damage when repairing

[Engineer Class] evaluation

There is a camp that does not send sappers at the beginning, I don't say who .jpg

Similar to the Germans and Great Britain, each infantry division of the U.S. Army in '44 had an Engineer Combat Battalion, which was also the most common engineering unit in the U.S. Army during World War II. It has 3 engineer companies, battalion headquarters and company headquarters have a large number of support firearms and independent units, each engineer platoon has 2 .30 machine guns and 1 .50 machine gun, and the subordinate engineer squad has 12 people and 1 bazooka in each squad, and the fire density is high. Even each squad has its own 2.5-ton CCKW truck, that is, these engineering units have achieved a real full motorization, rather than the basic foot men of the US infantry division.

And the overall hard attributes of the American army in the hero company 3 are not good to say, 4-person squad 200 manpower, although the survivability is not good, but not bad, the output of 4 is by no means bad but not excellent generation of ancestral butter guns, can lift fire, can lift minesweeping, can repair cars, can bury mines, and even dig a small pit (this small pit, that is, you will always drop home .jpg). In this case, it is idle to beat children on rainy days, so it is better to take some history lessons (no)

After one star, the sapper can choose one of the two skills, igniting it does not need to upgrade the flamethrower, after using the skill, the sapper will take out a special flamethrower from the crotch of the pants to breathe fire, although the damage is low, but it can be sprayed non-stop (no), but after all, it is a short-term multiple skill, and each time it is used, it costs 30 ammo to buy a disposable flamethrower, and the mobility is poor, once the move is canceled directly, it cannot be refunded, if the flamethrower is upgraded, there is no need to use it many times, so the overall practicality is not high。 Another advanced field cooking (cross-out) craft is the first choice for more players, whether it is an additional +2 maintenance efficiency per second or a doubling of the construction speed, or an increase in the minesweeping distance, a batch of fragrant ones, with a flamethrower or a maintenance demining package, the gain is not low, and the maintenance package + advanced field technology allows the U.S. military engineers to directly become car repair immortals, and quickly repair a team of remnant armored units in the later armored battle.

Although because of the unique characteristics of the three generations of U.S. troops to send reconnaissance at the beginning, the U.S. military needs to invest an additional 200 manpower to repair the car after the armor comes out, which greatly increases the labor input cost of the U.S. military during the armor period, but the overall performance of the U.S. army's engineers does not have much slot, even if its cost performance is not as good as the three peers of the other three camps, but as an engineer, it is at least the most balanced and mediocre: no Young Pioneers 3 people crispy, no imperial workers expensive prices, no PP face garbage. The combination of upgrades and one-star and the choice of one or two books make the gameplay of the sapper more diverse. Whether it's a flamethrower + advanced maintenance balance or a minesweeper + advanced maintenance car repair fairy, or a flamethrower + light its limit output (although it doesn't mean much), there are suitable scenes, if you want to play with it, you can even minesweep + light it, usually the main demining and repair the car, if necessary, use the void disposable flamethrower that ignites it to give the Germans in the house a little surprise. The small pit dug by the sappers for the U.S. military has made the sappers extremely functional and flexible in attack and defense, and has become an important key unit of the U.S. military. Although the performance and price point are not satisfactory (especially the time and price of the replacement), and there are problems with the poor system, the American sappers must be an indispensable stepping stone on the road to victory (and take 10,000 steps back and say you have to fix the car, right?)

- Defensive Structures:

Sandbag: size 2x1; It can block the rolling grade below medium; Green shield bunkers are available

HP: 300; Armor: 35; Volume: 1

Barbed wire: size 3×2; Blocks infantry;

HP: 150; Armor: 10; Volume: 1

Anti-tank piles: size 2.5× 2.5; It can block heavy crushing grades below heavy duty; Green shield bunkers are available

HP: 400; Armor: 50; Volume: 1

M1 mines: size 3.5× 3.5

Damage: 200; Armor piercing: 1000; Suppression: 0.5

Special: Ignores cover damage reduction; There is a maximum damage of 3 players per infantry squad; When the vehicle is triggered, it will always cause engine damage (45% speed reduction), which will be fixed to 90% of maximum health

Resource Cover: Provides Green Shield cover

HP: 600; Armor: 3; Volume: 22; Field of view: 10; Stealth detection: 3

Combat position: size 6×6

HP: 640; Armor: 15; Volume: 26; Field of view: 35; Stealth detection: 0

Can be used by an allied unit, providing 6 omnidirectional firing slots with a 50% crew mortality when destroyed

.30 Heavy Machine Gun: Requires to be in friendly territory; Spend 75 ammo and 45 seconds to equip a M1919A4 heavy machine gun for the combat position, the stats are shown in the weapon list; loss of garrison capability after escalation; Mutually exclusive with mortar craters

Mortar pits: need to be in friendly territory; It takes 75 ammo and 45 seconds to equip an 81mm mortar for the combat position, the armor is reduced to 5, and the stats are shown in the corresponding unit; After leveling up, you lose the ability to garrison, you can gain experience and improve your sophistication; Mutually exclusive with the .30 heavy machine gun

1. M1919A4(战斗位置):

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-迫击炮坑(Mortar Pit)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Value: 150 manpower; Requirements: Sapper or Assault Sapper build, costs 75 ammo to upgrade

HP: 640; Armor: 5; Volume: 26

Field of view: 35; Stealth detection: 0; It does not occupy population and maintenance costs

武器:M1 81mm迫击炮×1

Tags: Architecture; position

Barrage Attack: Free skill, assigned to fire 4 mortar shells with greater accuracy and speed to an area within 15-110m; 30 seconds cooldown; Cooling is not shared

Smoke Barrage: Free skill, designated to fire 4 smoke grenades at an area within 15-110m, firing 1.375/1.5 seconds of fore/backward swing; Smoke radius 6.5m for 20 seconds; 30 seconds cooldown; Cooling is not shared

Airburst barrage: Requires 1-star veteran A; 4 airburst shells are specified for 20 ammo and are designated to fire 4 airburst shells at an area within 25-95m, the stats are shown in the weapon list; 30 seconds cooldown; Cooling is not shared

Delayed fuze high-explosive barrage: requires 1-star veteran B; 20 ammunition was spent and 5 delayed fuse shells were specified for firing at an area within 25-95m, the properties are shown in the list of weapons; 30 seconds cooldown; Cooling is not shared

1. M1 81mm mortar (automatic fire)

Erection/unloading time: 2.4/1.9 seconds

Range: 15-100; Distance Detection: 20/40/75

Damage per shot: 100; Armor piercing: 20

Expected damage per shot: 30.695/25.297/17.125

AOE radius: 4.5; Distance judgment: 0/0.5/4.5; Damage Factor: 0.6/0.3/0.1; Armor piercing: 10/10/10

Aiming Time: Initial: 0.125; Duration: 0.125; Front/Backward: 1.375/1.875

Cooling/Reloading: 6-7; Reload Frequency: 0

Distance Coefficient: Aim: 1/1/1; Cooldown: 1/1/1; Reload: 1/1/1

Angular dispersion: 7°; Maximum radial dispersion: 5; Dispersion distance ratio: 0.04; Dispersion Offset: 0

Firing range: ±180°; Horizontal speed: 90

Special: 0.2 times ricochet damage; 0.8 times damage against snipers; A single shot can cause damage to up to 3 models in the team; 0.75 times the damage of garrisons, and all garrison units take long-range AOE damage when attacking garrison buildings; 0.5 times damage to position; Damage 0.5 times against bunkers and 2 times armor piercing

2. M1 81mm迫击炮(弹幕)

Erection/unloading time: 2.4/1.9 seconds

Range: 15-110; Distance Detection: 20/40/110

Damage per shot: 100; Armor piercing: 20

Expected damage per shot: 32.240/27.004/14.436

AOE radius: 4.5; Distance judgment: 0/0.5/4.5; Damage Factor: 0.6/0.3/0.1; Armor piercing: 10/10/10

Aiming Time: Initial: 0.125; Duration: 0.125; Front/Backward: 1.375/1.5

Cooling/Reloading: 0; Reload Frequency: 0

Distance Coefficient: Aim: 1/1/1; Cooldown: 1/1/1; Reload: 1/1/1

Angular dispersion: 5°; Maximum radial dispersion: 5; Dispersion distance ratio: 0.04; Dispersion Offset: 0

3. M1 81mm迫击炮(空爆弹幕)

Erection/unloading time: 2.4/1.9 seconds

Range: 25-100 (skill range 95); Distance Detection: 25/40/110

Damage per shot: 100; Armor piercing: 10

Expected damage per shot: 38.837/32.383/17.545

AOE radius: 8.5; Distance judgment: 0/0.5/4.5; Damage Multiplier: 0.6/0.45/0.15; Armor Piercing: 5/5/5

Angular dispersion: 8°; Maximum radial dispersion: 8; Dispersion ratio: 0.075; Dispersion Offset: 0

Firing range: ±180°; Horizontal speed: 90

Special: A single shot can cause damage to up to 4 models in the team; 0.75 times the damage of garrisons, and all garrison units take long-range AOE damage when attacking garrison buildings; Damage to bunkers and positions is 0.75 times and piercing 5 times

4. M1 81mm mortar (time-delay fuze high-explosive barrage)

Erection/unloading time: 2.4/1.9 seconds

Range: 25-100 (skill range 95); Distance Detection: 25/40/100

Damage per shot: 160; Armor piercing: 1000

Expected damage per shot: 44.931/39.369/25.973

AOE radius: 5; Distance judgment: 0/0.5/5; Damage Multiplier: 1/0.25/0.15; Armor piercing: 1000/1000/1000

Aiming Time: Initial: 0.125; Duration: 0.125; Front/Backward: 1.375/1.875

Cooldown/Reload: 1.5; Reload Frequency: 0

Distance Coefficient: Aim: 1/1/1; Cooldown: 1/1/1; Reload: 1/1/1

Angular dispersion: 6°; Maximum radial dispersion: 6; Dispersion distance ratio: 0.04; Dispersion Offset: 0

The duration of the fuse is 3 seconds

Firing range: ±180°; Horizontal speed: 90

Special: 0.2 times ricochet damage; A single shot can cause damage to up to 3 models in the team; 0.25 times the damage of the garrison, all garrison units take long-range AOE damage when attacking the garrison building; Ignores Green Shield's cover bonus; Damage to bunkers and positions is 0.75 times and piercing 5 times

1 Star - 480EXP - Unlocks the "Airburst Barrage" and "Time-Delay Fuze High-Explosive Barrage" skill options; Increases vision by 10m, reduces cooldown of various barrages by 10%, and reduces spread

2 Stars - 960EXP - Reduces scatter, reduces reload; Increases HP by 360; Reduced barrage cooldown by 15%.

3 Stars - 1920EXP - Increases 10m auto-attack and various barrage range, reduces dispersion, and increases 360 HP

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-上尉护卫队(Captain Retinue)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 240 manpower; Requirements: Unlock the Infantry Support Center, HQ building; The field is limited to 1 team of captains

Composition: Captain ×1, Riflemen ×3; HP: 95; Volume: 1

Population (Squad + Single): 2+1×4; Maintenance (Squad + Single): 2.5 + 1.25×4

Build time: 50 seconds; Replenishment time: 5 seconds; Supplement price: 25 manpower

Weapons: M1 Thomson submachine gun (captain) × 1, M1 Garand rifle (rifleman) × 2, M1919A6 light machine gun × 1; Weapon Slots: 2 (1 occupied)

Tags: Infantry, Continuous Infantry, Captain

Special - M1919A6 LMG drop chance 0.1

Follow: Designate a friendly infantry squad and the captain will follow the unit at a distance of 20m

Leadership: Passive skill, any unit within 35m of the Captain's Escort gains 25% more XP

Support Experience: The captain squad can share the experience points gained by your own units in battle within 35m, the sharing ratio is 25%, and the experience is equally divided between multiple shareable units

Outflanking maneuver: requires its own non-nailed state; Free skill, which targets an allied infantry unit within 30m, instantly removes its current suppression value, and for a duration of 10 seconds, the unit's speed is +1, and the accuracy of the attack and the suppression value are reduced; 90 seconds cooldown

Draw closer to me: need to be unsuppressed; Designate an open target location within the field of vision, and set up a retreat point at the captain's escort when it is activated, and all your infantry will go to the nearest base or retreat point when they retreat; Cancels the retreat point when the Captain moves or retreats, and has a cooldown of 120 seconds

Front-line observation mortar barrage: requires 1 star veteran a; Free skill, specify a target area within 15-50m (no vision required), after 5 seconds, the artillery outside the map will fire the first round of 4 mortar shells, spread 5m, with an interval of 1 second; A second round of 9 mortars was fired 1.5 seconds later, spreading 8m at 1.5 second intervals; Stats are listed in the weapon list; It cannot be released in the area of the enemy base; 180 seconds cooldown; The damage dealt by this skill grants experience points to the Captain

Markers: 1-star veteran b required; Free skill, a designated enemy vehicle unit within 30 m, will continue to provide the target vision for 30 seconds, increase the target size by 50%, reduce armor by 25%, and increase damage taken by 25%; Cannot be used on tagged targets; 180 second cooldown (Note: There is currently a bug where a marked vehicle cannot continue to be marked even after the time has expired)

1. M1汤姆逊冲锋枪(上尉):

Damage per shot: 4; Accuracy: 0.45/0.28/0.25; Armor piercing: 1/1/1

Reference DPS: 6.394/2.660/0.642

Reference DPS (mobile): 5.435/2.261/0.545

Aiming Time: Initial: 0.25-0.375; Duration: 0.125-0.375

Cooling: 1.5-2; Loading: 2.9-3.7; Reload Frequency: 5; Front/Backward: 0/0

Burst: Duration: 1-1.5; Rate of fire: 10; Gathering Fire: No

Distance Coefficient: Aiming: 1/1.25/1.375; Cooldown: 1/1.125/1.25; Reload: 1/1/1; Burst duration: 1/0.75/0.25; Rate of fire: 1/0.875/0.625

2. M1 Garand Rifle (Rifleman):

Damage per shot: 12; Accuracy: 0.55/0.5/0.29; Armor piercing: 1/1/1

Reference dps: 3.282/1.778/0.705

Reference dps (mobile): 2.462/1.333/0.529

Aiming Time: Initial: 0.75-1.25; Last: 1.5-1.75

Cooldown: 1.75-2.75; Loading: 2.5-3; Reload Frequency: 7; Front/back: 0/0.5

Distance Coefficient: Aim: 0.5/1/1.5; Cooldown: 0.2/0.5/0.9; Reload: 1/1/1

3. M1919A6轻机枪:

Range: 0-35; Distance Determination: 7/22.5/35

Damage per shot: 6; Accuracy: 0.49/0.38/0.34; Armor piercing: 2.5/2/1.75

Reference dps: 5.777/5.531/5.208

Aiming time: Initial: 0.25-0.75; Last: 0.25-0.625

Cooldown: 2.25-2.5; Reload: 4-5; Reload Frequency: 8; Front/Backward: 0/0

Burst: Duration: 0.8-1.25; Rate of fire: 8; Jihuo: Yes

Distance Coefficient: Aiming: 0.5/0.75/1; Cooldown: 1/1.25/1.5; Reload: 1/1/1; Burst duration: 0.9/1.25/1.375; Rate of fire: 1/1.125/1.25

Special - 0.7 damage multiplier against Green Shield and Garrison Cover

4. Off-map 81mm mortar barrage

Special: 0.2 times ricochet damage; A single shot can cause damage to up to 3 models in the team; 0.75 times damage against garrison; 0.8 times damage against snipers; Damage to bunkers and positions is 0.5 times

1 Star - 750EXP - Unlocks the "Frontline Observation Mortar Barrage" and "Marker Tools" skill options; Reduced hit accuracy and reduced weapon cooldown

2 Stars - 2250EXP - Increases accuracy, reduces weapon cooldown, and reduces hit accuracy

3 Stars - 5250 Exp - Increases accuracy, reduces weapon cooldown, and increases HP by 10

[Captain's Escort] evaluation

After the second generation of the U.S. Army's neurotic lieutenant and captain, major, and three officers, the third generation of the U.S. Army reduced the officer to a single captain, and appeared as a giveaway after the Infantry Support Center was upgraded.

As a science and technology giveaway,The captain's performance is not bad but it's not outstanding.,The Garand output that is basically the same as the soft sister makes the output ability actually good.,The captain's own Tom brother face and mid-range output ability is not bad.。 And 1919 because it is a machine gun that comes with free in the early stage, so the value will definitely not be good, and it can be said that the light machine gun of the whole game is at the bottom. (Because this paratrooper's double 1919 is directly the same as silly hi, it is worthy of your mine), a bit of a long-range shot is not close to the face and is not a feeling. Combined with a 4-man squad with 95 blood that is not very survivable, the captain is more like a functional unit like a major than the fighting soldiers of the second generation of captains and lieutenants.

In terms of skills, as the captain of the general infantry company of the U.S. Army, the captain must be a variety of bells and whistles (indeed quite bells and whistles), rubbing experience and following the infantry and its own good attributes make the captain follow the infantry to fight The effect is not bad, and the captain will also stare at the surrounding infantry to prevent fishing, although it can't be suppressed and halved like the work next door and then forcibly promoted to a level of sophistication, nor can it be like a generation of British officers, but the surrounding infantry will increase experience income will also make the soft girl or other infantry units more sophisticated and rise faster. In addition to increasing experience, the captain can also force a kick in the ass of the squad leader of a certain team of infantry to make them run faster, and the sprint with a star of the soft girl can even make the soft girl become an Olympic sprint champion, and run to some strange positions in a short time to threaten the flank of the German army. Not to mention the retreat point skill, as the only frontline retreat point in the whole game, the milk cart with the frontline teammates allows players to directly T to the second line instead of T going home when facing an unfavorable battlefield situation. And the mortar barrage and marker with one star and two choices want to pull a little bit, the mortar barrage walks huge and falls slowly, most of the German troops can walk away slowly when they see the red smoke coming down, even if they eat a round is actually not a big problem, although the threat is still high for the various erections of the German army (in fact, this has already been calculated, and the German infantry who are motionless in the center of the shelling area may not even be able to shed any blood when the ghost barrage is smashed down in the center of the shelling area). And the skill of marking the tool can sometimes have a miraculous effect on the paper car, 250 is easily killed by the rifle after being hit by the previous one, and even after eight rounds of this debuff, a little blood will be dropped by the rifle. However, because of bugs and the lack of anti-tank weapons in the early stage of the U.S. military, this skill is not particularly useful.

As a giveaway, the Captain's functionality is very good, although the role of the unit will become smaller and smaller as time goes by, and in the late stage, if it is not for the covetous retreat point of its front, it is rarely necessary to make up for the second one. However, his bells and whistles skills allow him to play a variety of roles in different environments, and his hard attributes allow him to do simple chores. If used properly, this unit will bring all kinds of surprises to the American commanders, and it can also greatly interfere with the operation and mentality of the German army, and bring fright.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

(2) One unit

-步枪兵班(Riflemen Squad)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 260 manpower; Requirements: Barracks construction

Composition: Riflemen Leader ×1, Riflemen ×5; HP: 100; Volume: 1

Field of view: 35; Stealth detection: 10; Capture/Disarm Speed: 1.25/1

Population (Squad + Single): 1+1×6; Maintenance (Squad + Solo): 1.25 + 1.25×6

Build time: 21.65 seconds; Replenishment time: 6 seconds (team leader) 4 seconds (riflemen); Replenishment price: 26 manpower

Weapons: M1 Thomson (rifleman) ×1, M1 Garand rifle (rifleman) ×5; Weapon slots: 2

Tags: Infantry, Riflemen, Basic Infantry

M1918 Browning Automatic Rifle: Requires Barracks to unlock the M1918 Browning Automatic Rifle and be in friendly territory; Spend 60 ammo and 20 seconds equip the second Browning Auto Rifle for the Rifleman squad, the stats are shown in the weapon list, it occupies 1 weapon slot, and has a drop chance of 0.33

Fragmentation Grenade: Requires Barracks to unlock the Grenade Pack; Spend 25 ammo to designate a target area within 20m and throw an MK2 Fragmentation Grenade, the stats of which are listed in the weapon list; 60 seconds cooldown

Stickybombs: Requires Barracks to unlock the Grenade Pack; Spend 25 ammo to designate an enemy vehicle within 15m and throw a stickybomb at it, which has a tracking effect on the selected target, causing the target to be shocked or the engine damaged, the stats are shown in the weapon list; 30 seconds cooldown

Breaking the Door: Requires the Barracks to unlock the grenade pack and requires at least 2 members of the squad to survive; Spend 25 ammo to designate an enemy building, and the Rifleman will get close to the entrance of the target building, spending 12.75 seconds to complete a tactical breach and seize control of the building; Before the goal is 25% progressive, if the enemy leaves the target building, the team will immediately enter the building; Ignore suppression when breaking the door, and when the progress of the door reaches 75%, it will cause one-time damage and force the original garrison to retreat, the specific damage attribute is unknown; 10 seconds cooldown

Pouring Firepower: Requires 1 star veteran A; Free skill, after activating, reduces your speed by 33% for a duration of 15 seconds, replaces the Garand, Thomson, and Browning automatic rifles in the squad with a pouring fire version, increases output and increases suppression value; Stats are listed in the weapon list; 180 seconds cooldown

Sprint: Requires 1 star veteran B; Free skill, 80% Rifleman speed for 5 seconds when activated; Cannot be started when suppressed; 120 seconds cooldown

1. M1 Thomson submachine gun (rifleman):

Damage per shot: 3; Accuracy: 0.42/0.375/0.22; Armor piercing: 1/1/1

Reference DPS: 3.073/1.736/0.564

Reference DPS (Mobile): 2.612/1.475/0.479

Aiming Time: Initial: 0.3; Last: 0.25-0.5

Cooling: 1.5-2; Reload: 2.9-3; Reload frequency: 2; Front/Backward: 0/0

Burst: Duration: 0.75; Rate of fire: 10; Gathering Fire: No

Distance Coefficient: Aiming: 0.5/1/2; Cooldown: 1/1.5/2; Reload: 1/1/1; Burst duration: 1/0.75/0.5; Rate of fire: 1/1/1

3. M1918 Browning Automatic Rifle (BAR):

Alpha Damage: 5.25; Accuracy: 0.6/0.4/0.29; Armor piercing: 1.75/1.5/1.33

Reference dps: 8.372/5.051/2.221

Reference DPS (Mobile): 6.279/3.788/1.666

Aiming Time: Initial: 0.125; Duration: 0.25

Cooling: 1.5-2; Loading: 2.5-3.5; Reload Frequency: 8; Front/Backward: 0/0

Burst: Duration: 0.75-1.25; Rate of fire: 7; Jihuo: Yes

Distance Coefficient: Aim: 0.65/0.9/1.5; Cooldown: 1/1/2; Reload: 1/1/1; Burst duration: 1.25/1.1/1; Rate of fire: 1/1/1

Bonus Target: Increases accuracy by 2% when additional targets appear within 6/10/15 meters

4. MK2 Frag Grenade:

射程:0-20; 单发伤害:87; 穿甲:25

AOE radius: 4; Distance judgment: 1/2/4.5; Damage Multiplier: 1/0.6/0.3; Armor piercing: 25/25/25

Aiming time: 0; Front/Backward: 0.875/1.25

Fuse duration: 1.6 seconds

Special: A single shot can cause damage to up to 3 models in the team; Ignores garrison cover bonus; When attacking a garrison building, all garrison units take long-range AOE damage

5. Stickybombs:

射程:0-15; 单发伤害:110; 穿甲:1000

AOE radius: 0.2; Damage Factor: 1; Armor piercing: 1000

Aiming time: 0.375; Front/back: 0.75/1.25

The fuse duration is 1.25 seconds

Special: 0.8 times ricochet damage; After the vehicle unit is attacked, if the target's HP is higher than 50%, the crew shock effect will be triggered for 5 seconds; If the target's HP drops below 50% or is already in the crew shock state, the engine damage effect will be caused (speed reduced by 45%), which will be removed when repaired to 90%;

6. M1汤姆逊冲锋枪(倾泻火力):

Damage per shot: 3; Accuracy: 0.42/0.375/0.22; Armor piercing: 1/1/1

Reference DPS: 6.371/3.957/1.387

Reference dps (mobile): 5.415/3.364/1.179

Pressing output per second: 0.002/0.001/0.000

Aiming Time: Initial: 0.3; Last: 0.25-0.5

Cooling: 1.5-2; Reload: 1.45-1.5; Reload frequency: 2; Front/Backward: 0/0

Burst: Duration: 1.5-2.25; Rate of fire: 10; Gathering Fire: No

Single shot pressing: 0.00075; Proximity Suppression Ratio: 0; Infection radius: 0

Special: the accuracy coefficient of the yellow shield is 0.7, and the suppression coefficient is 0.7; The accuracy coefficient of the green shield is 0.7, and the suppression coefficient is 0.25; The accuracy coefficient of the garrison bunker is 0.75

7. M1 Garand Rifle (Pouring Fire):

Reference dps: 4.337/2.387/0.954

Reference dps (mobile): 2.168/1.193/0.477

Pressing output per second: 0.003/0.001/0.001

Aiming Time: Initial: 0.75-1.25; Last: 1-1.3

Cooling: 1.25-2; Reload: 1.25-1.5; Reload Frequency: 7; Front/back: 0/0.5

Mobile Shooting: Accuracy 0.5

Single Shot Press: 0.0075; Proximity Suppression Ratio: 0; Infection radius: 0

Special: The accuracy coefficient for yellow shield and green shield bunkers is 0.7, and the accuracy coefficient for garrison bunkers is 0.75

8. M1918 Browning Automatic Rifle (Pouring Fire):

Alpha Damage: 5.25; Accuracy: 0.6/0.4/0.29; Armor piercing: 2.5/2/1.75

Reference dps: 14.012/8.710/4.526

Reference DPS (mobile): 10.509/6.533/3.395

Pressing output per second: 0.008/0.005/0.003

Aiming Time: Initial: 0.125; Duration: 0.25

Cooling: 0.7-1; Reload: 1.25-1.75; Reload Frequency: 8; Front/Backward: 0/0

Burst: Duration: 1.125-1.875; Rate of fire: 7; Jihuo: Yes

Single Shot Press: 0.003; Proximity Suppression Ratio: 0; Infection radius: 0

Special: the accuracy coefficient of the yellow shield is 0.7, and the suppression coefficient is 0.7; The accuracy factor against the Green Shield is 0.7 and the damage factor is 0.7, but it cannot cause suppression. The accuracy coefficient against garrison bunkers is 0.75, and the damage coefficient is 0.7; The angle of fire was ±80 °

1 Star - 1200EXP - Unlocks the "Pouring Fire" and "Sprinting" skill choices; Reduced hit accuracy

2 Stars - 3600EXP - Increases accuracy, reduces weapon cooldown, and reduces hit accuracy

3 Stars - 7200 Exp - Increases accuracy, reduces weapon cooldown, and increases HP by 10

[Riflemen Squad] Evaluation

Abbreviated as RM or soft girl, as the "backbone" of the US military game - he is in every sense. He has the functions you can think of as basic infantry, and the price is more affordable than the 2nd generation, and the overall combat effectiveness is not too bad - although it is basically weaker than the chicken feathers in North Africa in all directions, but after all, it is a commander unit and has not broken a leg (the 43-year-old American army is very vegetable, reasonable). But relatively speaking, the growth of basic soldiers is the core of the three generations of camps, as the earliest basic camp of the U.S. military, RM base has a six-person class of 100 blood proud survivability, and also has a good growth, whether it is a generation of ancestral soft sister three-piece set (grenade socks BAR), or two quite easy to use 1-star skill options, and even the infantry center in the reduction of ammunition consumption, reduce cd, reduce manpower and even directly increase the amount of blood in the module can make the late RM and the early rookie like two people. Of course, at what cost? The price of those technologies...... In general, U.S. military players usually don't have a choice (the risk of opening two books is relatively too great, and one is a very good choice for the U.S. military), even if you choose AE or PF, the problem of broken legs always has to be put on the agenda. In terms of normal play, RM is an indispensable necessity. The basic attributes of the class are worthy of his price, and even the cost performance is not bad.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-1/4吨4×4卡车(1/4-ton 4x4 Truck)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 240 manpower; Requirements: Barracks construction

HP: 180; Armor: 4/4/2.5; Volume: 10.6

Field of view: 37.5; Stealth detection: 10; Build time: 30 seconds

Population: 4; Maintenance fee: 4

Top speed: 9.75; Acceleration/deceleration: 8.75/10; Steering speed: 70; Crushing grade: light

武器:M1919A4车载机枪(卡车)×1

Tags: Vehicles, Ultralight Vehicles, Support Vehicles

Self-study: Free skills, need to be out of battle for at least 6 seconds; For a duration of 15 seconds, the vehicle cannot move and its primary weapon is disabled, restoring health at a rate of 12 HP/s, until it expires at full health. If the Supply Platform (Veteran 1b) is unlocked, the repair speed is increased to 16HP/s and can be performed while moving; 120 seconds cooldown

Towing heavy weapons: designate an uncrewed AT or howitzer to erect and the vehicle will be towed; The weapon can be dropped at a designated target location

Support Experience: Trucks can share the experience points gained by their own units in battle within 35m, with a sharing ratio of 25%, and the experience is equally divided between multiple shareable units

Occupy territory: Requires 1-star veteran A; With passive skills, trucks can capture or disarm capture strongholds at a speed of 1.25/1.25

Supply Platform: Requires 1-star veteran B; Passive skills, unlock the "Deploy Heavy Machine Gun" and "Deploy M1 Mortar" skills to enhance the effect of self-learning skills

Deployment of heavy machine guns: supply platforms are required; Spend 75 ammo, designate a target location, and generate an operatorless M1919 heavy machine gun mount after 3 seconds; 60 second cooldown, which shares cooldown with deploying the M1 Mortar

Deployment of M1 mortars: supply platforms are required; Spend 75 ammo, designate a target location, and after 3 seconds generate an operatorless M1 81mm mortar erection; 60 second cooldown, which shares the cooldown with the deployed Heavy Machine Gun

1. M1919A4 on-board machine gun (truck):

Range: 0-35; Distance Detection: 7/20/35

Damage per shot: 4.5; Accuracy: 0.54/0.435/0.396; Armor piercing: 1.825/1.65/1.45

Reference DPS: 14.561/9.041/7.482

Reference DPS (Mobile): 10.421/6.090/4.951

Aiming time: Initial: 0.25-0.5; Last: 0.25-0.5

Cooldown: 1.95-2.25; Reload: 3-4.5; Reload Frequency: 8; Front/Backward: 0/0

Bursts: Duration: 3.75-4.5; Rate of fire: 7; Jihuo: Yes

Distance Coefficient: Aim: 0.1/1/1.25; Cooldown: 0.5/1/1; Reload: 1/1/1; Burst duration: 2/1.25/1; Rate of fire: 1/1/1

Mobile Shooting: Accuracy 0.75; The burst duration is 0.75

Firing range: ±15°; Horizontal speed: 35

Special - 2x accuracy against snipers

1 Star - 600EXP - Unlocks the "Occupy Territory" and "Supply Platform" skill options; Increase the field of view by 10m, increase the rotational speed, and increase the acceleration/deceleration

2 stars - 2400EXP - increases top speed by 10%, increases speed, and increases accuracy

3 stars - 4800EXP - increases HP by 20; Increase field of view by 5m; Increases top speed by 15%, increases acceleration/deceleration, and increases rate of fire

[1/4 ton 4×4 truck] evaluation

As a real symbol of the U.S. military wartime, the classic Willis 1/4-ton jeep has appeared in any World War II U.S. military-related film production, with its ubiquitous quantity and excellent mobility, whether it is used as a transport commuter vehicle or a towing vehicle, or even a .30 or .50 machine gun as a reconnaissance vehicle, it can be described as rave reviews. It has also led to it becoming a typical vehicle for the rumors of motorized vehicles for all members of the U.S. infantry division (the U.S. infantry division is only because the distribution of various commuter vehicles at the battalion headquarters, regimental headquarters and even company headquarters is too huge, resulting in a large number of infantry can take these battlefield Didi on the way to quickly go to their assembly points, or directly use the non-mission vehicles of the company headquarters and battalion headquarters to perform infantry tasks, and there is still a certain gap between the real motorization of each squad under the establishment and the fact that each squad has its own transport vehicle. There are only 3 such heavy armored divisions of two armored regiments and one armored infantry regiment, relying on armored soft girls and armored sappers, everyone has M3 sitting, and the division belongs to the artillery full priest, which realizes real mechanization)

The three generations of small jeeps can basically be seen as a replica of the first generation of jeeps, but because of the huge environmental changes of the three generations compared to the first generation, it has not created a myth in the generation. In the face of the excellent vision and self-contained site of the defense remnant motorcycle next door, the excellent HP and specialized high-penetration depth machine gun of the British army's dingo, and the small motorcycle that was thrown into North Germany and strengthened by maneuvering and became the hero of the generation of the car god in the 3, he was a little powerless. The 37.5 field of view makes it unqualified as a reconnaissance vehicle, and it does not serve any reconnaissance role in many cases; The maneuverability is slightly better than Dingo, but it is not as fast as the remnant motorcycle, and you can't even see the rear tail lights of the North African motorcycle (and this generation of North African motorcycle can reverse!

The self-study skills that come with it by default are more like making up for the lack of sappers in the U.S. military at the beginning than benefits (I can't always make up for a 200-man sapper just because I have a 240-man car, right?), and there's nothing to say about the site and the shelf after one star. The site just allows it to have the basic ability of a motorcycle and a handicap and even a lunch box, and there is nothing to be proud of, and the spit rack is the same as the lunch box, and when there is a shortage of manpower and can't go out or a machine gun is really needed, you can spend ammunition to come out, and the practicality is not high, but it can also save the scene if necessary. It is better to say that the most important improvement of one star is to add 10 vision, which finally makes the jeep like a serious multi-purpose car, able to carry out reconnaissance missions to detect the enemy's line. Even the other three small one-star can add vision but it is more like the icing on the cake, and the Jeep has been qualitatively improved.

Jeep can be said to be extremely confused and unclear in terms of whiteboard performance and cost performance, and the U.S. military itself lacks manpower, and Jeep has a high price of 240 manpower. At the same time, it is not as well-positioned as the vehicles of the other three factions: Dingo's specialized machine gun; cheap and high-speed stations for defense handicap motorcycles; Even a generation of old enemy North African motorcycles, although the site speed is not as outrageous as the remnant motorcycle, but at least it can stand, and the maneuver is extremely outrageous, the field of vision is also very far away, very suitable for the task of reconnaissance and harassment, and even the blood is thicker than the jeep (born by the mother) The most important thing is that these three little ones are cheaper than the jeep! And the jeep can be said to be bad at anything, the field of vision is the closest, the output seems to be the highest, but in fact it is not too far away from the other three small ones, and it can't catch up with the motorcycle and the remnant motorcycle at the same time can't beat 250. The thin brittle HP of 180 is also easily blasted by various weapons, and the inability to station is even more limited to its 11 role. If a dingo or a motorcycle comes up and sweeps people, it's because they can sweep people and run away quickly when they see a bad situation with their excellent vision, while Jeep sweeps people because they can only sweep people and can't do anything but bleed the infantry. It is true that after the one-star skill, the Jeep will undergo a qualitative change and become a qualified and sometimes miraculous car, but unless there is a special need, this precious 240 manpower is still invested in the lunch box of the soft girl or the special combat group in the book.

10 5 Update Extra: He X Mine You XX XX!This thing can still be cut?Ah?The armor is cut to 4 and the shot is cut to 0.75?The jeep has only armor and output can be used to say that you still cut it?Or if you cut it, forget it, why don't you add a vision or reduce the price?If this car only needs 200 manpower, you can recognize the machete vision, you cut such a thing, cut you X a stinky X!

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M1迫击炮班(M1 Mortar Team)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Composition: M1 81mm mortar x1, weapon operator x4

Team Member's HP: 80; Team size: 1.33

Weapon HP: 180; Weapon Armor: 60; Weapon volume: 20

Population (Squad + Single): 3+1×4; Maintenance (Squad + Single): 3+1×4

Build time: 25 seconds; Replenishment time: 5 seconds; Supplement price: 22.5 manpower

Armament: M1 81mm mortar x1, M1 carbine (weapons squad) x2; Weapon slots: 0

Tags: Mortar; Squad weapons

Barrage Attack: Free skill that specifies firing 6 mortar shells with greater accuracy and speed at an area within 15-95m; 30 seconds cooldown; Cooling is not shared

Smoke Barrage: Free skill, designated to fire 4 smoke grenades into an area within 15-95m, firing 1.375/1.5 seconds of swing forward/backward; Smoke radius 6.5m for 20 seconds; 30 seconds cooldown; Cooling is not shared

Range: 15-75; Distance Detection: 20/40/75

Range: 15-100 (skill range 95); Distance Break: 20/40/100

Expected damage per shot: 32.240/27.004/15.586

3. M1卡宾枪(武器班):

Damage per shot: 10; Accuracy: 0.4/0.25/0.2; Armor piercing: 1/1/1

Reference dps: 4.366/1.227/0.659

Reference DPS (Mobile): 2.183/0.614/0.329

Aiming time: Initial: 0.25-0.5; Duration: 0.375-0.625

Cooling: 1-1.5; Reload: 2.7-3.6; Reload Frequency: 14; Front/Backward: 0/0

Distance Coefficient: Aim: 0.25/0.75/1; Cooldown: 0.5/1.25/2; Reload: 1/1/1

4. M1 81mm迫击炮(空爆弹幕)

5. M1 81mm mortar (time-delay fuze high-explosive barrage)

1 Star - 1000EXP - Unlocks the "Airburst Barrage" and "Time-Delay Fuze High-Explosive Barrage" skill options; Reduces hit accuracy, reduces barrage cooldown by 10%, and reduces spread

2 Stars - 3000EXP - Reduced spread, reduced reload, reduced hit accuracy, reduced barrage cooldown by 15%.

3 Stars - 6000EXP - Increases the range of 10m automatic attack and various barrages, reduces dispersion, and increases the amount of HP by 10 for team members

[M1 mortar squad] evaluation

Because of the homogenization of the three generations, the United States, which once had a certain advantage in the rate of fire, is now basically no different from other people's basic performance, so I won't introduce it, let's take a history lesson:

Because the U.S. military has such a thing as the M2 60mm mortar as the main curved firepower of the infantry company, the 81mm M1 mortar is only equipped with the heavy weapons company of the infantry battalion, equipped with 6 guns, and there are 8 .30 machine guns, which constitute the ferocious firepower of the U.S. battalion level with the 60 and .30 machine guns of the infantry company and the .50 machine gun at the company headquarters.

The U.S. military's one-star routine has two skills: air explosion and delay, but because of the mine's "genius numerical design" delay barrage has 160 ultra-high damage, AOE is better, and has a depth of 1000, damage to fixed targets and explosions, before being cut down, there was even a legend of killing a German tiger, and the slight disadvantage is that the 3-second fuse time gives the opposite side a longer reaction time. The advantage of the air explosion is that it has a larger damage range, an upper limit of 1 damage, and 4 people can eat all the damage or better collect residual blood when it goes down to 4 people, but it is outrageous to hit 1 bullet less than the delay. It can't be said that the air explosion barrage is level, although it is not as explosive as the air explosion of the third brother of the British army next door 4.2, but it is actually not bad, and the two barrages need to be selected according to the actual situation.

As a unit in one book with the soft girl, the beauty force can perfectly make up for the lack of soft sister in many cases, especially the performance of the beauty force is not like the second generation of the beauty force to write 81 is actually 60 force. In the face of the German machine gun, whether it is smoke or floor B, it can be a good way to drive away the machine gun and let the soft girl go up directly, and the delayed barrage and air burst barrage after one star can even directly blow up the machine gun team, and then let the soft girl go back with an efficient German machine gun to make up for the problem that the American army does not have a machine gun. This also led to a book with extremely high strength and playability for the US military, and I don't know how much stronger than the two books that are awkward in positioning and more lame at the same time. It can be said that the United States and the soft sister have achieved each other, achieving the effect of 1+1 greater than 2, so that the US military can expand its advantages as much as possible in the early stage and occupy the initiative on the battlefield.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

(3) Two units

-M1919重机枪班(M1919 Machine Gun Team)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 220 manpower; Requirements: Weapon Support Center construction or Airborne Entry (identical stats)

Composition: M1919A4 heavy machine gun x1, weapon operator x4

Team members' HP: 90; Team size: 1.33

Build time: 30 seconds; Replenishment time: 5 seconds; Supplement price: 25 manpower

Weapons: M1919A4 heavy machine gun x1, M1 carbine (weapon squad) x2; Weapon slots: 0

Label: Pressed; Squad weapons

Reload: The machine gun immediately reloads; 6.5 seconds cooldown

Suppressed Vehicles: Requires 1 Star Veteran A; Free skill, designate an enemy vehicle unit within 45m, suppress it for a duration of 15 seconds, reduce the target's vision and speed by 50% after hitting, and reduce (add) speed, speed and acceleration by an additional 25% if the target is penetrated; When the target runs out of range, the skill is suspended; Can be enabled in garrison mode; 120 seconds cooldown

Bunker Training: Requires 1-star veteran B; Passive ability, the Machine Gun squad gains additional damage accuracy reduction in shieldless and yellow shield cover

1. M1919A4重机枪:

Erection/unloading time: 3/3 sec; Enchantment animation duration: 0.65 seconds

Range: 0-45; Distance Determination: 10/30/45

Damage per shot: 5; Accuracy: 0.65/0.45/0.3; Armor piercing: 1.6/1.4/1.2

Reference DPS: 31.363/15.254/7.529

Compression output per second: 0.127/0.084/0.060

Aiming Time: Initial: 0.25; Last: 0.125

Cooldown: 1.5-1.75; Loading: 4; Reload Frequency: 3; Front/Backward: 0/0

Burst: Duration: 4; Rate of fire: 8; Gathering Fire: No

Distance Coefficient: Aim: 1/1/1; Cooldown: 0.25/1/1; Reload: 1/1/1; Burst duration: 1.5/1.25/1; Rate of fire: 1.5/1.25/1

Single shot pressing: 0.0144; Proximity Suppression Ratio: 0.75; Radius of infection: 15

2. M1卡宾枪(武器班):

1 Star - 600EXP - Unlocks the "Suppress Vehicle" and "Cover Training" skill choices; Reduced hit accuracy; Increase pressing

2 stars - 1800exp - increased suppression; Increases burst duration by 30%; Reduced hit accuracy

3 stars - 3600exp - increased accuracy; increased pressing; Group members gain 10 HP; Increase the horizontal speed

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

[M1919 heavy machine gun squad] evaluation

The first generation of M1917, the second generation of M2HB, and the U.S. military finally obtained the M1919 heavy machine gun class in the third generation, and finally became the master of armament collection in the U.S. military after three generations.

Although the M1919 of three generations is currently the smallest machine gun in the firing world (how to strengthen the 1919?). D, obtuse angle), but the advantage is that its price is low, so it is not completely worthless, the damage and suppression are decent, but it is slightly embarrassing to stack this shooting boundary, so the actual use is still often retracted and erected (this is the inheritor of the old Han Dynasty); In terms of one-star skill selection, cover training is a passive, I don't know how powerful it is at the moment, and there is still a certain degree of compatibility for machine guns that have to be retracted often instead of drinking tea in the green shield; Another Action Skill that suppresses vehicles can pin down vehicles, but it feels ...... As...... Other factions...... Refers to the intensity of suppression, it can only be said that it is free after all, and it has a certain effect on leaving three rounds of residual 250 or something, but due to the existence of things such as eight rounds and other fast Qing soldiers, such skills are still relatively average after all.

In general, although the three generations of machine guns have their own strengths, 1919 is obviously not strong in its attributes, but the strongest point is that it can avoid the process of honestly coming out of the book (referring to the beginning of the Italian chicken competition), for the US army that chose the second book, it is still necessary to find other arms of resistance to the line.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation
"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-巴祖卡队(Bazooka Squad)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 240 manpower; Requirements: Weapon Support Center construction

Composition: Anti-tank infantry ×4; HP: 95; Volume: 1

Build time: 24 seconds; Replenishment time: 6 seconds; Supplement price: 24 manpower

Weapons: M9 Bazooka (Team Bazooka) ×2; M1 carbine (Bazooka) ×2; Weapon Slots: 2 (2 occupied)

Tags: Infantry, Basic Infantry, Anti-Tank Infantry

Obstacle Breaking: Free skill, specify a target location within 10-40m, and after 2.8 seconds, accurately fire a Bazooka rocket to the target location, the attributes are shown in the weapon list; Cannot be started when suppressed; 120 seconds cooldown

Anti-Tank Explosives Pack: Spend 45 ammo to designate an enemy vehicle within 10m and throw an anti-tank explosive pack at it, which has a tracking effect on the selected target, causing the target to shock or damage the engine, the attributes are shown in the weapon list; 30 seconds cooldown

Tactical Move: Requires 1-star veteran A; Free skill, after activation, for a duration of 5 seconds, Bazooka team speed +80%, hit accuracy decreased; Cannot be started when suppressed; 180 seconds cooldown

White Phosphorus Rocket: Requires 1 star veteran B; Spend 35 ammunition to fire a white phosphorus bomb at a target location within 15-40m, which has a smoke and incendiary effect, reduces the visibility of the hit vehicle, reduces its speed, and makes it impossible to use the main weapon; lasts 10 seconds; Stats are listed in the weapon list; Cannot be started when suppressed; 120 seconds cooldown

1. M9巴祖卡火箭筒(巴祖卡队):

Range: 0-35; Distance Determination: 10/22.5/35

Damage per shot: 60; Accuracy: 0.067/0.05/0.0363; Armor Piercing: 200/125/110

There is a theoretical AOE, but it is not possible to inflict any damage on the infantry

Aiming Time: Initial: 1-1.25; Duration: 0.85-1.25;

Loading: 3.5-4; Reload Frequency: 0; Front/Backward: 0/0.75

Distance Coefficient: Aiming: 0.85/1/1.25; Cooldown: 1/1/1; Reload: 1/1/1;

Angular dispersion: 7°; Maximum radial dispersion: 5; Dispersion Ratio: 0.55; Dispersion Offset: 0.75

Special: 0.5 times damage to infantry, accuracy reset to zero; A single shot can cause damage to up to 3 models in the team; 10 times more accurate for buildings; 10x accuracy and armor piercing against bunkers, 1.5x damage

2. M1卡宾枪(巴祖卡队):

Damage per shot: 10; Accuracy: 0.8/0.6/0.3; Armor piercing: 1/1/1

Reference dps: 3.299/1.708/0.658

Reference DPS (Mobile): 1.649/0.854/0.329

Cooling: 1-1.5; Loading: 2.5-3; Reload Frequency: 9; Front/Backward: 0/1.625

Distance Coefficient: Aiming: 0.5/1/2; Cooldown: 0.25/1/1.5; Reload: 1/1/1

3. Anti-Tank Explosives Pack:

射程:0-10; 单发伤害:240; 穿甲:1000

AOE radius: 0.5; Damage Factor: 1; Armor piercing: 1000

Aiming time: 0.375; Front/Backward: 0.875/1.25

Special Special: After the vehicle unit is attacked, if the target's HP is higher than 50%, the crew shock effect will be triggered for 5 seconds; If the target's HP drops below 50% or is already in the crew shock state, the engine damage effect will be caused (speed reduced by 45%), which will be removed when repaired to 90%;

4. M9巴祖卡火箭筒(破障):

Range: 0-35 (Skill Range 10-40); Distance Determination: 0/17.5/35

Damage per shot: 60; Armor piercing: 130/120/110

AOE radius: 3; Distance Judgment: 0.75/1.5/2.25; Damage Multiplier: 1/0.75/0.25; Armor piercing: 15/15/15

Aiming time: 1.5; Front/Backward: 0/1.625; No dispersion

Special - No friendly damage; 0.125 times damage to infantry; Instantly kills neutral map objects

5. M9巴祖卡火箭筒(白磷):

Range: 0-35 (Skill Range 15-40)

Damage per shot: 60; Armor piercing: 1000

AOE radius: 3; Distance Judgment: 0.75/1.5/2.25; Damage Multiplier: 1/0.75/0.25; Armor piercing: 15/15/15

Aiming time: 1; Front/Backward: 0/1.625; No dispersion

DoT AOE Radius: 4; Duration: 10 seconds; Damage: 10 (resolves every 1.375 seconds)

Special: 0.25x damage against infantry; Kill neutral map objects in seconds; After hitting a vehicle, the target's vision decreases and its speed decreases for 10 seconds, making it impossible to use primary weapons

1 Star - 800EXP - Unlocks the "Sprint" and "White Phosphorus Rocket" skill choices; Reduced hit accuracy

2 Stars - 2400EXP - Increases accuracy, reduces weapon cooldown, increases armor piercing, and reduces hit accuracy

3 Stars - 4800EXP - Increases accuracy, reduces weapon cooldown, increases armor piercing, and increases HP by 10

[Bazooka team] evaluation

To be honest, this thing is to some extent more inactive than the reconnaissance team! No, no living in the middle of the living! Mines, you really don't look at the compilation table at all, right? The whole thing is such a useless unit that is not easy to use and is still confused but has to be released!

In 44, the regular infantry company of the U.S. Army placed 5 Bazooka rocket launchers at the company headquarters, which could be strengthened to infantry platoons and even infantry squads according to needs, so that the infantry detachments at the grassroots level had the basic ability to fight back in the face of vehicles. Every officer, non-commissioned officer, and Captain, were trained in the use of Bazooka in case the Bazooka was handed over to some unlucky guy who wouldn't use it at all. The battalion-level Bazooka was strengthened to each independent company headquarters, and the battalion headquarters also had Bazooka, and the 57 gun groups of the anti-tank platoon at the battalion headquarters had 1 Bazooka in each gun group, and the British PIAT was similar to the Pzb.39 anti-tank guns of the Beuys and German armies. So I think the North German Tan Hunt is actually a very interesting and reasonable design unit: the good soldiers in the infantry company are reinforced by these anti-tank guns, and they have two anti-tank guns to take on the anti-tank core of the whole company while playing well in the 98k, and if necessary, they can also use their own LMG34 machine guns to strengthen their firepower to better cover other infantry squads. And then you U.S. military grabbed a couple of M1 carbines, and they all used unscrupulous guys to use these valuable support weapons, right?

Okay, after the history lesson, let's start the unit in detail: as a full-time anti-tank unit in the early stage, the Bazooka squad is armed with two M9 Bazooka rocket launchers and two M1 carbines. The M9 Bazooka lacks depth and low accuracy, and the most outrageous thing is the low damage of 60. The two Bazooka hits only 120 damage, and the poor accuracy makes it very easy to hit all kinds of QQ flying cars in North Germany and various defense cars, and it is very easy to ricochet when hitting the armor (especially the three-sudden D). The efficiency of the anti-small car is not even as good as the two big guns of Beuys and PZB.39 next door, and the various ricochets of the anti-middle armor make all kinds of middle armor dare to stand directly and shoot the main gun one by one, with the poor survivability of the Bazooka squad of 4 people with 95 blood, it is even difficult for a team to limit the ultra-light armor of 221 or the Italian small tank. And it is no exaggeration to say that there is no anti-personnel efficiency: not at all. The Bazooka squad version of the Bazooka has zero accuracy against infantry and even zero AOE accuracy! It has no output ability to infantry at all! And the two M1 carbines in the squad can basically be said to be the same as all kinds of erection substitutes, even if the Young Pioneers who don't raise their flamethrowers rush up, they can't beat them.

In terms of skills, the Bazooka team is not satisfactory, the anti-tank explosive pack throwing distance is only 10, as long as the German vehicle is careful to operate it is difficult to get close to this distance, and because of the animation problem of the infantry, even if the vehicle enters the distance and the skill has been used at this time, before the throwing animation is officially executed, the vehicle may still be forced to terminate after driving the skill distance of 10. And even if it is pasted, the damage of 240 is only equivalent to two German broken legs, which is not satisfactory...... Even if a stick is put on, it can't cause the middle armor to break the leg and can only get motion sickness! In order to paste the middle armor, it is likely that this Bazooka team has been sacrificed in tears, and as a result, you tell me, this is it? Obstacle breaking skills, in ancient times, if the operation is in place, and at the same time the German infantry wandering god, 60 damage may be hit in seconds, but after 0.125 times the damage to the infantry, it will completely lose its output ability, and can only do part-time work. The two skills of one-star sophistication and routine can only be said to be so-so: tactical movement sprint for 5 seconds and break for 3 minutes, with the throwing mechanism of the explosive pack and the extremely short range can be said to be ambiguous positioning, and it is difficult to say that it catches up and shoots two bazoorkas at the vehicle that is running, and these two shots are also likely to fly at a long distance (is it possible to shoot two bazookas for the machine gun in order to rush up?What's the picture?Figure 141?) And the white phosphorus bomb is the best one of these skills, although it is a designated area rather than a designated unit, but as long as the prediction is good or the opposite German infantry does not move, then this 35 ammunition white phosphorus bomb can play an unexpected role, not only can the German vehicle unit reduce the movement speed and lose vision, but also make the German infantry shout in the fire to burn, even if the killing efficiency is not good, but more or less have a certain ability to control the field and anti-infantry. Of course, there are also extremely high requirements for the level of operation and prediction, and once there is a little deviation, the 35 ammunition is easy to lose money.

The hard stats of the Bazooka team are outrageously poor. However, due to Niben's lack of anti-tank abilities (not even the limited ability to break legs), the player has to pinch their nose and use this expensive and inefficient unit with 250 manpower to protect their machine guns. Even if the damage is low and the accuracy is bad, a team can't even limit 221, it takes at least two teams to limit 8 rounds, and it's useless to limit a few teams in three bursts. In many cases, the deterrent effect is greater than the actual effect, but the Allied commanders have to rely on this unit to carry out anti-armor operations, especially for the Allied commanders who are running to the four books, who calls the US military an AT camp in the three books.

Update add-on on October 5th: There's nothing to say, although the construction price has been reduced by 10 manpower, but the price of replenishment is more expensive, and the arrival time is not much faster as a consumable but more expensive, it is not good to say whether it is strengthened or weakened, anyway, the embarrassing position of the Bazooka team has not been improved. By the way, the Tan hunt next door has entered the capital, and then 250 manpower, this ghost thing 240......

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-狙击手(Sniper)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 340 manpower; Requirements: Weapon Support Center construction

Composition: Sniper×1; HP: 80; Volume: 1.5

Field of view: 40; Stealth detection: 10; Capture point/disarm speed: 1/1

Population: 8; Maintenance fee: 14; Build time: 40 seconds

武器:M1903A4春田步枪(狙击手)×1; 武器槽:0

Tags: Infantry, Sniper

Camouflage: Passive skill, the Sniper will automatically disguise when he is in the Yellow Shield or Green Shield cover after 6 seconds of disengagement, and the disguise effect can be maintained for 4 seconds after leaving the cover

Covert Scouting: Requires 1-star veteran A; Switch skills, you can start the covert reconnaissance mode after 6 seconds of leaving the battle, and after turning it on, the sniper enters stealth, and is found at a distance of 10m, and at the same time the speed is -2, disabling all your weapons and other skills, and cannot occupy points; Toggle cooldown for 5/30 seconds

Medical Kit: Requires 1 Star Veteran B; Free skills, which need to be out of battle for at least 3 seconds; Snipers who leave the battle within a 20 second duration will regenerate their HP at a rate of 2.75 HP/s, and cannot fire for the duration of the regeneration. 180 seconds cooldown

1. M1903A4春田步枪(狙击手):

Range: 0-50; Distance Detection: 10/30/50

Damage per shot: 110; Accuracy: 2/2/2; Armor piercing: 1/1/1

Aiming Time: Initial: 1.75; Last: 3-3.5

Cooling: 3.75-3.825; Loading: 1.8; Reload Frequency: 4; Front/Backward: 0/1.625

Special: Instant kills of infantry units hit; Ignores the frontal effect of any cover; 0.6 times the unit accuracy in the retreat; Vehicle, building, and position damage is enforced

1 Star - 900EXP - Unlocks the "Covert Reconnaissance" and "Medical Kit" skill options; Reduced hit accuracy

2 Stars - 2700EXP - Increases accuracy, reduces weapon cooldown, and reduces hit accuracy

3 Stars - 5400 EXP - Increases accuracy, reduces weapon cooldown, and increases HP by 10

Sniper Evaluation

After three generations, the U.S. military finally has a sniper unit again, and it also got back the classic Mrs. M1903A4 Haruta, which is gratifying and congratulating. The overall performance is basically the same as that of the German sniper, and like the German sniper who drank too much Fanta next door, the American sniper also became fat because of drinking too much Coke, and the volume of 1.5 makes it very easy to be hit by various weapons, and with the 80 blood volume caused by long-term no exercise, it is very easy to die on the street. But maybe because of the muscle weakness of the Fanta next door, even the semi-automatic G43 rifle used is still slow, which is the same as the Haruta who pulls the bolt, this wave ah, this wave is the Yankee fat pig physique is better than the Aryan fat house. (To be honest, the mine really didn't think about the 98k with the mirror?, and the three generations of German snipers are all with the G43, and everyone is aesthetically tired)

And the skill is one of the few German snipers with different data from American snipers. Two skills for routine selection...... It doesn't seem like either. After the camouflage skill is used, the sniper will lie on the ground and squirm darkly, greatly reducing the movement speed but making the Germans blind, thinking that the squirming on the ground is just a sperm caterpillar, and it must be within 10 meters to find out that it is a person (obviously a caterpillar the size of a person is more scary than a sniper, hey!) and the medical kit ...... To be honest, as far as the size of the sniper's fat house you swim in now, you will be killed with two clicks at the range of other units, and the Germans on the opposite side of the high-value unit of the sniper will definitely spare no effort to come up and eat it, and the blood volume will only jump sideways in the extremes of 80 and 0, and there is basically very little chance to use this skill with residual blood.

Although there is not much difference in performance, but the unique system of the U.S. military has led to the congenital deficiency of the U.S. sniper compared to the German sniper, the German sniper stays together with the G and MG42, so that the German sniper has the excellent suppression of the shooting world to suppress the amazing MG42 to stare at the Allied infantry trying to rush up, and there is also a 6-person squad survival excellent output that is not too bad with G to attract firepower auxiliary output, which greatly increases the survivability of the German sniper. And the U.S. army in the second book directly lacks a meat shield that is as critical as driving away the forward infantry with G, and the .30 machine gun's poor firing range and unsatisfactory output level also make the German infantry more rampant, if the opposite North Germany sees the sniper, it can even directly rush up with a QQ flying car to eat the sniper, and the most important thing is to force your sniper to have to T go home, compressing its early value, after all, the sniper is the more backward the more he loses, and he must rely on the sniper to return to the original unit. All kinds of QQ flying cars in North Germany make it possible to say that the sniper is asking for hardship, and the cheap early unit manpower for national defense is not expensive, and it is not distressing to have one less person to make up for it. On this basis, the gold content of the US sniper is definitely lower than that of the German sniper, and the construction time of 340 manpower and 50 seconds is costly for the US military, a camp that needs to control the rhythm in the early stage, which can be described as extremely fault-tolerant, low-cost and high-cost, and the benefits are not large. Unless this precious manpower is really sniped by the Germans and can't stand it and wants to play the Italian version of the soldiers coming to the city, it is best to send a team of sappers to pave the way for the subsequent half-track mechanization, or send out a Bazooka team to limit the German light armor.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M3装甲运兵车(M3 Armored Personnel Carrier)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 250 manpower 25 oil; Requirements: Weapon Support Center construction

HP: 320; Armor: 10/7/5; Volume: 16

Field of view: 35; Stealth detection: 10; Build time: 30 seconds

Population: 6; Maintenance fee: 7.5

Top speed: 7.2; Acceleration/deceleration: 2.5/5; Steering speed: 50; Crushing grade: light

武器:M2HB车载机枪(M3)×1

It can accommodate 2 infantry or small erection squads, no firing positions are provided; 50% occupant fatality rate when the vehicle is destroyed

Tags: vehicles, light vehicles, manned vehicles, wheeled vehicles

M45 quadruple anti-aircraft gun modification: needs to be in friendly territory; It costs 75 ammo to convert the half-track into the M16 half-track in 40 seconds, replacing the vehicle-mounted machine gun with the M45 quadruple anti-aircraft gun; Removed transport, tow, and replenishment abilities; Attributes are found in their Units section; Mutually exclusive with the 75mm anti-tank modification and the medical modification

75mm anti-tank modification: needs to be in friendly territory; It took 60 ammo to convert the half-track into the M3 75mm half-track, replacing the vehicle-mounted machine gun with one M1897 75mm field gun; Removed transport, tow, and replenishment abilities; Attributes are found in their Units section; Mutually exclusive with the M45 quadruple anti-aircraft gun modification and the medical modification

Medical Modifications: Requires to be in friendly territory; Convert the truck into an M3 medical halftrack for 50 ammo and 30 seconds, eliminating the on-board machine gun and unlocking the medical station capability; Attributes are found in their Units section; Mutually exclusive with the M45 quadruple anti-aircraft gun modification and the 75mm anti-tank modification

Auto-Reinforcement: Replenish attrition of attrition friendly infantry units within 20m of a truck; Switch skills, and when you turn on the back supplement, your dissatisfied squad within the radius will automatically spend manpower for reinforcements; No switching cooling

Restructuring and erection: the remaining population needs to be at least 2; Spend 50 manpower to designate a neutral erection or position in a non-towed state within 20m, and automatically send 2 corresponding weapon teams to take over the erection; 30 seconds cooldown

Towing a heavy weapon: Specify a towable friendly or neutral mount, and the vehicle will be towed; The weapon can be dropped at a designated target location

Support Experience: The half-track can share the experience points gained by your own units in battle within 35m, with a sharing ratio of 25%, and the experience of multiple shareable units will be divided equally

Recovery Team: Requires 1-star veteran A; Free skill, designate a neutral erection or vehicle wreck within 20m, automatically send two recovery teams to recover resources, and each recovery team member dismantles the target 50 HP every 5 seconds; For mounting, get 3 ammo for every 50 HP dismantled; For the wreckage, you get 5 oil for every 100 HP disassembled; If the half-track moves during operation, the skill will be forcibly suspended and cooled for 60 seconds

Reinforcement of positions: 1-star veteran B is required; Passive skill, the construction speed of allied units within 30m of the truck is increased by 100%, and the cooldown of unit skills is reduced by 25%.

1. M2HB .50车载机枪(M3):

Damage per shot: 7; Accuracy: 0.3375/0.3375/0.15; Armor piercing: 1/1/1

Reference dps: 10.974/7.367/3.118

Reference DPS (mobile): 5.487/3.684/1.559

Aiming Time: Initial: 0.3; Last: 0.125

Cooling: 2-4; Reload: 5-6; Reload frequency: 8-10; Front/Backward: 0/0

Bursts: Duration: 2-3; Rate of fire: 7; Jihuo: Yes

Distance Coefficient: Aiming: 0.1/1/1; Cooldown: 0.4/1/1; Reload: 1/1/1; Burst duration: 1/1/1; Rate of fire: 1.1/1.05/1

Firing range: ±45°; Horizontal speed: 110

Bonus Target: Increases accuracy by 5% when additional targets appear within 6/8/10 meters

Sophisticated: Can share the experience of other units on your side

1 Star - 1200EXP - Unlocks the "Recovery Team" and "Fortify Position" skill options; Increase rotational speed by 15% and increase acceleration/deceleration

2 Stars - 3600EXP - Increases field of view by 10m, increases top speed by 10%, increases rotational speed by 15%, and increases replenishment range by 5m

3 stars - 7200 exp - increases HP by 80; Increases top speed by 15%, increases acceleration/deceleration speed, and increases replenishment range by 6.25m

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M16半履带车(M16 Multiple Gun Motor Carriage)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 320 manpower 30 oil; Requirements: M3 Halftrack Upgrade or Mechanized Support Center unlocked, Weapon Support Center built

Build time: 45 seconds; Population: 6; Maintenance fee: 9

Top speed: 6.9; Acceleration/deceleration: 2.5/5; Steering speed: 50; Crushing grade: light

The rest of the basic characteristics are the same as those of the M3 armored personnel carrier

武器:M45四联防空炮×1

Infantry could not be transported

Tags: Vehicles, Light Armor, Repeating Weapon Vehicles, Air Defense

Consecutive Hit and Run: Requires 1-star veteran A; Free skill, which increases speed by 30% for 15 seconds after activation, reduces size and turns faster while moving; 180 seconds cooldown

Suppression Vehicle: Requires 1 Star Veteran B; Free skill, which activates Suppressive Shot for 15 seconds, reduces the target's vision and speed by 50% and 25% when it hits a vehicle unit, and reduces (adds) an additional 25% speed, rev and acceleration if it penetrates the target; When the target runs out of range, the skill is suspended; 120 seconds cooldown

1. M45四联防空炮:

Range: 0-45; Distance Detection: 10/25/45

Damage per shot: 8; Accuracy: 0.27/0.236/0.09; Armor piercing: 2.5/1.5/1.25

Reference DPS: 41.211/35.782/11.679

Reference DPS (Mobile): 7.872/6.908/2.205

Aiming time: Initial: 0.1-0.125; Last: 0.125-1

Cooldown: 2.5; Loading: 6; Reload Frequency: 12; Front/Backward: 0/0

Bursts: Duration: 5-6; Rate of fire: 24; Gathering Fire: No

Distance Coefficient: Aiming: 0.5/0.75/1; Cooldown: 0.75/0.75/1; Reload: 1/1/1; Burst duration: 1/1.125/1.25; Rate of fire: 1.15/1.12/1

Mobile Shooting: Accuracy 0.25; The burst duration is 0.5

Firing range: ±180°; Horizontal speed: 250

Special: Can be anti-aircraft, 7 times the range of anti-aircraft, and 8 times the damage of aircraft

1 Star - 1200EXP - Unlocks the "Hit and Run" and "Suppress Vehicle" skill choices; Increased accuracy, 15% increase in speed, increase acceleration/deceleration

2 Stars - 3600EXP - Increases accuracy, increases rate of fire, increases top speed by 10%, and increases rev by 15%.

3 stars - 7200 exp - increases HP by 80; Increases range by 5, increases speed by 15%, increases acceleration/deceleration, and increases rate of fire

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M3 75mm半履带车(M3 75mm Gun Motor Carriage)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

武器:M1897 75mm野战炮×1

Tags: Vehicles, Light Armor, Turret Anti-Armor Vehicles

High-explosive barrage: Free skill, designated to fire 6 high-explosive shells at an area within 15-50m; Stats are listed in the weapon list; 45 seconds cooldown; Shared cooldown with weak point shots

Weak Point Shooting: Requires 1 star veteran A; Costs 30 ammo, and after activation, the halftrack will be reloaded with high-explosive ammunition for a duration of 10 seconds, and if the vehicle is penetrated, its speed will be reduced by 50% for 5 seconds, and the primary weapon cannot be used; Stats are listed in the weapon list; 60 seconds cooldown; Cooldown is shared with the high-explosive barrage

Preemptive: Requires 1 star veteran B; Passive skill, when the vehicle is stationary and out of combat, the first attack increases damage by 25%, increases accuracy and armor piercing by 50%.

1. M1897A5 75mm野৐炮:

Range: 0-45; Distance Detection: 10/30/50

Damage per shot: 120; Accuracy: 0.075/0.055/0.045; Armor Piercing: 200/160/140

Expected damage per shot: 9.333/6.695/5.464

AOE radius: 0.5; Distance judgment: 2/3/4; Damage Factor: 0.1/0.075/0.05; Armor Piercing: 65/50/35

Aiming Time: Initial: 0.375; Last: 0.125

Reload: 3.75; Reload Frequency: 0; Front/Backward: 0/0.875

Distance Coefficient: Aiming: 1/1.25/1.5; Cooldown: 1/1/1; Reload: 1/1/1

Angular dispersion: 7.5°; Maximum radial dispersion: 12; Dispersion distance ratio: 1; Dispersion Offset: 0.25

Mobile Shooting: Accuracy 0.75; angular dispersion 2; Radial Dispersion 2

Firing range: ±10°; Horizontal speed: 26

Special - No friendly damage; A single shot can cause damage to up to 3 models in the team; 0.75x damage penalty against bunkers and positions

2. M1897 75mm野战炮(弹幕):

Range: 10-50; Distance Detection: 10/40/50

Damage per shot: 120; Armor piercing: 10/10/10

Expected damage per shot: 72.577/21.468/17.660

AOE radius: 5; Distance judgment: 1/2.5/5; Damage Multiplier: 1/0.25/0.1; Armor Piercing: 5/2.5/1

Aiming Time: Initial: 0.375; Lasting: 1

Reload: 3-4; Reload Frequency: 0; Front/Backward: 0/0.875

Angular dispersion: 8.5°; Maximum radial dispersion: 10; Dispersion ratio: 0.37; Dispersion Offset: 0

Firing range: ±2.5°; Horizontal speed: 14

Special: A single shot can cause damage to up to 3 models in the team; 0.75 times damage to garrisoned units; 0.75x damage penalty against bunkers and positions

3. M1897 75mm field gun (weak point shooting):

穿甲:1000/1000/1000

AOE radius: 1.5; Distance judgment: 0.1/0.2/0.25; Damage Multiplier: 1/0.15/0.05; Armor Piercing: 65/50/35

The rest of the stats are the same as the standard mode main gun

Special - No friendly damage; A single shot can cause damage to up to 3 models in the team; 0.75x damage penalty against bunkers and positions; Vehicle units are reduced by 50% for 5 seconds after being penetrated, and cannot use their primary weapon

1 Star - 1200EXP - Unlocks the "Weak Point Shot" and "First Strike" skill selections; Increased accuracy, 15% increase in speed, increase acceleration/deceleration

2 Stars - 3600EXP - Increases accuracy, reduces reload by 10%, increases top speed by 10%, and increases rev speed by 15%.

3 stars - 7200 exp - increases HP by 80; Increases speed by 15%, increases acceleration/deceleration, and reduces reload by 20% (Note: does not increase vision)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M3医疗半履带车(M3 Armored Medical Half-track)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Top speed: 7.2; Acceleration/deceleration: 2.5/5.5; Steering speed: 50; Crushing grade: light

Tags: Vehicles, Light Armor, Replenishment Platforms, Healers

Unarmed

Automatic reinforcements, reorganization, erection, towing of heavy weapons, support sophistication: the same as a normal M3 armored personnel carrier

Medical Station: Passive ability, when the medical halftrack is out of combat for at least 6 seconds and stops, allied units within a radius of 20m will regenerate health at a rate of 4 HP/s when they are out of combat

Recycling team, reinforcing position: 1-star sophistication is required; Same as the normal M3 armored personnel carrier (Note: There is currently an icon location bug that causes only the Reinforcement Position skill to be selected)

2 Stars - 3600EXP - Increases field of view by 10m, increases top speed by 10%, increases rotational speed by 15%, increases replenishment range by 5m, and increases medical range by 5m

3 stars - 7200 exp - increases HP by 80; Increases speed by 15%, increases acceleration/deceleration, increases healing range by 6.25m, and reduces medical range by 5m (same as whiteboard)

[M3 Armored Personnel Carrier] [M16 Half-track] [M3 75mm Half-track] [M3 Medical Half-track] Evaluation

Thanks to the strong industrial production capacity of the United States, the Americans produced a large number of half-tracks in World War II to equip the US armored divisions or aid Allied partners, and the production of its M3 half-tracks was as high as 53,000 (including various modified variants), reaching about 3.5 times that of the German Sd.Kfz.251 half-track (if you count the older M2 half-track and the M5 half-track and M9 half-track using diesel engines, the output will be even more terrifying) and as a representative of the US mechanized forces in various World War II games, the vehicle is not surprising as an old acquaintance of the second generation of players, and appeared in the Company of Heroes 3, becoming the core unit of the U.S. Army.

There isn't much to say about the performance of the M3 halftrack on the whiteboard, and many of the features (e.g., acceleration speed, population and maintenance costs, steering and rolling distance) are basically the same as those of the 251. More often than not, it is used as a front-line replenishment vehicle to provide a mobile front-line replenishment node for your faction's infantry, allowing its own infantry units to stay on the front line instead of going home to replenish them. After upgrading to a medical vehicle and removing the overhead machine gun, it can provide friendly units with the ability of front-line milkmen, although the milk amount can only be said to be okay, but it is better than nothing, greatly improving the ability of front-line infantry to rely on the line. It is worth noting that the armor of the M3 is slightly thinner than that of the 251, and it is easier to be polished by the rifle, and at the same time, the second book can be made after shooting, but the more expensive price than the 251 also leads to the fact that although this thing arrives early, it is more distressing to die one, even if the milk car is upgraded to have a roof with barely enough output.50 The old godmother should not easily pull the vehicle to shoot at the infantry, otherwise it is easy to be taken away by all kinds, which greatly affects the rhythm of the two troops and the promotion of three and four. (By the way, this old godmother's DPS was also beaten by the MG42 above the head of 251, hey .jpg)

After choosing a mechanization center, the M3 half-track can be upgraded to two specialized combat vehicles: the M3 GMC based on the T12 project and the M16 developed based on the M13 anti-aircraft half-track.

M3 GMC as a small artillery truck designed for the purpose of tank destroyers, installed a favorite M1897 75mm gun, which was called "Miss France" because of its excellent performance during World War I, as an emergency vehicle equipment from 42 to 43 years, and in the Battle of Sicily in 1943, with the M10 tank destroyer began to be equipped in batches, the vehicle was quickly decommissioned, and even many vehicles of this type were converted back to the M3 half-track.

In the Heroic Company 3, the positioning of the M3 GMC is very similar to that of the Soviet SU-76 of the second generation: there is no turret, it is dedicated to anti-tank, and its artillery can also be used for short-range curling fire support against infantry. The price of 320 manpower and 30 oil is not expensive, but it is definitely not cheap, although the penetration depth is not low, but the damage is only 120 levels of the medium tank, the curved projectile barrage AOE is small, the cooldown time is long, and the range is only 50, and the effect is not good. And only 320 HP makes it easy to be at a disadvantage when most of the guns, and the overall performance is hung up by the more expensive weasels, and multiple numbers are required to limit the German army's three sudden families and weasels, and more than one will greatly slow down the rhythm of its promotion of three or four books. It can be said that one can't do anything, and the pace is greatly slowed down by the number of more, and with the system problems of the two US military itself, the appearance rate can be said to be extremely low, and only when the whole job is lived, will you see a little bit.

The M16 air defense vehicle equipped with the M45 quadruple old godmother gun mount has a much higher appearance rate, and the second US army itself is overly positional and lacks mobile personnel units, at this time, an M16 half-track will effectively restrain the German infantry who are plotting against the side of the machine gun. Its medium-range DPS of up to 35 can shoot those motorized infantry units that do not have anti-armor means, and the chickens and dogs jump and flee (especially the Italian running men and the national air defense engineers) However, unlike the second generation of the first generation, the third generation of the quadruple old godmother does not have the ability to suppress, so when facing the German infantry in a group, please quickly retreat from the engagement, and hand over these cluster infantry to the .30 machine gun brigade to deal with. At the same time, because of the huge shooting penalty, the DPS will be greatly reduced during the movement, so don't think about kiting German infantry or anything like that, after all, if you roll over, it will slow down the rhythm a lot.

In short, as the cornerstone of the second mechanized center, the M3 half-track is very common in the second mechanized army, she can complete her own work very well, and can also do odd jobs and even save the scene when necessary through the upgrade of the mechanized center. If the unit is well coordinated with the .30 machine gun and the Spitfire Sapper, it can make the opposing Germans feel disgusting and uncomfortable, but if it is not done correctly, it can also slow down the subsequent rhythm very much.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

(4) Three units

-M8灰狗装甲车(M8 Greyhound Armored Car)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 280 manpower 40 oil; Demand: Shunting yard construction

HP: 360; Armor: 40/30/20; Volume: 16

Field of view: 35; Stealth detection: 10; Build time: 45 seconds

Population: 6; Maintenance fee: 9

Top speed: 6.75; Acceleration/deceleration: 4.5/6; Steering speed: 50; Crushing grade: light

Armament: M6 37mm tank gun ×1, M1919A4 coaxial machine gun (Greyhound) ×1, M2HB roof gun (upgrade) ×1

Tags: Vehicles, Light Armor, Turret Vehicles

M2HB roof machine gun: needs to be in friendly territory; For 50 ammo for 30 seconds, the vehicle will have an M2HB heavy machine gun on the roof, stats as shown in the weapon list

Shotgun: Requires a special ammo upgrade; Spend 25 ammo, designate a target location within 25m, fire a shrapnel at it, which cannot be released on the move; Stats are listed in the weapon list; 60 seconds cooldown

Smoke Bombardment: Requires a smoke grenade upgrade; Specify a target location within 45m, use the main gun to fire 2 smoke grenades at it after forced reloading, with an interval of 1.5 seconds, which cannot be released while moving; Smoke radius 6.5m for 20 seconds; 120 seconds cooldown

Observer: Requires 1 star veteran A; Passive skill, which increases the accuracy of allied vehicles (including themselves) within 20m of the vehicle by 15%

Search and Destroy: Requires 1 star veteran B; Free skill, which increases speed by 20% for 30 seconds after activation, and can also display enemy vehicle units in the fog of war within 75m of you; 120 seconds cooldown

1. M6 37mm坦克炮(灰狗):

Range: 0-40; Distance Determination: 10/25/40

Damage per shot: 80; Accuracy: 0.075/0.0475/0.035; Armor piercing: 55/45/40

Expected damage per shot: 29.189/24.678/21.353

AOE radius: 2; Distance judgment: 0.5/0.5/2; Damage Multiplier: 0.75/0.4/0.4; Armor piercing: 27.5/22.5/17.5

Aiming Time: Initial: 0.125; Lasting: 1

Loading: 2.333; Reload Frequency: 0; Front/Backward: 0/0.875

Angular dispersion: 5°; Maximum radial dispersion: 3; Dispersion distance ratio: 1; Dispersion Offset: 0.25

Mobile Shooting: Accuracy 0.5; angular dispersion 1.5; Radial dispersion 1.5

Firing range: ±180°; Horizontal speed: 45

Special: A single shot can deal damage to up to 2 models in the team

2. M1919A4同轴机枪(灰狗):

Damage per shot: 4; Accuracy: 0.59/0.46/0.24; Armor piercing: 1/1/1

Reference DPS: 7.407/5.623/4.167

Reference DPS (Mobile): 2.304/1.738/1.429

Aiming time: Initial: 0.25-0.5; Last: 0.5-0.75

Cooldown: 2.75; Reload: 4-4.5; Reload Frequency: 5; Front/Backward: 0/0

Burst: Duration: 2-2.25; Rate of fire: 8; Gathering Fire: No

Distance Coefficient: Aiming: 0.5/0.75/1; Cooldown: 1/1/1; Reload: 1/1/1; Burst duration: 1/1/2; Rate of fire: 1/1/1

Mobile Shooting: Accuracy 0.5; The burst duration is 0.5

Firing range: ±15°; Horizontal speed: same as the main gun

3. M2HB .50车顶机枪(灰狗):

Damage per shot: 7; Accuracy: 0.494/0.33/0.276; Armor piercing: 4/3/2

Reference DPS: 11.903/7.721/6.275

Reference DPS (Mobile): 3.792/2.440/1.968

Aiming time: Initial: 0.5-0.75; Last: 0.5-0.75

Cooldown: 2-2.5; Reload: 4.5-5; Reload Frequency: 5; Front/Backward: 0/0

Bursts: Duration: 2-2.5; Rate of fire: 8; Jihuo: Yes

Distance Coefficient: Aiming: 0.5/0.75/1; Cooldown: 1/1/1; Reload: 1/1/1; Burst duration: 1/1/1; Rate of fire: 1/1/1

Mobile Shooting: Accuracy 0.5; The burst duration is 0.5

Firing range: ±180°; Horizontal speed: 35

Special: can be anti-aircraft, anti-aircraft range 6 times

4. M6 37mm tank gun (shrapnel):

Range: 0-40 (skill range 25); Damage per shot: 120; Armor piercing: 8

AOE radius: 4; Distance judgment: 0.5/2/4; Damage Multiplier: 1/0.5/0.15; Armor Piercing: 8/8/8

Aiming time: 1.25; Front/Backward: 0/0.875

No dispersion

Firing range: ±180°; Horizontal speed: 45

Special: A single shot can cause damage to up to 4 models in the team; 0.5x damage against Yellow Shield, 0.25x damage against Green Shield and Garrison

1 Star - 1200EXP - Unlocks the "Observer" and "Search and Destroy" skill choices; Increases rotational speed, increases turret rotation, and increases acceleration/deceleration

2 Stars - 3600EXP - 15% increase in top speed, increase RPM, reduce reload by 15%, increase accuracy

3 stars - 7200 exp - increases HP by 80; Increases top speed by 10%, increases acceleration/deceleration, and reduces reload by 25%.

[M8 Greyhound armored car] evaluation

Now we want a reconnaissance unit that runs fast, has a radio, is not easy to die, and does not affect the battle line to the opposite 90 line to provide a radio circle, and guess who was selected for the .jpg

As one of the symbols of the U.S. military's light vehicles, Greyhound finally bought the appearance of Big Ben in the third generation, and turned it into a general-purpose unit that does not need a commander (wait for the M20/M15 to win the repechage match, wake up and see how I want CP), and assume the anti-human light armor positioning in the U.S. Army's light armor period. In terms of performance, although the blood of 360 is not as unsightly as Humber, it is not as thick as the eight rounds (people can even add blood), of course, compared to the white value, the problem of survival is more about the suffocation caused by light crushing; In terms of armament, the 37mm main gun is unexpectedly anti-human and not bad, but due to the well-known problem of light shells, it is easy to be affected by all kinds of strange terrain at the moment, and it is also a big problem in the anti-human walking hero company series. In terms of skills, the second generation of the grenade shotgun with special ammunition is the same, of course, the three generations are thick blood monsters, and the effect may not be so vigorous, and the other smoke bomb is not very good for the defense of mobile light armor, but it is always a smoke skill with a range of 45 ranges, and it is good to bring a smoke machine gun or something; In terms of upgrades, the radio skill is a range passive, and it is always right to click one, and it can also reduce the amount of operation; Another search and destroy may have been stolen from the second generation Cromwell.,Can accelerate、Fog detection、It's also a free skill.,Especially suitable for a surprise attack on the opponent's second-line various crispy armor (1K),Restricting its use may be the gray hound's own deep sparse cannon.,80 damage damage cannon.,So,Maybe it's better to use it with other fast units (referring to Xia Fei, or Xia Fei, and Xia Fei) (but then again,So why not just point passive?)

All in all, the Greyhound is a unit with good white value, but is limited by the game's characteristics. The play of its own effect needs to seize the timing of the dominant period of light armor, and due to its survivability and anti-human light armor unit characteristics, Greyhound is not suitable for many seas, and is a specialized unit that needs to cooperate with other units.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M1反坦克炮班(M1 Anti-tank Gun Team)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 250 manpower; Requirements: Shunting yard construction or airborne entry (exact same stats)

Composition: M1 57mm anti-tank gun x1, weapon operator x4

Team Member's HP: 100; Team size: 1.33

HP: 350; Weapon Armor: 70; Weapon volume: 20

Build time: 40 seconds; Replenishment time: 5 seconds; Supplement price: 25 manpower

Armament: M1 57mm anti-tank gun x1, M1 carbine (weapons squad) x2; Weapon slots: 0

Special: Draggable; A minimum of 2 people is required to operate; The anti-tank gun provided the operator with cover equivalent to a green shield

Tags: Anti-tank; Squad weapons

Armor-piercing bullets: can only be used during erection and non-crouching; Costs 50 ammo, and after activation, the anti-tank gun will be reloaded with armor-piercing shells for a duration of 10 seconds, and the all-range armor piercing will be increased to 1000, and the rest of the attributes will be the same as the main weapon; 45 seconds cooldown

Concentrated Vision: Requires 1-star veteran A; Toggle skills, which can only be enabled during setup; When enabled, the field of view is limited to 13° ± in front of you, and the distance is increased to 70. Field of view reduced to 0 in all other directions; Automatically terminates the skill when the set is lifted; Toggle cooldown for 0/10 second

Squatting defense: 1-star veteran B is required; Can only be activated while erected and non-armor-piercing projectiles are activated; Free skill, after activation, the weapon squad cannot move and fire for a duration of 15 seconds, and the damage taken by self is reduced by 75%; 60 seconds cooldown

1. M1 57mm反坦克炮

Erection/unloading time: 2/1.75 sec

Move start/end delay: 1.2/1.5 seconds

Range: 0-60; Distance Determination: 15/35/60

Damage per shot: 160; Accuracy: 0.067/0.05/0.04625; Armor Piercing: 300/180/130 (Note: Armor Piercing increased to 1000 at full range when using Armor Piercing Bullets)

Expected damage per shot: 13.335/8.571/7.735

AOE radius: 0.5; Distance judgment: 0.1/0.2/0.25; Damage Multiplier: 1/0.15/0.05; Armor piercing: 15/15/15

Aiming Time: Initial: 0.125; Duration: 0.125; Front/Backward: 0/1.5

Loading: 3.25-3.5; Reload Frequency: 0

Angular dispersion: 10°; Maximum radial dispersion: 3; Dispersion distance ratio: 0.1; Dispersion Offset: 0.4

Firing range: ±40°; Horizontal speed: 24; Gun speed: 75

Special - No friendly damage; 0.25 times damage against infantry; Ignores cover bonuses

1 Star - 1000EXP - Unlocks the "Concentrated Vision" and "Squatting" skill selection; Reduced hit accuracy

2 Stars - 3000EXP - Increases accuracy, increases the horizontal speed of the weapon, and reduces the accuracy of taking hits

3 Stars - 6000 EXP - Increases armor piercing, decreases reloading, and increases group members by 10 HP

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

[M1 anti-tank gun squad] evaluation

Although the M1 57 is only a licensed American version of the 6-pounder gun, with only minor details to differ, the American M1 57 will definitely perform worse than the 6-pounder Mk.4 with the British installing brakes, even if both guns are L50 times the diameter. (Mine-style understanding, very reasonable)

As the latest mid-size AT to play in the whole game, the 57's performance is not excellent but it is definitely adequate. It's basically at the average level of AT, but the shooting range and accuracy are slightly worse than the 6-pound guy. At the same time, the price of 250 manpower is relatively low, so that it can easily go out of two or even more doors to strengthen anti-tank capabilities.

In addition to the routine of the U.S. military, there are 57 routine armor-piercing shells from the first generation. Although the U.S. military has never equipped the 57 artillery crew with APCR or APDS, or even HE, the mine still retains this skill in three generations (it can only be understood that these artillery crews usually fight the M70 after opening the skill, and the M86...... The problem is that the penetration depth of M86 is not so big compared to M70?) After opening the skill, the penetration depth of 57 will also be increased to 1000 at full distance (17 pounds next door cried directly after seeing it), and the German zoo cat flying leopard jumped (it must be that AT, he beat the stupid leopard to his knees, I'm afraid he didn't want to force the stupid leopard to go back to do XXX!)

However, 10 seconds of skill time can only shoot 2-3 rounds, and the price and cost performance with 50 ammunition are not high, but no matter what, stable breakdown is definitely better than ricochet. The concentrated field of view in the routine two-choice allows the US AT artillery crew to take out binoculars and secretly observe, which can not only be used as an early warning skill, but also can directly stage a wave of "where to escape from the demons" after the German vehicle has opened its field of vision, and make up one or two rounds or even force it directly to stay on the vehicle that has not had much blood. As for squatting...... Who the hell thinks of this skill? Wouldn't anyone really think that this squatting can eat 6 tubes or Stuka or 200 ammo raw, right? No, no, no? And once the opposite side starts to smash the ground, it means that the offensive is about to be launched, even if you resist the erection team and don't die, the opposite vehicle and infantry rush up, you AT squatting on the spot and can't fire, isn't it even more embarrassing?

The performance of 57 is not too much of a problem, or his problem is more of a problem with the system and the AT itself, as a unit of three books, 57 needs a lot of front-loading resources before it appears, and if the US military wants to fight less uncomfortable in the early stage, then the three centers will definitely spend resources to buy some upgrades, which further delays the arrival time of 57. Compared with other camps used to resist the pressure before the arrival of the middle armor to make up for the medium-term anti-tank capabilities, the 57, which appeared late but has not bad performance and low price, is more like one of the main forces of the US military in the middle and late stages. (Actually, it's because it's stuffed into the three books and the middle league is mutually exclusive, and it's so good to say that it's just because the only Bazooka team that can be relied on is too heavyweight, so that the 57, which is not very good at performance, looks at the eyebrows.) )

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M24霞飞轻型坦克(M24 Chaffee Light Tank)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 300 manpower 50 oil; Demand: Shunting yard construction

HP: 480; Armor: 50/37.5/25; Volume: 16

Population: 7; Maintenance fee: 10.5

Top speed: 6.5; Acceleration/Deceleration: 3.5/5.5; Steering speed: 40; Crushing Grade: Medium

Armament: M6 75mm tank gun×1, M1919A4 coaxial machine gun×1, M1919A4 chassis machine gun ×1

APCR shells: Requires a special ammo upgrade; Costs 35 ammo, and the tank will be reloaded with APCR armor-piercing shells for a duration of 15 seconds, the stats of which are listed in the weapon list; 60 seconds cooldown

Smoke Launcher: Requires a smoke grenade upgrade; Free skill, designate a target location within 10-45m, the vehicle will throw 4 smoke grenades from the turret with an interval of 2 seconds, which cannot be released while moving; Smoke radius 6.5m for 20 seconds; 120 seconds cooldown

Outflanking speed: Requires 1 star veteran A; Costs 35 ammo, increases speed by 35% and acceleration/deceleration by 50% for 10 seconds after activation, and reduces the vehicle's accuracy of hitting while moving by 25%; 30 seconds cooldown

Search and Destroy: Requires 1 star veteran B; Free skill, which increases speed by 20% for 30 seconds after activation, and can also display enemy vehicle units in the fog of war within 75m of you; 180 seconds cooldown

1. M6 75mm坦克炮(霞飞):

Damage per shot: 120; Accuracy: 0.1/0.05/0.04; Armor piercing: 180/110/80

Expected damage per shot: 15.169/8.199/6.187

AOE radius: 1.5; Distance judgment: 2/3/4; Damage Factor: 0.1/0.075/0.05; Armor piercing: 65/50/35; Friendly Damage Multiplier: 0.1/0.075/0.025

Aiming Time: Initial: 0.125; Last: 0.125

Reload: 4-4.25; Reload Frequency: 0; Front/Backward: 0/0.875

Angular dispersion: 7°; Maximum radial dispersion: 6; Dispersion distance ratio: 0.5; Dispersion Offset Rate: 0.33

Mobile Shooting: Accuracy 0.75; angular dispersion 1.25; Radial dispersion 1.25

Special: A single shot can deal damage to up to 3 models in the team

2. M1919A4同轴机枪(谢尔曼):

Damage per shot: 4; Accuracy: 0.35/0.15/0.1; Armor piercing: 1/1/1

Reference dps: 6.196/2.262/1.274

Reference DPS (Mobile): 3.098/1.131/0.637

Aiming Time: Initial: 0.125; Last: 0.125

Cooling: 4; Reload: 6-6.5; Reload Frequency: 5; Front/Backward: 0/0

Bursts: Duration: 5-5.5; Rate of fire: 7; Jihuo: Yes

Distance Coefficient: Aim: 0.1/1/2; Cooldown: 0.6/1/1.5; Reload: 1/1/1; Burst duration: 1/1/1; Rate of fire: 1/1/1

Firing range: ±2.5°; Horizontal speed: same as the main gun

Bonus Target: Increases accuracy by 5% when additional targets appear within 6/10/15 meters

3. M1919A4底盘机枪(谢尔曼):

Reference dps: 6.540/2.594/1.521

Reference DPS (Mobile): 3.270/1.297/0.760

Aiming Time: Initial: 0.125; Last: 0.125

Cooldown: 2-3; Reload: 6-6.5; Reload Frequency: 5; Front/Backward: 0/0

Bursts: Duration: 5-5.5; Rate of fire: 7; Jihuo: Yes

Distance Coefficient: Aim: 0.1/1/2; Cooldown: 0.75/1/1.5; Reload: 1/1/1; Burst duration: 1/1/1; Rate of fire: 1/1/1

Firing range: ±35°; Horizontal speed: 120

Bonus Target: Increases accuracy by 5% when additional targets appear within 6/10/15 meters

4. M6 75mm Tank Gun (APCR):

Damage per shot: 120; Accuracy: 0.1/0.055/0.04; Armor Piercing: 270/165/120

Expected damage per shot: 14.277/7.936/5.647

AOE radius: 1.5; Distance judgment: 0.1/0.2/0.25; Damage Multiplier: 1/0.15/0.05; Armor piercing: 65/50/35; No friendly damage

1 Star - 1200EXP - Unlocks the "Outflanking Speed" and "Search and Destroy" skill choices; Increases rev by 10%, acceleration/deceleration, turret revvé by 25%.

2 Stars - 3600EXP - 10% faster speed, 15% faster RPM, increased accuracy, reduced reload

3 stars - 7200 exp - increases HP by 80; Increases speed by 15%, increases acceleration/deceleration, reduces reloading, and increases armor piercing

M24 Xiafei Light Tank Evaluation

3.7 Extremely Evil Chariot, although it is not a two-star god of war with its own mark, but there is no problem in kicking the German guy out of the line.

In COH3, because Stuart (because he broke with steamed buns) ran away from home and walked to the British army, the U.S. military could only take the chrono warrior Xia Fei, who came to Europe in late 44 and early 45, to take up the post. The bad news is that (because of Xia Fei's small body, it doesn't hurt to bite) Xia Fei's main gun has almost no anti-man, but the good news is that the U.S. military was able to buy a tank with a (except for the deep penetration of the armor just nerf) with an anti-armor level close to 75 steamed buns, as a defensive qualified light armor of 50, 6.5 top speed and 480 blood volume ensure that Xia Fei can run around and shout trash fish at the Germans while maintaining a good survivability. Therefore, as a single-purpose specialized unit, it can exist as the main combat unit of the US army in the middle and late stages under certain circumstances (after all, the Americans will never lack RM) to carry out a devastating blow to the armored forces of the Germans.

Moreover, as one of the best fighters in the U.S. Army, Xia Fei's strengths are not only that: Xia Fei's several skills are very compatible with her, and the APCR armor-piercing projectile is a general upgrade, which makes Xia Fei's penetration depth increase to a level that can threaten the zoo, which is enough to allow it to challenge the German armor head-on in the later stage; As a skill that does not occupy the fire channel, the projectile smoke grenade can rescue/cover the attack at a critical moment like the second-generation steamed bun, which greatly improves its own survivability; Both skills of the upgrade provide speed bonuses, but one improves quickly and cools down quickly, at the cost of spending more ammo, and the other can ensure that at least the opposite armor can be encountered, and it is free, but the CD is very long, which limits the frequency of its play, so the choice of upgrade skills depends on the choice of how you use Xia Fei.

Overall, Xia Fei is definitely the T1 unit in the US camp, under the clear positioning of its anti-armor and light armor, it strikes hard at the German armored front, uses its absolute high damage in the light armor period to quickly end the battle, and then escapes with its own maneuver, a good Xia Fei army is definitely the last nightmare that the German armor wants to see.

Of course, due to the characteristics of the U.S. military's own camp, Xia Fei is quite powerless in the face of the AT big array, especially the infantry-led position composition such as the 88 big array, so although Xia Fei is very strong, he must also choose the opponent, place and timing wisely to invest.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

(5) Four units

-M4A1谢尔曼中型坦克(M4A1 Sherman Medium Tank)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 360 manpower 90 oil; Requirements: Tank depot construction

HP: 720; Armor: 195/110/80; Volume: 20

Population: 12; Maintenance fee: 21

Top speed: 5.5; Acceleration/deceleration: 2.3/4; Steering speed: 35; Crushing Grade: Medium

Armament: M3 75mm tank gun ×1, M1919A4 coaxial machine gun× 1, M1919A4 chassis machine gun × 1, M2HB roof gun (upgrade) ×1

Can be used by one infantry squad

Tags: Vehicles, Medium Armor, Turret Vehicles

High Explosive Bomb: Requires 1 star veteran A; Costs 45 ammo, and the tank will be reloaded with high-explosive ammunition for a duration of 30 seconds after activation, the stats of which are shown in the weapon list; 30 seconds cooldown

White Phosphorus Bomb: Requires 1 star veteran B; Spend 35 ammo to designate an enemy vehicle within 40m, and after forced reloading, fire a white phosphorus bomb at it, which has a smoke and burning effect, and the hit vehicle has its vision reduced to 0 for 7 seconds, and the weapon cannot be used; Stats are listed in the weapon list; 30 seconds cooldown

1. M3 75mm坦克炮(谢尔曼):

Damage per shot: 120; Accuracy: 0.075/0.045/0.035; Armor Piercing: 180/125/110

Expected damage per shot: 28.888/23.422/19.897

AOE radius: 4.5; Distance judgment: 0.25/0.75/4.5; Damage Multiplier: 0.84/0.25/0.15; Armor piercing: 10/10/10

Reload: 4.5-5; Reload Frequency: 0; Front/Backward: 0/0.875

Angular dispersion: 10°; Maximum radial dispersion: 6; Dispersion distance ratio: 1; Dispersion Offset: 0.25

Firing range: ±180°; Horizontal speed: 40

4. M2HB .50车顶机枪(谢尔曼):

Alpha Damage: 11.5; Accuracy: 0.4/0.35/0.15; Armor piercing: 4/3/2

Reference dps: 19.425/9.961/3.416

Reference DPS (mobile): 9.712/4.981/1.708

Distance Coefficient: Aiming: 0.1/1/1; Cooldown: 0.4/1/1; Reload: 1/1/1; Burst duration: 1/1/1; Rate of Fire: 1/0.8333/0.6667

5. M3 75mm tank gun (shrapnel):

Range: 0-40 (skill range 25); Damage per shot: 120; Armor piercing: 10

AOE radius: 6; Distance judgment: 1/3/6; Damage Multiplier: 1/0.55/0.25; Armor piercing: 10/10/10

Firing range: ±180°; Horizontal speed: 40

Special: A single shot can cause damage to up to 5 models in the team; 0.5x damage against Yellow Shield, 0.25x damage against Green Shield and Garrison

6. M3 75mm Tank Gun (High Explosive):

Damage per shot: 120; Accuracy: 0.075/0.0475/0.035; Armor piercing: 60/40/30

Expected damage per shot: 36.977/32.950/30.043

AOE radius: 6; Distance judgment: 0.5/2/6; Damage Multiplier: 0.35/0.25/0.2; Armor piercing: 30/30/30

Reload: 3-3.5; Reload Frequency: 0; Front/Backward: 0/0.875

Special: 0.15 times ricochet damage; A single shot can cause damage to up to 5 models in the team; When attacking a garrison building, all garrison units take long-range AOE damage

7. M3 75mm坦克炮(白磷):

Range: 0-45 (skill range 40); Damage per shot: 80; Accuracy: 5; Armor piercing: 1000

AOE radius: 2; Distance judgment: 0.125/0.1875/0.25; Damage Multiplier: 1/0.15/0.05; Armor piercing: 1000/1000/1000

Aiming time: 0.125; Front/Backward: 0/0.875

Special: A single shot can cause damage to up to 4 models in the team; Upon hitting the target vehicle, it has a smoke effect, reducing the target's vision to 0 for 7 seconds, making it impossible to use weapons

1 Star - 1800EXP - Unlocks the "High Explosive Bomb" and "White Phosphorus Bomb" skill selection; Increases turret speed by 30% and increases acceleration/deceleration

2 Stars - 5400EXP - 15% faster revs, more accuracy, less reloading

3 Stars - 10800EXP - Increases RPM by 10%, reduces reloading, and increases acceleration/deceleration

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M4A1(76)中型坦克(M4A1(76) Sherman Medium Tank)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

The basic stats are the same as those of the M4A1 Sherman medium tank

Armament: M1A1 76mm tank gun ×1, M1919A4 coaxial machine gun×1, M1919A4 chassis machine gun ×1, M2HB roof gun (upgrade) ×1

M2HB roof machine gun: Same as M4A1 Sherman medium tank

Shotguns, Smoke Launchers, High Explosive Shells, and White Phosphorus Bombs: Same as the M4A1 Sherman Medium Tank (Note: Veteran skills are carried over when the tank is upgraded)

M1A1 76mm坦克炮(谢尔曼):

Damage per shot: 120; Accuracy: 0.1/0.05/0.04; Armor piercing: 200/180/160

Expected damage per shot: 38.268/31.064/28.249

AOE radius: 4.5; Distance judgment: 0.25/0.75/4.5; Damage Multiplier: 0.83/0.35/0.2; Armor piercing: 10/10/10

Angular dispersion: 7°; Maximum radial dispersion: 6; Dispersion distance ratio: 1; Dispersion Offset: 0.25

2. M1919A4 Coaxial Machine Gun, M1919A4 Chassis Machine Gun, M2HB .50 Roof Machine Gun, Shrapnel, High Explosive Shell, White Phosphorus Bomb: Same as the M4A1 Sherman Medium Tank

Sophisticated: Same as the M4A1 Sherman medium tank

[M4A1 Sherman Medium Tank] [M4A1 (76) Medium Tank] Evaluation

Let go of that steamed bun and let me come! I'm going to hold this steamed bun and suck it hard! Come and read with me: The Sherman was the best-looking and best medium tank in World War II......

After the first generation of M4 and the second generation of M4A3, the third generation of ordinary 75 steamed buns became cast bodies, round and very cute M4A1 Sherman. Through the details, we can see that this is a M34A1 combined gun mount, a D78461 turret with a raised rear, an E4186 gearbox cover, and the driver uses a periscope in the later stage of the small hatch to cast the body M4A1. It is worth mentioning that the M4A1 with the raised rear D78461 turret was produced only at the Joliette plant of the stamped steel car company, and the 75 turret with the raised rear is still referred to as the older D50878 turret (Guiquan Zhenchao .jpg) in the records of the stamped steel car company. The right side of the turret retains the 43-43 thickened design, while the refilled hand hatch is installed according to the 77-43 design, but the turret model of the M4A1 you are swimming in does not have these two features. On the M4A1(76)W, all the M4A1(76) in this plane are also produced by the Joliette factory of the stamped steel car company, and all of them use the Okura door one-piece cast body and E8543 gearbox cover, instead of the M4A1 you swim to simply change the head. There are also many problems with the turret of the shared model with Jane-8, for example, from August 44, the reloading hand door of the M4A1 (76) was replaced with an oval reloading hand door that is easier to produce instead of a round split door, but the production of the M1A1C tank gun with a brake was in October 44, and the canvas gun shield in the model has been put into use for 45 years (it is considered a follow-up field modification)

In Hero Company 3, M4A1 (75), which is designated by the U.S. Army, is an all-round but can't help but laugh at all-rounders, who can do anything but can't do anything. The 195's armor can be carried but not particularly hard, and the acceleration of 2.3 and the top speed of 5.5 can maneuver sideways, but it is not fast. Although the AOE inner circle is good, the middle circle is bad, with the average dispersion leads to the overall average anti-infantry efficiency, and the reload time of 4.5-5 is the bottom rate of fire in the middle tank, which greatly limits the output DPM (the fourth next door has a rate of fire and a 4 upper limit of damage, and the character explosion is still very good in the middle of the group of infantry) It can be said that the 75 steamed bun is as mediocre as the second generation, and it is difficult to cope with the complex environment in the later stage, and it must be matched with other units to play her value, and it is time to transform. If you hold on to 75 steamed buns (although this behavior is encouraged by your father, please be careful that the steamed buns will make a lot of noise and kick and bite people), the final outcome may be that the seemingly powerful Zhongtan Brigade is forcibly eaten by the Germans, and then leaves the remains of steamed buns everywhere.

In terms of skills, steamed buns can choose one of the two skills of high-explosive bomb and white phosphorus bomb after one-star experience. The high-explosive bomb is different from the switch of the second-generation steamed bun but the time skill, although the AOE damage coefficient of the high-explosive bomb is poor, but the range of the inner circle and the middle circle is huge, so that the blood is more stable, and the reload time is reduced by a full 1 second, which greatly improves the ability to fight against infantry. It is worth noting that this skill cannot be canceled halfway after it is activated, which means that once the skill is activated, when it encounters the serious middle armor unit of the German army, the steamed bun will be powerless, and can only be caught by things like No. 4 and Three Tu to breed. The white phosphorus bomb has become a vehicle control skill (knowing why phosphorus burning people also has a miraculous effect and can only be used on tanks, shaking and cold), after meeting the German vehicle unit, you can make a fool of yourself so that the German vehicle crew only pays attention to shouting at the steamed bun (y1s1, indeed burn), and forgets to observe the battlefield situation, creating an opportunity for other anti-tank units to go up and force it.

Next, let's introduce the Mechanization Center!All four upgrades can give the Mantou a performance boost!Especially the 76 gun upgrade and the additional armor without any model changes! (TMD generation also knows that there are more sandbags on the hull of one-star steamed buns, lazy dog mines) additional armor raises the armor of steamed buns to 234, so that the German anti-tank units have a high probability of ricocheting at a long distance, and at the same time, because the additional armor may be added with cement or sandbags, the German infantry anti-tank fire will also reduce the damage when it hits it, which greatly strengthens the survivability of the steamed buns. After the upgrade, all 75 steamed buns will replace the turret with the D82081 turret installed with the commander tower and M1A1C 76 mm high-speed gun, the penetration depth has been greatly increased, and it can effectively penetrate all kinds of armor of the German army. The 76 gun, which will reduce the ability to kill infantry, has a stronger anti-infantry efficiency in your swim, and the smaller walk makes it more difficult for the shell to fly away from the infantry squad, and the criticized AOE coefficient of the middle and outer circles has also been improved, even if it is slightly crooked, it can hurt the German infantry. The most important thing is that although the upgrade is very expensive, the price of steamed bread has not increased after the upgrade is completed, it can be said that this upgrade has made the cost performance of steamed bread have been greatly improved, from the later stage can only be used to play the auxiliary vehicle that can be used as the main force of the sea everywhere is gnawed everywhere in the powerful tank.

In short, the completely different positioning of 75 steamed buns and 76 steamed buns makes players have to reasonably consider the tactics of the four American troops, if there is no 76 artillery upgrade in the mechanized center, then it is best to quickly transform into a combination of hellcat + 105 steamed buns after one or two 75 steamed buns to stabilize the front, so as to avoid a bunch of 75 steamed buns in the face of the superior armor or superior infantry of the German army, and they can only look at it dryly and dare not mess around. And once the mechanization center is chosen, then the player can rest assured that the crazy sea will produce a large number of steamed buns, with additional armor and 76 cannon upgrades, so that the steamed buns will become inexpensive but all-you-can-eat iron hammers, and the combat power of the German guys will be smashed with a hammer.

Update on October 5 Additional: The accuracy of the Zhongtan chop is not alive and hard, but it is not a big problem for Xie Mantou, after all, 75 Mantou is not of great use, and many times players will not count on her to carry out special anti-vehicle tasks. The 76 steamed bun uses the same advanced tank gun accuracy as the Santu Xiafei Leopard, although it is also a knife, but in the face of poor accuracy, No. 3 and No. 4 have an advantage in hit rate. The only thing to note is that after the update, the national defense skirt armor plus blood makes the steamed bun face almost all the skirt armor vehicles of the national defense have to shoot one more shot, with the already bad rate of fire of the steamed bun, many times it is best to accept it when it is good, don't think about forced change, otherwise it will be very embarrassing to watch the steamed bun be killed by the blood vehicle because of one less shot

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M18地狱猫坦克歼击车(M18 Hell Cat Tank Destroyer)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 320 manpower 70 oil; Requirements: Tank depot construction

HP: 600; Armor: 100/75/50; Volume: 20

Population: 10; Maintenance fee: 17.5

Top speed: 6.6; Acceleration/deceleration: 3.5/4.5; Steering speed: 38; Crushing Grade: Medium

Armament: M1A1 76mm anti-tank gun ×1, M2HB roof machine gun (upgrade) ×1

Tags: Vehicles, Medium Armor, Turret Anti-Armor Vehicles

Outflanking Speed: Free skill, after activation, the speed is increased by 35% for 10 seconds, the speed is increased by 50%, and the accuracy of the vehicle is reduced by 25% while moving; 180 seconds cooldown

HVAP shells: requires a special ammo upgrade; It costs 45 ammo, and the tank will be reloaded with HVAP high-speed armor-piercing shells for a duration of 15 seconds after activation, and the stats are shown in the weapon list; 60 seconds cooldown

High-explosive barrage: Requires 1-star veteran A; 35 ammunition was spent and 4 high-explosive shells were specified for firing 15 at an area within 45-4m; Can be released on the move; Stats are listed in the weapon list; 90 seconds cooldown

M1A1 76mm反坦克炮(𶑰狱猫):

Damage per shot: 160; Accuracy: 0.1/0.055/0.04; Armor Piercing: 360/250/220

Expected damage per shot: 18.700/9.746/7.039

AOE radius: 0.5; Distance judgment: 2/3/4; Damage Factor: 0.5/0.075/0.025; Armor piercing: 10/10/10

Loading: 3.75-4.25; Reload Frequency: 0; Front/Backward: 0/0.875

Angular dispersion: 7.5°; Maximum radial dispersion: 8; Dispersion distance ratio: 1; Dispersion Offset: 0.25

Firing range: ±180°; Horizontal speed: 60

2. M2HB .50车顶机枪(谢尔曼):

M1A1 76mm反坦克炮 (HVAP):

Alpha Damage: 200; Accuracy: 0.1/0.055/0.04; Armor piercing: 1000/1000/1000

AOE radius: 0.5; Distance judgment: 0.15/0.2/0.5; Damage Factor: 0.2/0.15/0.05; Armor piercing: 10/10/10

Mobile Shooting: Accuracy 0.6; angular dispersion 1; Radial dispersion 1

Firing range: ±180°; Horizontal speed: 60

Special: A single shot can cause damage to up to 3 models in the team; 0.05x accuracy vs. infantry and 0.4x damage

M1A1 76mm反坦克炮 (高爆):

Range: 0-55 (Skill Range 45); Damage per shot: 160; Armor piercing: 50

AOE radius: 4; Distance judgment: 1/2/4; Damage Multiplier: 1/0.15/0.05; Armor piercing: 10/10/10

Reload: 4-4.5; Reload Frequency: 0; Front/Backward: 0/0.875

Mobile Shots: Angular Scatter 2; Radial Dispersion 2

Firing range: ±180°; Horizontal speed: 60

Special: 0.15x ricochet damage

1 Star - 1800EXP - Unlocks the "High Explosive Barrage" and "Preemptive" skill options; Increases turret speed by 25% and increases acceleration/deceleration

2 Stars - 5400EXP - 10% faster RPM, more accuracy, less reloading

3 Stars - 10800EXP - Increases RPM by 15%, reduces reloading, increases mark/deceleration, and increases armor piercing

[M18 Hellcat Tank Destroyer] Evaluation

As the most extreme design vehicle among the three heroes of the U.S. military's wartime TD (M10 Wolverine, M18 Hellcat, M36 Jackson), the M18 Hellcat developed from the T70 project sacrificed armor in exchange for a very light vehicle weight (only 17 tons), with the same Wright R-975 engine and new automatic transmission as the M4/M4A1 Mantou, the car's maneuverability was improved to an unparalleled highway speed of nearly 90 kilometers per hour. The prototype, which was not yet finalized at the T70 stage, performed well during tests in the Italian theater of operations, and the units tested were impressed by the powerful 76 high-speed gun and excellent mobility. After the finalization, the 805th Tank Destroyer Battalion, which was in the Italian theater of operations, was fully equipped with this type of vehicle.

After the first generation of the M10 Wolverine, the second generation of the M36 Jackson, the third generation of mines chose the M18 Hellcat as the tank destroyer built in the US military (the family is neat, how good). Of course, because of the unique numerical balance method of the mines, the armor should have been very fragile, and the M18 Hellcat, which wept directly in the face of 20 guns, became a medium armor that was not too thin and brittle. A 100 armor is immune to most of the Germans' small-caliber guns, and a 600 HP allows it to take a lot of damage in a short period of time (what does it fully mean? What a mess!)

Of course, as a price, although Hellcat's M1A1C has a high damage of 160 at the level of Tan Annihilation and a terrifying penetration depth of 380 close to the face, the accuracy is the same as that of the second-generation Jackson, which is only barely at the same level as other medium tanks, and the low accuracy of the maximum range is outrageous, with a 0.65 walking accuracy and a great penetration depth attenuation, it is not uncommon to shoot long-distance sun-ground or heavy armor ricochets (probably because of the left-handed hamburger and the right-hand Coke, so it is not easy to operate the artillery). In addition, the range is only 45, the hand is slightly shorter than the German two weasels, and the mobility is not good in the ancient version (the speed is not good, the acceleration is slow, and it is hoisted up by the North German No. 3), which makes it not comfortable to use in both offense and defense (does it smell like a generation of Hellcat?). Compared to the Wolverine's thicker armor but poor maneuverability, the Hellcat"). However, after experiencing the overhaul of the Hellcat, the mobility of the Hellcat has reached a top speed of 6.6 and an acceleration of 3.5, which greatly improves the problem that the Hellcat is good at carrying the day but can't run because of the hamburger eaten, and has the unparalleled mobility in the Hellcat, second only to the British Army's drag racing expert Crusader.

In terms of skills,After one star, you can choose one of the two skills of high-explosive barrage and ambush plus,There is nothing to say about both skills.,High-explosive barrage belongs to mines that are not alive and hard (76 high-speed artillery strikes...... Mine, do you think M1A1 is zis-3? These two muzzle velocities and firing tables are completely different, hey), and the skill of ambush is too restrictive to use. It can be seen that the mine is trying to give the Hellcat as an offensive anti-tank vehicle other additional abilities, but these two skills don't seem to be good to choose either one due to the embarrassing data. The core skills are the built-in acceleration and HVAP unlocked as a special ammo in the mechanization center. Hellcat will throw the hamburger and pour Coke into the fuel tank after turning on the acceleration, further improving the already excellent mobility ability, Biao is as fast as the plane, and the mobility ability even exceeds that of the Greyhound and Xia Fei as light armor (if you are bored, you can stack it with the search and destruction of the armored battle group...). No one should be bored enough to use it like that, right?) When the M93 HVAP unlocked by the special ammo upgrade is activated, the already good penetration depth will be increased to 1000 at full range, and the damage will be increased to a very explosive 200, which can effectively suppress various German tanks in the late Armageddon. In terms of upgrades, Hellcat can spend ammo to get the commander to scold and use the .50 old godmother on the roof of the car, although the DPS is not good at long range, but it can also shoot in the face against all kinds of erection crews and infantry without anti-tank means. And at least your tour captain won't die so easily, unlike a magic game set next door, where 114 Hellcat captains died in one day, congratulations (

From the perspective of Beast Chess alone, Hellcat is very good as an offensive exchange unit, and its appearance rate as a carrying handle in the four books of the US military is not low. However, her current situation is a bit similar to that of the Grizzlies, she is very good at longboarding, and her shortcomings are also very obvious. The price of 320 manpower and 70 oil is very cheap as a mid-armor, but her performance is more like a one-time consumable in the late armor engagement. The range of 45 is basically not able to kite the German vehicle, the survivability of 100 armor and 600 blood is not resisted as the middle armor, and the poor accuracy and shooting are also very easy to day, although she can wear it to basically anyone who fights the Germans, but the Germans can wear it to anyone. Combined with the deep penetration of the long-range attenuation, the Hellcat is used more like a cheap junk midtan, quickly closing the distance and striking the flanks and rear of the German vehicle line with its excellent mobility. Although HVAP can greatly enhance the armor harvesting ability, it also needs a mechanized center, and the anti-infantry ability is better than nothing, and the anti-infantry ability must be better than none in the later stage of the Allied forces, and it is not as good as 76 Mantou in the end. And because of the rhythm of the four books themselves,Players will still be more inclined to choose three books than four out of hell cats.,A bunch of people from the sea came to the scene a lot earlier, and the usage is basically the same.,And the cost performance is not bad Xia Fei.。 Admittedly, if the system is not fully matched, then the Hellcat may lose more and more, and finally it will be difficult to stop the advance of the German armored infantry brigade. But if the commanders can make good use of the Hellcat and cover it with other units, then she will use her excellent mobility and powerful firepower to crush the backyard of the German armored units in the late armored duel.

October 5th Update Additional: This update has increased the accuracy of Hellcat to the average TD level with the homogenization of changes, and the movement accuracy penalty has been changed from 0.65 to 0.75, so that the accuracy of Hellcat has been greatly enhanced, and the probability of Sun and Earth has been greatly reduced. And although the skirt armor and blood of national defense are unacceptable for an extra shot for a steamed bun with 120 injuries and a 17-pound with 240 injuries, it is still 5 shots for a 160-wounded Hellcat, and only a three-shot and a grizzly bear have to be shot more. Thanks to this, Hellcat may be more suitable for the current version of Late Armored Battles than Manju and Xia Fei.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M4(105)谢尔曼推土机(M4(105) Sherman Bulldozer)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 400 manpower 90 oil; Requirements: Tank depot construction

HP: 840; Armor: 240/110/80; Volume: 22

Top speed: 5.5; Acceleration/deceleration: 2.3/4; Steering speed: 34; Rolling Grade: Medium (Heavy Duty)

Armament: M4 105mm howitzer ×1, M1919A4 coaxial machine gun×1, M1919A4 chassis machine gun×1, M2HB roof machine gun (upgrade) ×1

Tags: Vehicles, Heavy Armor, Turret Vehicles

Lower/Lift Bucket: Toggle skill, you can lower or lift the bucket; When the bucket is down, the vehicle's speed is reduced by 30%, and the crush level is changed to heavy (note: it is not immune to mines); Toggle cooldown for 2.5 seconds

White Phosphorus Barrage: Requires a special ammo upgrade; spent 30 ammunition and was designated to fire 15 white phosphorus shells at an area within 40-4m; Can be released on the move; It has a burning and smoke effect, with a smoke radius of 6.5m for 10 seconds; Stats are listed in the weapon list; 30 seconds cooldown; Cooldown is shared with anti-bunker barrage and incendiary barrage

Anti-Bunker Barrage: Requires 1-star veteran A; spent 30 ammunition with a designation to fire 15 anti-fortified ammunition to an area within 40-4m; Can be released on the move; Stats are listed in the weapon list; 30 seconds cooldown; Cooldown is shared with White Phosphorus Barrage and Incendiary Barrage

Incendiary barrage: Requires 1 star veteran B; spent 30 ammunition and was designated to fire 15 incendiary shells at an area within 40-4m; Can be released on the move; Has a burning effect that lasts for 10 seconds; Stats are listed in the weapon list; 30 seconds cooldown; Cooldown is shared with White Phosphorus Barrage and Anti-Bunker Barrage

1. M4 105mm榴弹炮:

Range: 0-35; Distance Determination: 0/17.5/35

Damage per shot: 120; Accuracy: 0.05/0.0375/0.025; Armor piercing: 35/35/35

Expected damage per shot: 120.000/120.000/120.000 (no radial spread, area 0)

AOE radius: 6; Distance judgment: 0.5/1/6; Damage Multiplier: 1/0.25/0.15; Armor piercing: 30/30/30

Reload: 5.5; Reload Frequency: 0; Front/Backward: 0/0.875

Angular dispersion: 5°; Maximum radial dispersion: 5; Dispersion Ratio: 0; Dispersion Offset: 0

Mobile Shooting: Accuracy 0.5; angular dispersion 1.25; Radial dispersion 1.25

Firing range: ±180°; Horizontal speed: 30

Special: 0.5 times ricochet damage; A single shot can cause damage to up to 4 models in the team; No accuracy penalty for garrisoned units, 0.75 times damage; When attacking a garrison building, all garrison units take long-range AOE damage

5. M4 105mm榴弹炮(白磷):

射程:0-40; 单发伤害:40; 穿甲:1

AOE radius: 5; Distance judgment: 0.5/1/5; Damage Multiplier: 1/0.35/0.15; Armor Piercing: 5/2.5/1

DoT AOE Radius: 6.5; Duration: 10 seconds; Damage: 10 (resolves every 1.375 seconds)

Reload: 2-2.5; Reload Frequency: 0; Front/Backward: 0/0.875

Mobile Shot: Corner Scatter 1; Radial dispersion 1

Firing range: ±180°; Horizontal speed: 30

Special: A single shot can cause damage to up to 4 models in the team; Ignores Green Shield cover effects; 0.75x damage against garrison; When attacking a garrison building, all garrison units take long-range AOE damage

6. M4 105mm howitzer (anti-fortification ammunition):

射程:0-40; 单发伤害:120; 穿甲:35

AOE radius: 3; Distance judgment: 0.5/2/3; Damage Multiplier: 1/0.25/0.15; Armor piercing: 30/30/30

Loading: 2.5-3; Reload Frequency: 0; Front/Backward: 0/0.875

Angular dispersion: 9°; Maximum radial dispersion: 5; Dispersion distance ratio: 0.5; Dispersion Offset Rate: 0.1

Moving Shot: Corner Scatter 1.25; Radial dispersion 1.25

Single shot pressing: 0.01; Proximity Suppression Ratio: 1; Radius of infection: 10

The duration of the fuse is 2 seconds

Firing range: ±180°; Horizontal speed: 30

Special: 0.5 times ricochet damage; A single shot can cause damage to up to 4 models in the team; 0.75x damage against garrison; When attacking a garrison building, all garrison units take long-range AOE damage; 2x damage and 2x armor piercing against bunkers, buildings, and positions

7. M4 105mm howitzer (incendiary):

射程:0-40; 单发伤害:100; 穿甲:1

AOE radius: 6; Distance Judgment: 1.5/2.25/3; Damage Multiplier: 1/0.15/0.05; Armor piercing: 1000/1000/1000

Angular dispersion: 15°; Maximum radial dispersion: 6; Dispersion distance ratio: 1; Dispersion Offset: 0.25

Special: A single shot can cause damage to up to 4 models in the team; Ignores any cover effects; When attacking a garrison building, all garrison units take long-range AOE damage

1 Star - 1800EXP - Unlocks the "Anti-Bunker Barrage" and "Burning Barrage" skill choices; Increases turret speed by 30% and increases acceleration/deceleration

2 Stars - 5400EXP - 10% faster RPM, more accuracy, 10% less reload

3 Stars - 10800EXP - 10% RPM Increase, 20% Less Reload, Faster Acceleration/Deceleration

M4 (105) Sherman Bulldozer Evaluation

Come read with me again: the Sherman was the best-looking and best medium tank of World War II......

Let's take some steamed bread science class again (the steamed bread science class has started, the steamed bread jumps and does not touch, most of them are pretended, and it will be good for more than one night...... What a mess! It's not next to each other!): As a cutting-edge steamed bun that only began to be produced in February 1944, the M4 (105), all produced by Kleist's Detroit Tank Works, uses a large hatch with a 47-degree inclination of 2.5 inches to weld the head of the hull, reducing the weak area of the body and greatly improving the resistance to the long 50 and medium 75. And began to replace the M8 teapot and M7 priest in the armored battalion headquarters assault gun platoon and armored company headquarters on a large scale (there are indeed some tank battalions in the Italian theater that are equipped with M8 teapots in these units but M7 priests who don't know where they came from, as a result, they feel that the priest who is not open in the mountain fire support is good after changing to 105 steamed buns) has become a new fire support and obstacle breaking vehicle under the formation of the US armored battalion, and it is also one of the only welded body steamed buns you can travel. By the way, the M4A4 (105), which also used the M4 105 mm gun in the second generation, was also produced entirely by the Detroit Tank Factory, with a large warehouse door welded on the nose of the hull. Starting from the M4 (105) with the serial number 30111868 in September 44 and the M4A3 (105) with the serial number 30111383, all the 105 steamed buns produced were replaced with HVSS suspension (yes, I am a steamed bun chef, I am hungry for her body, I am high-.jpg)

After the recent changes in the mines, the shells of the 105 Mantou have finally been replaced with laser-guided seekers, so that they can steadily hit the center of the infantry squad with the same fire as the three sudden D, giving the maximum lethality to the infantry. And perhaps because the laser-guided seeker takes up a lot of shell space (pull it down, the damage and AOE are also bearish before the laser-guided seeker is obtained), and its AOE (especially the mid-circle range and damage multiplier and only the upper limit of 4 damage) is not very good as an anti-infantry specialized unit. But the output efficiency is definitely not bad, and with the old godmother upgrade on the roof of the car, it can also play tons of output in the face of a large number of infantry groups of the German army. (The centaur next door cried directly when he saw it)

In terms of skills, it is the same as ordinary steamed buns, and after one star is experienced, he can choose between two special ammunition, which are incendiary bombs that can create ground fire and attack bombs that can smash German turtle shells. If you choose a mechanized center and upgrade your ammo, you will also unlock a white phosphorus bomb. Incendiary bombs and white phosphorus bombs can make German infantry stand in the fire and shout at the steamed buns when facing the German army's box A crowd (and then physically burn to death, um), while the damage to the position and buildings of the fortified bombs can effectively demolish various illegal buildings built by national defense on the front line and break through the German fortifications (of course, please don't take this to dismantle the 88 guns, that's the small eight demolition...... What do you want to do with 3 105 steamed buns!) But these three barrage skills sometimes have bugs.,Use the skill main cannon will aim at the target area and then stop in place and be hit by various anti-tank fire of the German army.,Need to force the interruption of skills,It fully reflects a little IQ but not much.,It's in line with all the imagination of steamed buns.。 (And a little complaint, the 105 steamed bun's attack bomb is suppressed, as long as 20 shells hit the infantry at the same time, you can press the yellow pair...... Stuff your 4th 105 steamed bun back into the book!You don't really plan to make 20 105 steamed buns to suppress it!)

It is worth mentioning that the M4 (105) in the Hero Company 3 installed a huge bulldozer shovel, which raised the armor of the 105 steamed buns to the level of 240 without reducing mobility, and with the upgraded additional armor, the main armor can be stacked to 288, and the additional armor can reduce the damage of the barrel to strengthen the barrel hunter head-on. After putting down the shovel, although the movement speed will be reduced, the steamed bun will sit on the ground and absorb the soil (cross out) and turn into a heavy crush, which can crush the anti-tank fortifications built by the German army like the first generation of Spitfire steamed buns. However, although the text says that it can be demining, as long as you step on the mine, you should break your leg or break your leg, don't really think about using this shovel to clear the mine, otherwise it will be very embarrassing to look at the steamed bun with a broken leg being taken away by the Germans after stepping on the mine. By the way, please note that the bulldozer blade is automatically lowered when the 105 steamed bun comes out, so please remember to manually lift the bulldozer blade to avoid running away at critical times.

In general, after the enhancement, the performance of 105 steamed buns has been greatly improved, especially for players of the second mechanized + airborne company, in the face of huge infantry pressure, a 105 steamed bun can break the existing situation very well, make up for the current shortcomings, and the strong ability to kill infantry can make you comfortable in the face of the superior infantry of the German army, and even make it difficult to effectively parry the light hunting with a tube. If the coordination is done well, when the 76 steamed bun or hellcat arrival system is perfected, the strong and perfect lineup will make it difficult for German players to counter for a while, and if the transformation is a little slow, it can only be crushed into powder by the 105 steamed bun head of the US Army A Brigade.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

(6) Battle group units

-寻路者(Pathfinder Squad)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 200 manpower; Requirements: Battle group skills, scout squad upgrades, or HQ building

Composition: Pathfinder ×1, Wayfinder ×3; HP: 90; Volume: 1

Field of view: 45; Stealth detection: 10; Capture/Disarm Speed: 1.5/1.25

Population (Platoon + Single): 1+1×4; Maintenance (Squad + Single): 1.25 + 1×4

Build time: 33.75 seconds; Replenishment time: 5 seconds (team leader) 5.86 seconds (pathfinding); Supplement price: 30 manpower

Weapons: M1 Garand Rifle (Scout) ×1, M1 Garand Rifle (Pathfinding) ×3; Weapon slots: 2

Versatile Pack: Spend 25 ammo for 25 seconds to unlock the Recon Flare, Smoke Gun Grenade, and Gun Grenade abilities for the Wayfinder

Recon flares, smoke gun grenades, covert recout, passive medics: Same as recon squads

Gun Grenade: Requires a Multi-Purpose Equipment Pack upgrade; Spend 35 ammo to designate a target area of 15-30m, fire a grenade, the properties are shown in the list of weapons; Cannot be launched in stealth; 30 seconds cooldown

1. M1 Garand Rifle (Scouting):

2. M1 Garand Rifle (Wayfinding):

Damage per shot: 12; Accuracy: 0.65/0.62/0.57; Armor piercing: 1/1/1

Reference DPS: 3.020/2.338/2.072

Reference dps (mobile): 2.265/1.753/1.554

Cooling: 2-2.4; Reload: 2-2.5; Reload Frequency: 7; Front/back: 0/0.5

3. Gun grenades:

射程:15-30; 单发伤害:87; 穿甲:25

AOE radius: 4; Distance judgment: 0.5/1.5/4.5; Damage Multiplier: 1/0.6/0.3; Armor piercing: 25/25/25

Aiming time: 0.375; Front/Backward: 0/1

Fuse-free duration

Special: A single shot can cause damage to up to 3 models in the team; Except for the Green Shield, which deals 0.5x damage, ignores other cover bonuses; When attacking a garrison building, all garrison units take long-range AOE damage

Sophisticated: Same as Scouting class

[Wayfinder] evaluation

You wake up spicy, now you are the oldest understanding of spicy!

Abbreviated as PF, as theoretically the most important (and coolest) component of the Aramco paratroopers, this is mainly composed of volunteers, and the unit that was gradually maturing during the Normandy period has undergone many rounds of weakening (I personally think that from the internal test of 5 people PF to the release of one round of weakening), PF has fallen from the main infantry unit of the "RM replacement" to the "functional unit with certain combat effectiveness" in the opinion of the mine In terms of status, although the survivability is much better than that of reconnaissance that can be broken at a touch, and the output has also been improved to a certain extent, due to the adjustment of the price and time of replenishment, it is actually still more and more lost, and it is no longer suitable for use as the main infantry, which has lowered the resistance ability of the two US troops who skip the RM through pathfinding by a notch. The grenades and smoke grenades that originally came out of the house to upgrade the ammunition made the combat ability of PF as a large reconnaissance in the early stage also plummeted, and without the support of early explosives, it will make people re-realize that his combat ability is not much better than reconnaissance, and the current positioning is a little embarrassing. It is recommended to use it according to the original purpose of reconnaissance (then why .jpg do you order him), you can add 1~2 teams to improve the ability of the second round of firefights.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-突击工兵(Assault Engineer Squad)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 200 manpower; Requirements: Battle group skills, sapper class upgrades, or HQ construction

Composition: Assault Engineer ×5; HP: 90; Volume: 1

Population (Squad + Single): 2+1×5; Maintenance (Squad + Single): 2+1×5

Build time: 25 seconds; Replenishment time: 3.75 seconds; Supplement price: 23 manpower

Weapons: M3 Grease Gun (Assault Sapper) ×5; Weapon slots: 2

M2 flamethrower, hazard removal equipment: same as the engineer squad

Construction Penalty and Construction List: Same as the Engineer Class

Repair: 3x hit accuracy and 2x damage during operation, can restore health to damaged vehicles/squad weapons/bridges/buildings at a speed of 10HP/s; If the Hazard Removal Equipment has been upgraded, an additional 2.5 HP/s will be added; If Advanced Field Craft (Veteran 1b) has been upgraded, an additional 2HP/s will be added; If you already have 2-star sophistication, you will add an additional 3.1HP/s; Cannot be started when suppressed

Switch Mine Detector, Net Cutter, Ignite It, Advanced Field Craft: Same as the Engineer Squad

1. M3黄油枪(突击工兵):

Damage per shot: 3; Accuracy: 0.675/0.25/0.19; Armor piercing: 1/1/1

Reference DPS: 6.799/1.369/0.321

Reference DPS (Mobile): 5.779/1.164/0.273

Burst: Duration: 1.2-1.65; Rate of fire: 8; Gathering Fire: No

Distance Coefficient: Aim: 0.5/1/1.5; Cooldown: 1/1.5/3; Reload: 1/1/1; Burst duration: 0.75/0.5/0.25; Rate of Fire: 1/0.9/0.77777

2. M2 Flamethrower, M2 Flamethrower (light it): Same as the Engineer Squad

1 Star - 750EXP - Unlocks the "Ignite It" and "Advanced Field Craft" skill choices; Reduced hit accuracy and reduced weapon cooldown

2 Stars - 2250EXP - Increases accuracy, reduces weapon cooling, and reduces hit accuracy; Increases construction speed by 33% and repair speed by 3.1HP/s

3 Stars - 4500 Exp - Increases accuracy, reduces weapon cooldown, increases HP by 10; No longer takes extra damage when repairing

[Assault Sapper] evaluation

Abbreviated as AE, corresponding to the engineer in Bennei, there are indeed two types of divisional engineers in the U.S. Army, namely the Engineer Combat Battalion of the infantry division and the Armored Engineer Battalion of the armored division Battalion, but the difference in the establishment is not large, mainly reflected in the equipment, one on a half-track vehicle to achieve full mechanization, while the other is equipped with Bazooka firepower in the squad, and then the other units of the battalion headquarters and company headquarters are different.

In terms of attributes, AE is simple and crude for the basic sapper, the number of people +1 and the increase in the amount of basic blood have greatly improved the survivability, and the output is also much higher than the original grease gun, and the output of the whole team has reached the level of the melee soldier passing line emperor, and the amount of increase does not increase the price, resulting in the AE start is no longer like the basic sapper can only be used as a support, but has become a resistance line and assault class. On certain terrains, especially in maps with a lot of street battles and houses, start with a few teams of fire-breathing to be very suppressive. In addition to the improvement of basic attributes, AE is also more professional in car repair logistics, with additional repair speed, not to mention that AE is easier to upgrade due to strong combat effectiveness, and the US military engineer's own sophistication bonus is good enough to greatly improve the attendance efficiency in later armored combat.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-伞兵班(Paratrooper Squad)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Value: 380 manpower; Requirements: Battle group skill summoning, airborne approach (320 manpower)

Composition: Paratroopers×6; HP: 110; Volume: 1

Field of view: 35; Stealth detection: 10; Capture/Disarm Speed: 1.33/1.25

Population (Squad + Single): 3+1×6; Maintenance (Squad + Solo): 4.5 + 1.5×6

Replenishment time: 5.5 seconds; Supplement price: 30 manpower

Weapons: M1 carbine (paratrooper) ×6; Weapon slots: 2

Tags: Infantry, Basic Infantry, Elite Infantry, Paratroopers

M9 Bazooka: Spend 75 ammo and 25 seconds to equip the paratrooper squad with two M9 Bazooka rocket launchers, the stats are shown in the weapon list, occupy 2 weapon slots, and the drop chance is 0.33; Mutually exclusive with M1919A6 light machine guns

M1919A6 Light Machine Gun: Spend 90 ammo and 30 seconds to equip the paratrooper squad with two M1919A6 light machine guns, the stats are shown in the weapon list, occupy 2 weapon slots, and the drop chance is 0.1; Interexclusive with M9 Bazooka

Cooked MK2 Fragmentation Grenade: Spend 25 ammo to designate a target area within 20m and throw an MK2 fragmentation grenade with a fuse duration of 1 second; Stats are listed in the weapon list; 30 seconds cooldown

Explosives Pack: Spend 45 ammo to designate a target area within 10m, throw an explosive pack, fuse for 3 seconds; Stats are listed in the weapon list; 30 seconds cooldown

Quick Capture: Requires 1 star veteran A; Passive skill, the paratrooper squad take/disarm speed is changed to 1.73/1.65

Covert: Requires 1 star veteran B; Passive skill, the paratrooper squad will automatically camouflage when it is in the yellow shield or green shield bunker after 6 seconds of leaving the battle, and the camouflage effect can be maintained for 4 seconds after leaving the bunker; Damage is increased by 40% accuracy and 25% damage for 5 seconds

1. M1卡宾枪(伞兵):

Damage per shot: 10; Accuracy: 0.66/0.44/0.38; Armor piercing: 1/1/1

Reference DPS: 4.270/2.180/1.640

Reference DPS (Mobile): 3.202/1.635/1.230

Cooling: 0.5-1; Reloading: 3; Reload Frequency: 14; Front/Backward: 0/0.75

Distance Coefficient: Aiming: 0.5/0.75/1; Cooldown: 0.5/1/1.25; Reload: 1/1/1

Special: The firing angle is ±45°

2. M9巴祖卡火箭筒(伞兵):

There is a theoretical AOE, but it is almost impossible to inflict any damage on the infantry

Aiming time: Initial: 0.5-1; Duration: 0.75-1;

Loading: 2.75-3.25; Reload Frequency: 0; Front/Backward: 0/0.75

Special: 0.5 times damage to infantry, 0.01 times accuracy; A single shot can cause damage to up to 3 models in the team; 10 times more accurate for buildings; 10x accuracy and armor piercing against bunkers, 1.5x damage

4. “熟”MK 2破片手雷(伞兵):

Aiming time: 0; Front/Backward: 1.25/1.25

Fuse duration: 1 second

Special: A single shot can cause damage to up to 3 models in the team; Increases garrison damage by 50%; When attacking a garrison building, all garrison units take long-range AOE damage

5. Explosives Pack (Paratroopers):

射程:0-10; 单发伤害:600; 穿甲:1000

AOE radius: 5; Distance Judgment: 1.25/2.5/3.75; Damage Multiplier: 1/0.75/0.25; Armor piercing: 1000/1000/1000

Fuse duration: 3 seconds

Special: Except for the Green Shield, which deals 0.5x damage, ignores other cover bonuses; When attacking a garrison building, all garrison units take long-range AOE damage

1 Star - 1200EXP - Unlocks the "Quick Capture" and "Covert" skill choices; Reduced hit accuracy

3 Stars - 7200 Exp - Increases accuracy, reduces weapon cooldown, and increases HP by 15

[Paratrooper class] evaluation

As a new type of infantry that the Allies tried in the Italian theater of operations in 43, the American airborne troops had just experienced heavy losses in Sicily. Although a lot of lessons have been learned to improve its airborne process, it is still a little green, and it is not as complete as the system and tactics are excellent and well coordinated when it was airborne in Normandy in June '44. What awaits them is a difficult bloody battle, and they still need to go through many attempts and lessons learned many times before they can become a sharp knife falling from the sky.

On this basis, the U.S. paratroopers in Hero Company 3 are not qualified as "elite infantry", and the default M1A1 carbine DPS is worse, although the full range has improved compared to RM's Garand, but the output ability is generally poor, and the long-range shooting ability can be said to be a mess, and the close-to-face output can't beat any automatic weapon (even the M1A1 carbine model animation of the short-piston semi-automatic rifle is still 1 shot...... Oh my God, are you serious about mines? Only the excellent survivability brought by the high blood volume of 110 can be boasted of (but,The soft girl has 100 blood),The performance of the tabula rasa is completely inferior to the high price of 380 manpower and the cost of 30 replenishment (the PG and the chasseur next door laughed directly when they saw it).

In terms of upgrades, its M1919A6 .30 machine gun can be said to be the most crotch-pulling machine gun in the whole game.,Can't shoot,Shoot 1 second and rest 2 seconds,The full range is only 5 DPS,The long-range ability can only be said to be okay and completely loses the ability to shoot close to the face,The only advantage is that 90 ammunition buys 2 cheaper prices (there is a feeling of the second-generation Soviet army DP is not it). And 75 ammo two bazooka can be seen by looking at the price of this thing is hung up by a 90 ammo canned kill, 60 weak damage makes the damage of two bazoocas add up to less than one tan kill, and even the ancient version that can be experienced and injured in the British army upgrade center is not as high as the damage of the boyce. The penetration depth that is not excellent greatly reduces the means of countering the medium-tank, and many times it is difficult to hit a small Italian tank or eight rounds. Worse accuracy also makes it easier to get to the ground, with the only advantage being faster aiming times and slightly faster reloading.

In terms of skills, paratroopers are still the same as the first and second generation paratroopers: a fragmentation mine with a shorter fuse that has been boiled in the water, an explosive pack that is thrown out to count down, and a very 11 specialized site acceleration and concealment (the two skills together are not as good as the spirit of a German airborne soldier next door, very unenergetic).

In general, the overall hard attributes of the paratroopers can be said to be very bad, the entire unit is 11 to build, but there are no highlights in the current environment, the only advantage is that it can be combined with two books to form a characteristic tactic. The biggest problem of the U.S. military at the beginning of the second book was the lack of a mobile infantry that could resist the line and shoot some output. At this time, the paratroopers who are not too late can be used as a barely made object, and the characteristics of airborne can be directly parachuted to the front line to quickly enter the battle, but the high price of 380 also makes players dare not throw this thing directly behind the German erection like an airborne sapper, drop an explosive bag and run away at light speed. The HP of 110 can be used as a meat shield to attract a large amount of output, and the output ability is okay enough to make the Germans dare not easily attach to the machine gun. The .30 machine gun and Bazooka can make up for the shortcomings slightly according to the battlefield situation, especially the survivability of the 6-man squad and the Bazooka upgrade can allow the German vehicle units to think and think when they rush forward, instead of being easily driven away by the Germans with a casual shot like the Bazooka squad, leaving isolated machine guns and sappers. It can be said that the defense is okay, but the offensive ability is poor, and the problem is more obvious in the later stages. Although it can be matched with half price of upgrades and vitamins in the infantry center, the overall strength is not as good as that of the soft girl sea; With a mechanized center, it means that manpower is very tight and there are no tanks for a long time, so you need to carefully control the battle line; And with the empty finger and there is not so much ammunition to throw garbage or raise the gun, it can be said that how to match the three centers feels a little wrong.

The paratrooper may be the signature unit prepared when the mine designs the airborne battle group, but in the current environment, whether it is 11 or 44, it is more or less chicken, and many times when the player chooses the airborne battle group, it is not to run to this unit with him as the core, but to run the airborne machine gun. Although the paratroopers have their own unique positioning and supporting style of play, but because of the high price, the overall strength is still poor, which is a great test of the commanders' operational level and battlefield control ability, if the operation is good and the tactics are reasonable, he can also play his unique key value, but in the current environment, choosing other tactics to let the paratroopers as a marginal auxiliary role may lead the allied commanders to victory.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-SSF 突击队(SSF Commando Squad)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Value: 360 manpower; Requirements: Battle Group Skill Summoning (440 manpower)

Composition: SSF Commando ×6; HP: 110; Volume: 1

Weapons: M1 Garand rifle (Devil's Brigade) ×4, M1941 light machine gun ×2; Weapon Slots: 2 (2 occupied)

Special: Both the Bazooka and M1941 LMGs have a drop chance of 0.33

Tags: Infantry, Elite Infantry, SSF

Switch M1941/Bazooka: Switch skills, if other skills are not active, the SSF Commando can put away the equipped M1941 light machine gun and replace it with two M9 bazooka, re-occupy 2 weapon slots, and vice versa; Toggle cooldown for 5 seconds

M15 "Willie Pitt" grenade: Spend 30 ammo to designate a target area within 20m, throw a special white phosphorus grenade, with smoke and burning effects, for 10 seconds; Stats are listed in the weapon list; 60 seconds cooldown

Throwing knives: Requires 1 star veteran A; Free skill, specify an enemy infantry unit within 15m, throw a throwing knife at it, it will definitely hit the target, the attributes are shown in the weapon list; 60 seconds cooldown

High Explosive Projectile: Requires 1 star veteran B; If the squad is not in a suppressed state, it can spend 60 ammunition to designate a target location, and the squad will spend 10 seconds to bury a high-explosive bomb, which can be manually detonated, and the attributes are shown in the attached unit; 30 seconds cooldown

1. M1加兰德步枪(魔鬼旅):

Damage per shot: 12; Accuracy: 0.63/0.59/0.34; Armor piercing: 1/1/1

Reference dps: 3.391/2.168/0.666

Reference DPS (Mobile): 2.543/1.626/0.500

Cooling: 1.5-2.5; Loading: 2.5-3; Reload Frequency: 7; Front/back: 0/0.5

Distance Coefficient: Aiming: 0.5/1/2; Cooldown: 0.35/0.5/1.25; Reload: 1/1/1

2. M1941 Johnson light machine gun:

Alpha Damage: 5.25; Accuracy: 0.55/0.46/0.41; Armor piercing: 2.5/2/1.75

Reference dps: 6.820/6.270/5.273

Reference DPS (mobile): 5.115/4.702/3.955

Aiming Time: Initial: 0.125; Duration: 0.375-0.625

Cooling: 2.5-3; Reload: 2.5-3.25; Reload frequency: 9-10; Front/Backward: 0/0

Bursts: Duration: 1.4-1.75; Rate of fire: 6; Jihuo: Yes

Distance Coefficient: Aiming: 0.5/0.75/1; Cooldown: 0.45/0.58/0.85; Reload: 1/1/1; Burst duration: 0.67/1/1.25; Rate of fire: 1/1/1

3. M9巴祖卡火箭筒(伞兵):

4. M15 Willie Pitt White Phosphorus Grenade:

射程:0-20; 单发伤害:30; 穿甲:25

AOE radius: 2; Damage Factor: 1; Armor piercing: 25

Aiming time: 0; Front/back: 0.75/1.25

The fuse duration is 1.6 seconds

DoT AOE Radius: 6; Duration: 10 seconds; Damage: 10 (resolves every 1.375 seconds)

Special: Ignores any cover bonuses

5. Devil's Brigade Special Throwing Knife:

Range: 0-30 (skill range 15); Damage per shot: 100; Armor piercing: 25

AOE radius: 0.1; Aiming time: 0.125; Front/Backward: 0.375/1.75

Special - Ignores garrison cover bonus (0.5x standard damage against Green Shield)

1 Star - 1200EXP - Unlocks the "Throwing Knife" and "High Explosive" skill selection; Reduced hit accuracy

Affiliated units:

Special: can be manually detonated; Ignores the damage reduction effect of garrison cover; The bridge will be destroyed

SSF Commando Review

The prototype is the "Devil Brigade" of the US Special Forces, which can be seen in the unit settings given by the mines. The unit itself is very expensive, but it is surprisingly easy to use and powerful. As one of the few elite infantry in the U.S. Army, SSF can choose to switch the twin barrels for a temporary anti-armor when the output efficiency itself is ok, just like the official built-in rangers in the 2nd generation campaign, and the human armor double anti-armor. However, this thing itself is very expensive to replenish people, and the size of the German infantry should also rise in terms of appearance time, so you should still use it carefully - especially don't rely entirely on this thing as an anti-armor unit, who knows who uses the manpower black hole. It's definitely OK to add it temporarily, it's really hard to use it as an anti-armor soldier, and it wastes two powerful outputs of 1941. Experienced skills can cos the second generation of old farmers to play a TNT surprise after the German army plays, or use the Xiaomei flying knife (the first cold weapon weapon in the Bear Company series appeared) to stably hit a German stick and hit 100 blood, although it is a free skill, but to be honest, the damage is not enough in the three generations of per capita blood, and it will even be reduced by the green shield, I don't know how it feels for the commandos who are elite soldiers to see a knife stuck in the head of the opposite storm and continue to shoot MG42

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M29黄鼠狼侦察车(M29 Weasel Recon Vehicle)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 240 manpower; Requirements: Battle Group Skill Summoning

HP: 200; Armor: 5/5/2.5; Volume: 10.6

Field of view: 35; Stealth detection: 10; Capture/Disarm Speed: 1.25/1.25

Top speed: 8; Acceleration/deceleration: 5.5/7; Steering speed: 65; Crushing grade: light

can accommodate 1 infantry or small erection squad (including mortars), firing positions are not provided; 50% occupant fatality rate when the vehicle is destroyed

.30 Roof Gun: Requires to be in friendly territory; Spend 30 ammo for 30 seconds to equip the Weasel with a .30 rooftop machine gun and remove the manned ability, as shown in the weapon list

Self-Study: Passive skill, weasel can restore its own health at a rate of 2.6 HP/s when out of battle for at least 6 seconds and when stationary

Support Experience: Vehicles can share the experience points gained by their own units in battle within 35m, with a sharing ratio of 25%, and the experience is equally divided between multiple shareable units

Vehicle Capture: A passive skill that allows weasels to capture or disarm capture a stronghold at a rate of 1.25/1.25

Deploy the Heavy Machine Gun: Spend 75 ammo, designate a target location, and after 3 seconds generate an operatorless M1919 Heavy Machine Gun mount; 60 second cooldown, which shares cooldown with deploying the M1 Mortar

Deploy the M1 Mortar: Spend 75 ammo, designate a target location, and after 3 seconds generate an unoperated M1 81mm mortar erection; 60 second cooldown, which shares the cooldown with the deployed Heavy Machine Gun

Signal relay: requires 1 star veteran A; Passive skill, when the fuel or ammo points are occupied by the team, if the weasel is in the capture circle, the corresponding resource point income will be increased by 3 points, which can be stacked with the resource cover (the income of low/medium/high resource points is 11/20/29); Vision of a colony occupied by weasels has been increased to 20m

Medical Station: Requires 1 star veteran B; Passive skill, when the weasel is stopped, allied units within a radius of 35m will regenerate health at a rate of 2 HP/s when they are out of battle

1. M1919A4车载机枪(黄鼠狼):

Damage per shot: 4; Accuracy: 0.73/0.66/0.601; Armor piercing: 1.825/1.65/1.45

Reference DPS: 15.812/10.108/8.172

Reference DPS (mobile): 11.859/7.581/6.129

Aiming time: Initial: 0.25-0.5; Duration: 0.25

Cooldown: 2-2.5; Loading: 5-5.5; Reload Frequency: 8; Front/Backward: 0/0

Bursts: Duration: 2.5-3; Rate of fire: 7; Jihuo: Yes

Bonus Target: Increases accuracy by 10% when an additional target appears within 2/3/4 meters

1 Star - 400EXP - Unlocks the "Signal Relay" and "Medical Station" skill choices; Increase the field of view by 5m, increase the rotational speed by 12%, and increase the acceleration/deceleration speed

2 Stars - 1200EXP - 10% increase in top speed, 15% increase in RPM, and increase accuracy

3 stars - 2400exp - increases HP by 20; Increase the field of view by 10m; Increases top speed by 15%, increases acceleration/deceleration, and increases rate of fire

[M29 Weasel Reconnaissance Car] Evaluation

The prototype was designed by the British army but was seen by the U.S. military and mass-produced amphibious vehicles, which have been modified and upgraded for a variety of purposes in history, and have the reputation of "weasel in a variety of ways", which can complete a variety of tasks such as beach landing, material delivery, fire support, etc., and its excellent passability makes it suitable for combat needs in complex terrains such as beachheads, deserts or snow, and is widely acclaimed. In addition to the general work of the second-line occupancy point (dingo:?), this thing feels very similar to the 2nd generation Bren car in use, although the output is not as high as the Jeep after upgrading the machine gun, but there is no problem overall, especially after the Jeep cuts the armor, the weasel will be much more comfortable in the early stage of shooting. Although the self-study of core skills is not fast, it is very flexible and very effective in the early process of prostitution. 1 star can choose the halo to return to blood, the icing on the cake is that this car can also throw a machine gun or mortar on the spot to set up, which can effectively match the combat rhythm of the US army in the early stage. If you want to truly become a "Variety Weasel", the 1-star skill can also choose the wires stolen from the Defense Remnant to increase the team's resource income. In general, there is no slot in this thing, and it is a very comfortable unit to make up for 240 manpower.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M31回收车(M31 Recovery Vehicle)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 300 manpower 30 oil; Requirements: Battle Group Skill Summoning

HP: 360; Armor: 60/45/30; Volume: 14

视野:35; 隐形探测:10

Top speed: 6; Acceleration/deceleration: 3/5; Steering speed: 45; Crushing grade: light

Tags: Vehicles, Light Armor, Recovery Vehicles

Support Experience: The recovery vehicle can share the experience points gained by your own units in battle within 35m, the sharing ratio is 25%, and the experience is divided equally between multiple shareable units

Recover Vehicle Wreckage: Specify a recoverable vehicle wreckage on the map, if the population is sufficient at this time, you can spend 60% of the target value to start recovering the target vehicle, and the recovery vehicle will go to the front and rear of the target to recover the vehicle; Once the recovery starts, the wreckage can no longer be attacked; The recovery rate is 3 HP/s, which is completed when the wreckage itself reaches its maximum health, and generates new units (with 25% HP but engine damage added), without inheriting any upgrades before the wreckage was destroyed; If the recovery is terminated halfway, the resources will be returned, the blood volume of the wreckage will remain unchanged, and the recovery progress will not be inherited; No cooldown

Repair: Can restore health to damaged vehicles/squad weapons/bridges/buildings at a speed of 16HP/s; If the recycling vehicle has 1-star sophistication, an additional 3HP/s will be added; If the recycling cart has 2-star sophistication, an additional 3HP/s will be added

Dismantling vehicle wreckage: Assign a vehicle wreckage on the map, and the recovery vehicle will go to the target for dismantling operations; Once the dismantling begins, the wreckage can no longer be attacked; The dismantling speed is 15 HP/s, and the dismantling is completed when the wreckage itself reaches its maximum health, and the oil resource is 25% of the target fuel value at one time. If it is terminated halfway, the HP of the wreckage will remain unchanged, and the dismantling progress will not be inherited; No cooldown

Field Maintenance: Passive skill, the vehicle can automatically restore health when it is out of battle and stationary, with a speed of 6 HP/s

1 star - 500 exp - 15% increase in speed, increase acceleration/deceleration speed, and increase 3HP/s maintenance speed

2 Stars - 1000 Exp - Increases HP by 80, increases Peak Speed by 10%, increases RPM by 10%, and increases Maintenance Speed by 3HP/s

3 Stars - 1500EXP - Increases HP by 80; Increases top speed by 10% and increases acceleration/deceleration

[M31 Recycling Vehicle] Evaluation

A long time ago, when I was looking up the Cold War U.S. Army Engineer Establishment, I found a website with an interesting subtitle: That Amateurs Talks Tactics While Professionals Talk Logistics. There is no doubt that the armored repair vehicle as a tank battalion repair vehicle is obviously a key node in the "logistics" link, and each armored battalion repair support company of the US military will have two armored recovery vehicles (Armored Recovery Vehicle) based on the chassis of medium tanks, as well as two M1 10-ton heavy trailers, which are used to tow the damaged and destroyed tanks off the battlefield if necessary.

After the neurotic PE tiger repair of Hero Company 1, Hero Company 3 was hit by mines and added back two tank repair vehicles to the U.S. Army and North Germany. Among them, the U.S. military used the M31 armored repair vehicle, which is more common in the Mediterranean and Italian theaters but has less production, and is based on the M3 Lee, as a summoned beast of the armored battle group and self-repair of all members, rather than the M32 armored repair vehicle modified from the M4 Sherman.

In terms of unit performance, the M31 armored repair vehicle does not have much introduction, and it is a pure auxiliary node type unit like the Tiger repair of the first generation of PE or the trailer of North Germany next door. The unit itself does not have any combat capabilities, but like the Necromancer, it can drive to the wreckage and hook a crane to hang a crane next to the wreckage, and hoist the wreckage of the destroyed vehicle for a mysterious evil ritual, and the two vehicles will emit a mysterious green light during the ceremony...... I don't know what I'm doing, and I don't dare to ask .jpg (I'm afraid it's not pouring nuclear wastewater into the wreckage) After a period of tuning, the wreckage has become a vehicle unit that can be reused! And whether it is a German vehicle, a British vehicle, a U.S. military vehicle will be repaired for you, and with the experienced skills of the armored company, you can also come with a set of 1-star vehicle group (Tank No. 4 Quick Manual .pdf), which is really evil.

In addition to repairing wreckage, the repair vehicle can also directly recover the wreckage and turn it into a resource and repair it for friendly vehicle units. In particular, the efficiency of maintenance skills is good, and the repair is no slower than the U.S. military's car repair immortal suit sappers, which to some extent alleviates the problem of the U.S. military's car repair routine.

The armored repair vehicle unit can be said to be a very entertaining unit, and this unit may not be of much use in normal high-intensity games, after all, in most cases, the wreckage of the destroyed vehicle is scattered in the center of the battlefield with high fire density, and it is difficult for the repair vehicle to withstand the fire and spend a long time forcibly repairing it. Not to mention that the newly repaired vehicle is still in a double debuff state of residual blood and broken legs, once it is set on fire, it is easy to survive with the repair car that is not good at maneuvering and lacks blood. And if it's just a car repair, 300 manpower and 30 oil are not as cost-effective as honestly replenishing the sappers, or replacing this skill with self-training for all the people who spend ammunition. But if the intensity of the game is not high, or the pressure on the front line is not great, or the opposing German light armor runs too deep and does not run back, then at this time, spend a little time and some small resources, repair an eight-wheel, repair a three-sudden D, or even repair a leopard or big cat, will give your teammates and the opposite German army a little shock to repair the car. But it's still the same sentence: although it's good to repair a car, don't be greedy.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M8"斯科特"自行火炮(M8 Scott SPG)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 280 manpower 45 oil; Requirements: Battle Group Skill Summoning

HP: 360; Armor: 50/37.5/25; Volume: 19

Population: 8; Maintenance fee: 12

Top speed: 6.75; Acceleration/deceleration: 3.5/4.5; Steering speed: 40; Crushing Grade: Medium

武器:M1 75mm步兵炮×1

Tags: Vehicles, Light Armor, Direct-Fire Barrage Vehicles

High-explosive barrage: Free skill, designated to fire 6 high-explosive shells at an area within 15-50m; Stats are listed in the weapon list; Can be released on the move; 45 seconds cooldown; Cooldown is shared with White Phosphorus Barrage and Anti-Bunker Barrage

Smoke Barrage: Free skill, designated to fire 6 smoke grenades at an area within 15-50m, firing 0/0.875 seconds of front/back swing; Smoke radius 6.5m for 20 seconds; Can be released on the move; 45 seconds cooldown; Cooling is not shared

White phosphorus barrage: Requires 1-star veteran A; spent 25 ammunition and specified 15 white phosphorus shells to an area within 50-6m; Can be released on the move; It has a burning and smoke effect, with a smoke radius of 6.5m for 10 seconds; Stats are listed in the weapon list; 60 seconds cooldown; Cooldown is shared with high-explosive barrage and anti-bunker barrage

Anti-bunker barrage: 1-star veteran b is required; Free skill, designated to fire 6 anti-fortification munitions to an area within 15-50m; Can be released on the move; Stats are listed in the weapon list; 60 seconds cooldown; Cooldown is shared with the High Explosive Barrage and White Phosphorus Barrage

1. M1 75mm Infantry Gun (Auto Attack):

Damage per shot: 120; Accuracy: 0.05/0.0375/0.025; Armor piercing: 30/30/30

Expected damage per shot: 39.291/32.744/29.266

AOE Radius: 5.5; Distance judgment: 0/1/5.5; Damage Factor: 0.33/0.25/0.15; Armor piercing: 20/20/20

Aiming Time: Initial: 0.125; Duration: 0.5

Reload: 4.5; Reload Frequency: 0; Front/Backward: 0/0.875

Angular dispersion: 5°; Maximum radial dispersion: 7; Dispersion ratio: 0.0875; Dispersion Offset: 0

Mobile Shooting: Accuracy 0.5; angular dispersion 1; Radial dispersion 1

Special: 0.15 times ricochet damage; A single shot can cause damage to up to 3 models in the team; When attacking a garrison building, all garrison units take long-range AOE damage; No accuracy penalty for garrisoned units, 0.75 times damage; 0.75x damage to position; 2x armor piercing against bunkers and 0.75x damage

2. M1 75mm步兵炮(弹幕):

Range: 10-60 (skill range 15-50); Distance Determination: 10/40/60

Damage per shot: 120; Armor piercing: 30/30/30

Expected damage per shot: 41.698/32.818/26.810

AOE Radius: 5.5; Distance judgment: 0/2/4; Damage Factor: 0.33/0.25/0.15; Armor piercing: 20/20/20

Aiming Time: Initial: 0.125; Duration: 0.5

Loading: 2-2.75; Reload Frequency: 0; Front/Backward: 0/0.875

Mobile Shooting: Accuracy 0.75; angular dispersion 1; Radial dispersion 1

3. M1 75mm步兵炮(白磷):

Range: 10-60 (skill range 15-50); Damage per shot: 10; Armor piercing: 35

AOE radius: 5; Distance judgment: 1/2.5/5; Damage Multiplier: 1/0.35/0.15; Armor Piercing: 5/2.5/1

Aiming Time: Initial: 0.375; Duration: 0.5

Loading: 2-2.75; Reload Frequency: 0; Front/Backward: 0/0.875

4. M1 75mm Infantry Gun (Counterfortification Ammunition):

Range: 10-60 (skill range 15-50); Damage per shot: 120; Armor piercing: 35

AOE radius: 3; Distance judgment: 1/2/3; Damage Multiplier: 1/0.25/0.1; Armor piercing: 30/30/30

Angular dispersion: 6°; Maximum radial dispersion: 8; Dispersion distance ratio: 0.5; Dispersion Offset Rate: 0.1

Special: A single shot can cause damage to up to 3 models in the team; 0.3 times damage against garrison; When attacking a garrison building, all garrison units take long-range AOE damage; 2x damage to bunkers, 2x armor piercing

1 Star - 1800EXP - Unlocks the "White Phosphorus Barrage" and "Bunker Destruction Barrage" skills; Increase the speed by 10% and increase the acceleration/deceleration speed; Reduces various bullet hell cooldowns by 15%.

2 Stars - 5400 EXP - Increases Peak Speed by 10%, Increases RPM by 12%, Reduces Reload, Reduces Cooldown of Various Barrages by 10%.

3 Stars - 10800EXP - Increases HP by 80; Increase top speed by 10%, increase acceleration/deceleration speed, and improve accuracy

[M8 "Scott" self-propelled gun] evaluation

Someone broke with the steamed bun and secretly hid it in the commander's unit, I don't say who it was .jpg

It may be because the second generation of German troops was blown up too much by the teapot, and the third generation of the teapot not only became a commander unit, but its performance also changed from a god in a god to only a non-loss level, although it is still flat A has 45, and the high-explosive barrage has a longer range of 50, but due to the vehicle response problem of the third generation (it is an AI problem again, it is always an AI problem), and it cannot ensure its own survival as well as the second generation, and because the third generation has two things that have not been walked (one is still in the US military book), the existence of the teapot is only to solve one" Oh my God, my greyhound is destroying every wooden fence in Italy". In terms of support skills, the smoke barrage does not share cooling, and it is easier to use, although the upgraded white phosphorus barrage has just been cut, but it is only to reduce the phenomenon of directly destroying the team directly on the way to the barrage, and the white phosphorus/combustion skills still have their ecological niche, and it is just more necessary to strengthen the comprehensive operation; Another high-explosive barrage can be said to be the same as the second-generation mountain cannon skill (the white phosphorus barrage next door is actually the same), because of its high damage, in fact, it also has a certain effect on the armor (of course, due to the range problem, it is not very friendly to the small body of the teapot).

Overall, the Teapot is currently a unique commander unit, and although it has a certain ecological niche, it still needs to be used with a lot of consideration, especially with the invincible Search and Destroy interex.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M4A3E8谢尔曼“简八”(M4A3E8 Sherman Easy Eight)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Value: 500 manpower 105 oil; Requirements: Battle Group Skill Summoning (650 manpower and 105 oil, including sappers)

HP: 840; Armor: 195/110/80; Volume: 20

Population: 14; Maintenance fee: 28

Top speed: 5.75; Acceleration/deceleration: 2.5/4; Steering speed: 36; Crushing Grade: Medium

Armament: M1A2 76mm tank gun ×1, M1919A4 coaxial machine gun×1, M1919A4 chassis machine gun ×1, M2HB roof gun (upgrade) ×1

HVAP shells: cost 45 ammo, and the tank will be reloaded with HVAP high-speed armor-piercing shells for a duration of 15 seconds after activation, the stats are shown in the weapon list; 60 seconds cooldown

M1A2 76mm坦克炮 (简八):

Expected damage per shot: 48.647/41.155/38.275

Angular dispersion: 7°; Maximum radial dispersion: 4; Dispersion distance ratio: 1; Dispersion Offset Rate: 0.33

Mobile Shooting: Accuracy 1; angular dispersion 1; Radial dispersion 1

M1A2 76mm反坦克炮 (HVAP):

Damage per shot: 160; Accuracy: 0.1/0.05/0.04; Armor piercing: 1000/1000/1000

AOE radius: 4; Distance judgment: 0.25/2/4; Damage Multiplier: 1/0.25/0.05; Armor piercing: 200/175/150; No friendly damage

Special: A single shot can cause damage to up to 4 models in the team; 0.05x accuracy vs. infantry and 0.4x damage

M1A2 76mm反坦克炮 (高爆):

M1A2 76mm反坦克炮(白񉞧):

【M4A3E8谢尔曼"简八"】评价

Come and read with me: Sherman was the most ...... of World War II I'm going to hit someone if I read R5 again!

As the last and best-looking steamed bun for the U.S. military's own use, the M4A3E8 uses all the excellent improvements and equipment of the steamed bun in wartime. These include the M1A2 tank gun with modified wrap to improve shell drop and velocity, a 47-degree tilted 2.5-inch large warehouse door hull, a late D82081 turret with new ventilation, a simplified oval reloader hand hatch, a canvas cannon shield, an E8543 transmission cover with a further reduced crotch projection, a powerful Ford GAA engine, ammo rack water jackets, and most importantly, HVSS suspension. The tanks were all produced by the Chrysler Tank's Detroit Tank Plant, in three batches: T-11168, T-14596/1 and T-14596/2. And the model of you Jian Ba is really indescribable, as a steamed bun model obsessive-compulsive patients can't help but force Lai Lai: the car body is directly taken 105 steamed bread to remove the bucket, and even the earlier E4186 gearbox cover is still used, and the HVSS suspension as the biggest feature of Jian Ba is directly missing. The turret part is discussed with reference to the M4A1 unit, and it should be noted that the oval reloader hatch of the M4A3 (76) entered production in October, 2 months later than the M4A1 (76). It can be said that compared to the M4A3E8, it is more like an early M4A3 (44) battlefield modified vehicle produced before August 76. The only thing to be thankful for is that at least the engine compartment cover is done correctly (I actually always suspect that the M4A1 family and the 105 Mantou piled a bunch of clutter on the engine compartment cover just to avoid being discovered by players using the M4A3 Ford GAA hatch...... )

As the right line of the U.S. armored battle group, Jian Ba can only be bundled with a team of combat engineers, although the bundled sales of combat engineers can make up for the problem that the later sappers are easy to die and die again and again, but the high price of 640 manpower and 100 oil also needs to save a lot of manpower to call one out (but it's better than tying a team of soft girls before, right), 14 population and 2 maintenance costs/ The population ratio greatly affects the player's follow-up manpower income (it can be seen that Jian Bazhen's snack press is particularly edible, and the follow-up supplies are all emptied). Of course, its huge manpower expenditure also makes its performance more than the ordinary 76 steamed buns have been fully strengthened, and the blood volume of 840 can be eaten more than one shot many times, making it more difficult to be overturned than the ordinary 76 (this is really fat, I am sure). Changing to Ford GAA and Forced HVSS suspension increases the mantra's mobility to a top speed of 5.75 and an acceleration of 2.5, and with the search and destruction skills of the armored battle group, it can quickly maneuver to the flank of the German troops, or directly hit the German troops at high speed (before the Sino-Tantan maneuver was revised, the top speed was a terrifying 6.5, which was very fast). In terms of firepower, in ancient times, Jian Ba's M1A2 relied on the 2 terror middle circle AOE distance and excellent walks to successfully become the most efficient armored unit in the Allied anti-man (105 steamed buns and centaurs: huh), one shot down is basically either dead or disabled, with the damage limit of 4, in the game, a shot will be full of blood of the German infantry left only bloody skin is commonplace. But after the revision, Jian Ba's anti-human level was slashed to the level of ordinary 76 steamed buns, leaving only the excellent penetration depth with no misshooting penalty and indiscriminate penetration of German tanks to tell the glory of the past.

Compared with 76 steamed buns in terms of skills, Jian Ba comes with a gold coin bullet skill, after spending 45 ammunition to turn on the gold coin bullet, Jian Ba will replace the shell with the American generation of magic bullet M93 HVAP (the limit of the bomb plane has even reached about 9 inches, 1000 yards of vertical penetration of about 7.5 inches, my American heavy bullet core is invincible in the world...... Then the diagonal piercing of the crotch does not penetrate the leopard's head) The depth of penetration will be increased to 1000 at full distance, and the damage will be increased from 120 in Zhongtan to 160 in Tan, which can effectively counter the German armored units, the only drawback is that the skill time is only 15 seconds, and with the slow filling of your steamed bun snacks that you eat too much, you can only hit 2-3 rounds after opening the skill, and the cost performance is not high. And the same high-explosive bomb and white phosphorus bomb with the same sophisticated choice of steamed buns basically have no need to repeat it again, the only thing worth complaining about is that the anti-human efficiency of the high-explosive bomb in front of the Jian Ba file is not as good as Jian Ba's default bomb, which is jokingly called the IQ tax, but that's all in the past......

All in all, the cost performance of Jian Ba is not high after many rounds of filings, but the characteristics of not binding the support center and binding the battle group make Jian Ba have a strong collocation, and there is no need to limit it to the mechanized center and four books in order to produce a high-level medium tank in the later stage, whether it is with the strafing garbage of the empty finger or the soft girl who has been buffed in the infantry center, it can achieve the effect of 1+1 greater than 2. After the infantry battle in the early stage, choose the infantry center, take three copies of the gray dog Xia Fei AT to expand the advantage or stabilize the battle line, and then transform into Wu Yangyang's soft sister + Xia Fei + Jian Ba in the later stage is a common way of playing for the US armored company. It can be said that Jian Ba may not be the best armored unit in your game, but it must be the most suitable armored unit for the flexible system of the US military. Even though the bundle is expensive, if done properly, it is worth the money and is versatile, and she will lead the agent (cross out) the Allied commander to smash the German armor and crush the wailing German infantry in the late game, and step towards the final victory in the battle.

Update on October 5 add-on: Although Jian Ba was stabbed again, although he had psychological expectations, he really couldn't stand it...... After this update, Jian Ba's artillery hard attributes are basically the same as 76 steamed buns, and there is no difference, only the point of no missed shooting penalty can be said. The CP that was mentioned in the hand also delayed Jian Ba's playing time, so that players had to withstand the pressure before Jian Ba appeared. And the bundled AE becomes an ordinary sapper (unless the AE on the left line is chosen), which reduces the cost performance. In contrast, the price increase is not a big problem,Although the mine announcement wrote a rise of 50 manpower and 5 oil, it is very scary, but in fact, the summoning manpower of the last version of Jian Ba is 640 (the mine itself can't figure out the game value, it's not a day or two),So the price change doesn't have much impact,But after so many files,In addition to the cheapness brought by the system,The cost performance of Jian Ba is indeed low。

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

-M4A1谢尔曼“威兹班”(M4A1 Sherman Whizbang)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

Price: 380 manpower 80 oil; Requirements: Battle Group Skill Summoning

HP: 720; Armor: 195/110/80; Volume: 22

Population: 13; Maintenance fee: 22.75

Top speed: 5.5; Acceleration/deceleration: 2.2/4; Steering speed: 35; Crushing Grade: Medium

Armament: T37 high-explosive multiple rocket launcher × 1, M1919A4 coaxial machine gun× 1, M1919A4 chassis machine gun × 1

Tags: Vehicles, Medium Armor, Artillery

Rocket Barrage: Free skill, designated to fire 15 180mm rockets to an area within 25-85m; Stats are listed in the weapon list; 90 seconds cooldown; Cooldown is shared with the long-range rocket barrage

Long-range rocket barrage: requires 1-star veteran A; 35 ammunition was spent and 15 rockets were specified to fire 15 rockets with greater accuracy to an area within 160-180m; Stats are listed in the weapon list; 90 seconds cooldown; Shared cooldown with rocket barrage (currently buggy, the first shot will always fall 15-30m behind the target, the rest of the rockets are normal)

Catapult launcher: requires 1 star veteran B; After unlocking, you can eject and abandon multiple rocket launchers at any time, cancel the ability to launch rockets, and unlock the use of turret and main gun at the same time, and obtain the M3 75mm tank gun with the same attributes as the Sherman tank; The ejection operation cannot be undone

1. T37 7.2-inch 183mm High Explosive Rocket (Barrage)

Range: 25-85; Distance Detection: 25/55/85

Damage per shot: 70; Armor piercing: 100/100/100

Expected damage per shot: 27.493/23.086/17.414

AOE radius: 7; Distance Judgment: 0.75/2/7; Damage Multiplier: 1/0.5/0.3; Armor piercing: 100/100/100

Aiming time: Initial: 0.375-0.625; Duration: 0.125; Front/Backward: 0.3/0

Reload: 0; Reload Frequency: 0

Angular dispersion: 11°; Maximum radial dispersion: 9; Dispersion distance ratio: 0.4; Dispersion Offset: 0

Firing range: ±2.5°; Horizontal speed: 15

Special: 0.5 times ricochet damage; A single shot can cause damage to up to 4 models in the team; 1.2 times the angular dispersion of the target in the fog and 1.1 times the radial dispersion; 0.75 times damage against garrison; Damage 0.75x to positions and bunkers

2. T37 7.2-inch 183mm High Explosive Rocket (Long Range Barrage)

射程:25-160; 单发伤害:80; 穿甲:100

Loading: 1; Reload Frequency: 0

Angular dispersion: 7°; Maximum radial dispersion: 6; Dispersion distance ratio: 1; Dispersion Offset: 0

Firing range: ±2.5°; Horizontal speed: 15

Special: 0.5 times ricochet damage; A single shot can cause damage to up to 4 models in the team; 1.4 times the angular dispersion of the target in the fog and 1.1 times the radial dispersion; 0.75 times damage against garrison; Damage 0.75x to positions and bunkers

3. M3 75mm坦克炮(谢尔曼):

4. M1919A4同轴机枪(谢尔曼):

5. M1919A4底盘机枪(谢尔曼):

1 Star - 1500EXP - Unlocks the "Long-Range Rocket Barrage" and "Catapult Launcher" skill options; Increases acceleration/deceleration, reduces barrage cooldown by 10%, and reduces spread (Note: does not increase revving)

2 Stars - 4500EXP - Increases rev by 10%, reduces dispersion, reduces reload, and reduces barrage cooldown by 15%.

3 Stars - 9000EXP - Increases RPM by 10%, increases acceleration/deceleration speed, increases the range of various barrages and weapons by 10m, and reduces dispersion

[M4A1 Sherman "Wizban"] evaluation

The big-breasted, long-legged golden retriever younger sister of the steamed bun is a little smarter than the steamed bun but not much smarter, and there is really no bad thought in the head, whether it is to taste alone or to eat rice on the steamed bun at night...... The turtle is here to generate electricity!(The crazy part has been deleted and the crazy person has been stoned, here is the unit evaluation of the Hero Company 3 two-dimensional rolling canal)

It is not a problem to refer to it as a rocket steamed bun or to continue the name of the previous work and become an organ. As an extension of the T34 pipe organ project, in order to solve the problem of insufficient damage ability and range of a single warhead, the T37 rocket was changed from 4.5 inches (114 mm) to a huge 7.2 inches (183 mm), and the warhead charge reached as much as 32 pounds (14.5 kg, as a contrasting B-4 203 mm OF-625D high-explosive charge is 15.35 kg) and because it was developed from a mousetrap anti-submarine rocket, the muzzle velocity was extremely low, only 160ft/s(49m/s), and the effective range is as low as 230 yards. In addition to the shorter-range T37 rocket, there was also the T21 rocket with a longer range of 3,400 yards, but the length was increased from 35 inches to 50 inches, and the warhead charge was reduced from 32 pounds to 20 pounds, reducing the ability to damage. After testing, the Sherman version of the T37 launcher, the T40 rocket launcher, was officially finalized as the M17 and was delivered in small quantities to the 743 Tank Battalion in Western Europe and the 760 Tank Battalion in Italy. However, in the use of the Italian theater of operations, because the T21 rocket was not obtained, and the range of the T37 rocket was really unbearable, the 760 tank battalion changed the launcher soil method to 18 3-company 4.5-inch M10 aviation rocket launchers (to put it bluntly, it was changed back to the level of the forced organ)

It is worth mentioning that, according to Witzbang's technical manual TM 9-396, Witzbang can indeed quickly discard the launched canister during combat to turn it into an ordinary steamed bun (referring to the 1-star reactivation skill, you Americans are really a bit sick) and what makes me even more puzzled is how the word Whizbang is translated as an automatic missile? Is there any place where this thing is next to these four words? You don't have the job to restore the lethality of the T37 to history, or simply change it to the hammerhead turret of the M901, at least it conforms to the translation of "automatic missile". I really didn't have any work, so I just bit a lighter and have fun with everyone.

Back in the game, the range of the three generations of this thing is really hard to say, and the range at the beginning will even be hit by 88 cannons. After the enhancement of the next two patches, there is no problem with the range at present. As a rocket artillery, the continuous fire speed is slow, the firing range is short, and the CD length is a very serious problem, but the US military curve has no choice at all, and he can only be the one who can find the general in the dwarf, and the suppression effect of the rocket artillery itself on the erection of positions is still there. And the body plate equivalent to the standard steamed bun is also one of its important advantages, 720 blood 195 armor can be called the hardest curve in history, you can calmly blow the rocket at the front of the front, and it can last for a long time when the curve is stolen. Speaking of being stolen, it is worth mentioning that after one star, you can directly "give the German army the whole job", very cool to throw away the launch frame, and transform into an 80 oil steamed bun that does not need four books to use, which can give the No. 3 and No. 4 who came to steal the rocket steamed bun a little bit of shock to the US military. However, it should be noted that even if the launch pad is thrown, the icon still shows the icon of the Rocket Mantou, and the same star bonus is also a bonus to the Rocket Mantou (referring to the terrifying 75 Mantou with a range of 50 from Samsung). Relatively speaking, the new long-range barrage is more in line with its positioning as a rocket artillery unit, and it effectively lacks the shortcomings of its insufficient range, and the range after opening the skill is decent, and it has finally become a useful long-range support curve unit, but at the cost of a slower firing interval (giving the opposite side some reaction time, old tradition) and a little ammo as a cost. In general, the current version of the rocket steamed bun, as the final option of the special operations battle group, can make up for the weakness of the US military's internal curve support to a certain extent, and it is full of strength and entertainment, and it is a unit worth playing out at present.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

(7) Battle group skills

【空降战斗群】(Airborne Battlegroup)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

L: Air support

L1a 烟雾弹空袭(Smoke Bombing Run) 0CP:

For 50 ammo, a P-47 bomber with 240 HP will enter from the designated direction, dropping 5 smoke grenades at 0.15 second intervals for a dispersion of 5×25 after about 8 seconds; Smoke radius 6.5m for 20 seconds; The aircraft speed 60, does not provide visibility; Spell suspension when the aircraft is shot down; 90 seconds cooldown; It cannot be released in the area of the enemy base; Mutually exclusive with reconnaissance circling

L1b 侦察盘旋(Recon Loiter) 1CP:

Spend 50 ammo, designate a target area, and after 5 seconds begin to provide a vision with a radius of 60m for a 60-second duration; At the same time, a Grasshopper reconnaissance aircraft with 2100 HP enters the arena, hovering at a speed of 30 and a radius of 80, providing a 50m radius vision and a 10m anti-stealth vision on the path; Spell suspension when the aircraft is shot down; 60 seconds cooldown; and smoke grenades air strikes mutually exclusive

L2a 空投补给(Supply Drop) 1CP:

Spend 125 manpower to designate an open target location, and two C-47 Douglas transport planes will enter the map at 1-second intervals from the edge of the map, dropping two medical crates and two ammo supply crates at the target location, which can be picked up by infantry. The aircraft has a speed of 30, does not provide a view, the aircraft will not be harmed; Supply crates do no damage, and each health crate can be picked up by infantry to restore health for 4 HP/s to allied infantry units within a 15m radius, providing 40 ammo per ammo crate. Unable to parachute in the area of the enemy base; 120 seconds cooldown; Mutually exclusive with airborne reinforcements

L2b 空降增援(Paradrop Reinforcements) 2CP:

For 150 ammo, designate a target area, and a C-47 Douglas transport plane with 4000 health will immediately enter, hovering at a speed of 30 and a radius of 80, providing no vision; During the 60 second skill duration, every 4 seconds, the infantry and erection squad that are not yet in the target radius of 50m will be parachuted into the air for free. Spell suspension when the aircraft is shot down; 120 seconds cooldown; Cannot be used in enemy base areas; Mutually exclusive with airdrop supplies

L3a 双机P47火箭空袭(Dual P-47 Rocket Strike) 3CP:

Spend 120 ammo to designate a target location within the field of view, two P-47s with 520 HP will enter from the designated direction at an interval of 2 seconds, and after about 7 seconds, 5 HVAR rockets will be fired at each target area, with an interval of 0.2 seconds and a dispersion area of 4×35m (per sortie); The aircraft speed 60, does not provide visibility; Not to be released within the base area; 120 seconds cooldown; Mutually exclusive with carpet bombing

5-inch HVAR rockets:

Alpha Damage: 200; Number of bombs per drop: 6×2; Armor piercing: 1000

AOE radius: 6; Distance Judgment: 1/2.5/4.5; Damage Multiplier: 1/0.25/0.05; Armor piercing: 315/283.5/255.15

Special: A single shot can cause damage to up to 3 models in the team; 0.75 times damage against garrison; 0.25x damage to buildings and infantry

L3b 地毯轰炸(Carpet Bombing Run) 5CP:

For 180 ammo, designate a target location within the field of view, three B-25 bombers with 4000 health will enter from the edge of the map at 1 second intervals, and after about 12 seconds, each aircraft will drop 6 high-explosive bombs on the target area, at 0.2 second intervals, with a dispersion range of 5×45 (per sortie) and a 15m distance between aircraft; Aircraft speed 30; Does not provide a view; 120 seconds cooldown; Not to be released within the base area; Mutually exclusive with twin P47 rocket air strikes

325磅高爆炸弹(B-25空袭)

Damage per shot: 240; Armor piercing: 1000

AOE radius: 14; Distance judgment: 2/6/8; Damage Multiplier: 1/0.25/0.15; Armor Piercing: 1000/1/1000 (This is a bug?)

Special: A single shot can cause damage to up to 3 models in the team; 0.75 times damage against garrison; 2x damage to buildings, 2x armor piercing

R Right Line: Airborne Infantry

R1a (Path eases) 0CP:

Passive skills, after selection, all Recon squad squads on the field and newly built will be immediately replaced with Pathfinders, inheriting HP, Experience, and upgrades; Mutually exclusive with airdrop heavy machine guns

R1b 空投重机枪(Heavy Machine Gun Paradrop) 0CP:

Spend 220 manpower to designate an open target location, a C-47 Douglas transport plane will enter from the edge of your map, and drop an M1919 heavy machine gun and crew at the target location, the attributes are shown in the unit section; The aircraft will not be harmed; Unable to parachute in the area of the enemy base; 75 seconds cooldown; Mutually exclusive with Wayfinders

R2 伞兵班空降(Paratrooper Squad Paradrop) 1CP:

Spend 320 manpower to designate an open target location, and a C47 Douglas transport plane will enter from the edge of your map and airdrop a paratrooper squad at the target location, the attributes are shown in the unit section; The aircraft will not be harmed; Unable to parachute in the area of the enemy base; 45 seconds cooldown

R3 反坦克班空降(Anti-tank Gun Team Paradrop) 2CP:

Spend 250 manpower to designate an open target location, and a C-47 Douglas transport plane will enter from the edge of your map and drop an M1 anti-tank gun and crew at the target location, the attributes are shown in the unit section; The aircraft will not be harmed; Unable to parachute in the area of the enemy base; 30 seconds cooldown

[Airborne Combat Group] evaluation

This commander does not contain any episodes of shooting down his own transport plane or blowing up his own steamed buns with bombs, so please feel free to eat them. (?

As one of the characteristics of the U.S. military (for three generations), the airborne battle group is still selected as the U.S. military's battle group in this game, which uses special airborne units to complement the player's system strength, and further improves the overall strength of the U.S. military with diversified air support capabilities, and finally uses the sharp air support firepower to win.

Left line:

Smoke grenade air strike/hovering reconnaissance

As a branch of the first option of air support, even if the smoke grenade air attack will not be used again, the advantage of 0CP is also there (of course, because it costs ammunition, so in fact, 0CP will be used when it is pointed, after all, the first round of ammunition must be used carefully), and the widespread use of air-dropped smoke grenades has long been practiced by the Germans in the second generation (and it cannot provide a vision dish), whether it is blinding the enemy or saving the lives of friendly troops, this skill is a very convenient choice, that is, the inherent disadvantage that air skills can be interrupted need to be paid attention to; Circling reconnaissance is also a skill with a fairly high appearance rate, a skill that continues to provide a deep and large area of real vision is always fragrant, if you encounter a German army that does not replenish air defense, it is almost equivalent to a unilateral transparency of the situation, the use of advice is to try not to throw empty, and try not to waste ammunition, pinching reconnaissance backup instead of playing with the CD is always useful.

In terms of choice suggestions, the faster the rhythm, the more inclined to smoke bomb air strikes, the shorter the battle line, the more unnecessary it is to circle and reconnoiter (after all, there are many ways to open eyes in this generation), and you should also pay attention to the rotation of ammunition when you use it, after all, they do not provide real killing ability, and it is ridiculous and generous to appear that RM pierces the smoke to the side and then finds that there is no money to throw grenades.

Airdrop supplies/airborne reinforcements

These two skills are currently relatively decent after adjustment: airdrop supply is the fastest 1CP manpower skill to appear, providing front-line troops with combat continuation capabilities by airdropping medical boxes (for the US army RM and the airborne six-person squad class, it will not be so soon to go home to replenish people, so there is also a certain phase), the included ammunition box is to provide the US military with an instant ammunition rotation for the next ammunition consumption, to some extent, it is considered to use ammunition to earn back manpower, of course, 125 manpower is indeed not cheap, throwing twice is almost able to produce team RM, so you still need to pay more attention to the frequency of use, which is a skill that requires careful consideration; Airborne reinforcements, a C47 (equipped with an AOA angle limiter) with an acute angle maneuver in the target area every four seconds to drop a newly created lucky boss to replenish his friendly team. After undergoing changes, although it is free to replenish, and this 4000 blood C47 is as hard as the Flying Barracks, its mandatory (only 4 seconds to throw one) and randomness greatly limit the strength of this skill, and 150 ammo is not cheap, after all, there is a big kill move behind, in short, it also depends on the timing of the use at present.

The choice of recommendations depends on the preference, and if the delivery intensity is low, the effect of airborne reinforcements can be controlled to a certain extent, and priority can be given.

P47 rocket/carpet bombing

The two offensive off-field support skills at the bottom of the right lane are also very different due to the difference in CP points.

The P47 rocket is an air attack skill that can appear in the middle of the game, and in this version, the use of this skill has become more explicit due to the fact that the mine has changed the green rocket to a yellow rocket and cannot be used against people. The HVAR of the two large milk bottles has a single shot of 200 damage and 1000 wear, which can quickly give huge damage to the German armor (in comparison, what kind of watery thing is the second generation of your milk bottle spray), although it is still not as violent as the big German Stuka 1000 wear 792 (after all, the interval is fired, and the missed shot is 200 injuries and water drifting), but fortunately, the third generation of pathfinding is rotten, as long as the German armor begins to crowd people, it is the time to harvest strongly, but because the attack range is only one line, you still have to pick a location and timing when using, otherwise it is easy to smash the floor; And carpet bombing is the only large-scale offensive support skill among the current commanders of the U.S. military, calling three B25 to find the way directly to a rectangular area to carry out a devastating strike, 240 wounded 1000 wear a large bomb will be either dead or disabled, almost no units can survive in the air raid area, of course, the shortcomings of this bombing skill are also obvious: due to the higher CP requirements, its appearance time is relatively late (it will also lead to the state of wanting to support skills but can't), almost to the late time period, so as an air skill survival defects are more obvious, being beaten down one or two to the output effect is relatively much weakened, and 180 ammunition can not be saved casually, and the timing of entry and bombing areas must be picked to use it, otherwise you will have to make jokes like "worth 30 Bismarck's hard coastal defense guns".

This branch can be said to be the branch with the greatest tendency for the commander to choose, and it is also an offensive skill, and there is a big difference in the timing, object of action, and range of action, generally speaking, 11 is too small for B25, and 44 is too big for P47, but specifically it is mainly for the choice of the player's target timing, if you want to play an advantage as soon as possible, earlier skill support is always useful.

Right line:

Airborne machine gun/pathfinder

Newest Understanding VS Oldest Understanding (Fog)

As the first and only choice on the right line, the skills of the two 0CP are obviously for the player to use at the beginning, of course, due to the different nature of the unit, the two skills actually have different emphases, and make more critical components for the composition of different US troops: the pathfinder as a large reconnaissance, under the condition of certain combat effectiveness/survivability, can alleviate the embarrassing situation of the two US troops "no soldier resistance line", of course, it can also be used as a better auxiliary unit with a better RM attack; As an airborne skill with a crew, the air-drop machine gun can quickly provide a full-fledged setup for the US military, which greatly improves the front-line resilience of the US military. Of course, after Wayfinding was locked in the basement by a mine, the skill option of Wayfinding became less tempting, but 1919, which arrived at the scene at a speed of 220 manpower, became hot, and of course, the PF Seaspeed Paratrooper still has its tactical status, and it is still worth trying.

Soldiers:

The single-line choice of the right line 1CP, the single line means that its choice also comes from the timing of the appearance, due to the resilience and high growth of the RM pile (future can be expected .jpg), the necessity of the paratroopers is not so strong, the current tactical choice is to strengthen the resilience of the PF and the erection school (after all, the PF base is still a reconnaissance, the strength is quite insufficient), or in order to give the RM US army who has not yet three copies an anti-armor option (but just two Ba group cards, and the back can also be airborne AT). Therefore, if it is not necessary (because of the choice of two books + pf and the line cannot be carried at all), the paratroopers do not have to take it out immediately and use it, and they can evenly give the CP to the left line.

Air Fallout AT:

The final choice of the right line, due to the existence of the attached airborne crew, and the mentally handicapped technology position that the American AT needs three copies, this skill can be described as the savior of the U.S. military who jumped four books / didn't have time to shoot three copies, and the price remains the same, and it also saves the time to build and slowly push to the front line, which can be described as a T0.5 skill, therefore, spending 3CP to finish the right line is also a pretty good choice.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

【装甲战斗群】(Armored Battlegroup)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

L Left Line: Engineer Units

L1a 突击工兵(Assault Engineers) 0CP:

Passive skills, after selection, all steam of the engineer squad on the field and newly built on the field will be immediately replaced with assault sappers, inheriting HP, sophistication and upgrades; Mutually exclusive with experienced car crews

L1b 老练车组(Veteran Crews) 0CP:

Passive skills, all vehicle units on the field will be immediately upgraded to 1-star Veteran (if there are more than this experience point, it will not be affected), and newly crafted/acquired units will also have their own 1-star Experience; Mutually exclusive with assault sappers

L2a 战地维修(Field Repairs) 2CP:

Costs 100 ammo, and after activation, all vehicles will regenerate health at a rate of 20 HP/s for a duration of 45 seconds, and repairs can be performed while moving; Maintenance is suspended when entering combat state; 120 seconds cooldown; Mutually exclusive with the M31 recovery vehicle

L2b M31回收车(M31 Recovery Vehicle) 1CP:

Spend 300 manpower and 30 oil to summon an M31 recovery vehicle to enter the field, and the attributes are shown in the unit section; 60 seconds cooldown; Mutually exclusive with field maintenance

L3 战争机器(War Machine) 3CP:

Passive skills, all vehicles built from production buildings have their manpower costs reduced by 25%

R Right Line: Armor Doctrine

R1a 133 0CP:

Passive skill, all vehicles built from production buildings on your team reduce the construction time by 50%; Mutually exclusive with the torrent of steel

R1b 钢铁洪流(Strength in Steel) 1CP:

Passive skills, reduce the population of all vehicles in U.S. military-produced buildings and armored battle group summoning vehicles by 2 (light vehicles) or 3 (medium and heavy vehicles); Mutually exclusive with rapid deployment

R2a M8"斯科特"自行火炮(M8 Scott SPG) 3CP:

Spend 280 manpower and 45 oil to summon an M8 "Scott" self-propelled gun, the stats are shown in the unit section; 60 seconds cooldown; Mutually exclusive with search and destruction

R2b 搜寻摧毁(Seek and Destroy) 3CP:

Costs 125 ammo, increases the speed of all allied vehicles by 50%, reduces reload by 25%, and increases accuracy by 35% for a 40 second duration. 60 seconds cooldown; Mutually exclusive with the M8 "Scott" self-propelled gun

R3 M4A3E8谢尔曼战斗小组(M4A3E8 Sherman Combat Group) 8CP:

Spend 650 manpower and 105 oil to summon a team of 1-star experienced sappers to enter the field in the M4A3E8 Sherman tank, if the Assault Engineer has been unlocked, it will be changed to a 1-star experienced Assault Engineer, the attributes are shown in the unit section; 60 seconds cooldown

[Armored Battle Group] evaluation

The battle group with the enhancement of vehicle units in the U.S. military system as the core, the bonus is basically for the vehicle unit, which is a more biased choice for later operations, not to mention that the U.S. military has an infantry support center to do the early line capability reinforcement, with the main armored battle group in the later stage, the enemy can feel the complete body of the U.S. military's powerful system of combat at all times, and it is one of the popular ways to play since the start of the service.

L1 assault sappers and veteran vehicle crews

As mentioned in the Units section, the Assault Sapper can start with a strong suppressive effect on certain maps, especially in the case of street battles and many houses. If it is not such a scenario, the more general choice is the veteran car group, as a 0CP skill, its effect is simple and powerful, and it comes directly with a 1-star veteran vehicle so that you can immediately unlock the bells and whistles of the US military's skill selection, which can be described as jaw-dropping for the second generation of veteran players

L2 Battlefield Repair and Recovery Vehicle

Both are logistical skills that enhance armor attendance, and the joy of retrieving a vehicle is unmatched for recreational players, while battlefield repairs are a more versatile option for spending ammo to repair a vehicle. After all, the U.S. military is still very poor in rhythm due to camp defects, and it is still very easy to repair the car unconditionally, although it is not as good as the IMBA effect of the defense next door while fighting and repairing, but it is better to repair it quickly, whether it is to quickly restore Xia Fei's ability to rush into battle in the early stage or repair a large number of remnant blood steamed buns in the middle and late stages of the hell cat to let the sappers sleep peacefully, the price of 100 ammunition is still very cost-effective for the U.S. army of the armored company

L3 War Machine

The final skill of the left line, compared with the summoning of the right line, represents the two tactical directions of the battle group, and quickly clicking the left line to reduce the price of the vehicle in the book is a great acceleration of the three light armor sea or quickly lifting out the middle tank. However, the mutual exclusion of CP points also means that the arrival of E8 is far away, and it needs to rely more on timing and the quality of the internal armor to quickly gain an advantage in the situation, and cooperate with the mechanization center to achieve better results

R1 Rapid Deployment and Steel Torrent

Compared with the simple strength of the left line, these two skills seem to be a bit of a mosquito leg, and if you want to quickly rush to the E8 large piece, you generally choose the rapid deployment of 0CP (but hold E8 basically does not get out of the car, obtuse angle); Relatively speaking, the maintenance fee reduction brought by the population reduction is still a more real bonus, after all, the maintenance fee calculation method of this generation is different from that of the second generation, and the general maintenance fee of the vehicle unit is relatively high (named by a certain person to make a supply of dio hair), and increasing some human income may have a butterfly effect on the whole game, who knows

R2 Teapot with Seek Destroy

The third-generation teapot is not as good as the anti-heaven attribute of the second generation, which is a bit difficult to describe, but at least it is a curve unit, which can make up for the shortcomings of the lack of firepower in the US military, and it also has its place in 11 or 22 as a mobile anti-man light armor to catch a wave of timing; And the mediocre teapot corresponds to each other,Search and destroy can be described as the magic skill of the U.S. armored company,It wasn't until the mines unpacked themselves that they finally saw the true face of this skill:The U.S. armor under the super high speed bonus and the blessing of the rate of fire buff can flock to the armor of the German army from multiple directions,Xia Fei and Hellcat can even superimpose another layer of their own acceleration incarnation into the southern European car god,Quickly move to the dead corner of the AT and go around the weak point of the zoo to attack,And then calmly withdraw,It is full of operation to use,It can be described as an adrenaline soaring skill, with good use, you can often break the enemy's mentality in one wave (of course, it is also possible to send it all in one wave to destroy your own mentality)

R3 Jane Eight Battle Group

Needless to say, from the files that have been repeatedly fired at the mines, we can see how important Jian Ba is to the US military as a large piece of positioning. The summon attribute that does not need to be upgraded to four books makes the pure right line hard to hold resources and other CP to quickly lift out two cars to give the German guy a little bit of American industrial shock The style of play is all the rage, and it is now a way to play although it has been cut but still has to play (fast forward to Jane Eight into the book, M4C: "This I am familiar") The attributes of Jane Eight itself are good, the people are all-in-one, and the body is more bloody than the ordinary Zhongtan, and more importantly, it can be raised in the sea, and the effect is better with the 1-star sophistication of the left line, and it is very comfortable overall; The sappers (assault sappers) that come with the gift package can alleviate the problem of insufficient car repair in the U.S. military, although the bundling is very annoying, but on the upside, a high-level medium tank + a team of soldiers only needs 650 manpower and 105 oil, and after all, it still earns some money in terms of value.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

【特种行动战斗群】(Spectial Operations Battlegroup)

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

L Left Line: Combat support

L1a M29黄鼠狼侦察车(M29 Weasel Recon Vehicle)0CP:

Spend 240 manpower to summon an M29 Weasel Reconnaissance Vehicle to enter the field, see Unit section for attributes; 60 seconds cooldown; Mutually exclusive with the M29 weasel assault group

L1b M29黄鼠狼突击小组(M29 Weasel Assault Team)1CP:

Spend 360 manpower to summon a team of engineers to upgrade the flamethrower to enter the field in the M29 Weasel reconnaissance vehicle, see the unit section for attributes; 120 seconds cooldown; Mutually exclusive with the M29 Weasel reconnaissance vehicle

L2a 标记车辆(Mark Vehicle) 2CP:

For 50 ammo, an enemy vehicle unit in a designated non-base area of view immediately sends a 1000 HP Grasshopper reconnaissance aircraft to track and hover in a 90m radius near the target vehicle, with a speed of 36, providing a 50m radius of vision and a 10m anti-stealth field of view on the path; For 30 seconds, the target size is increased by 50%, armor is reduced by 25%, and damage taken is increased by 25%. Cannot be used on tagged targets; Spell suspension when the aircraft is shot down; 30 seconds cooldown; Mutually exclusive with the P-47 strafing

L2b P-47扫射(P-47 Strafing Runs) 3CP:

Spend 100 ammo to designate a target location within the field of view, and two P-47s with 240 HP will enter from the specified direction at an interval of 2 seconds, and after about 5 seconds, they will strafe the target area in turn, covering an area of about 10×45m; The aircraft speed 60, does not provide visibility; Not to be released within the base area; 60 seconds cooldown; Mutually exclusive with tagged vehicles

Damage per shot: 30; Armor piercing: 20

Duration of a single attack: 1 second; Rate of fire: 20

The AOE mechanism is unclear (Note: Measured damage to a single target fluctuates between 60-150)

L3 M4A1谢尔曼“威兹班”(M4A1 Sherman Whizbang) 5CP:

Spend 380 manpower and 80 oil to summon an M4A1 Sherman "Wizban" to enter the field, and the attributes are shown in the unit section; 120 seconds cooldown

R Right Front: Combat Operations

R1a 突袭照明弹(Raiding Flares) 1CP:

Spend 65 ammo, designate a target location, and after 3 seconds, 3 flares will be fired outside the map in turn to illuminate the target area, with an interval of 2 seconds, spreading 15m; Each flare provides a 50m radius (no stealth detection) for about 30 seconds; Accuracy of allied infantry within a 50m radius of flares increased; 120 seconds cooldown; It cannot be released in the area of the enemy base; and the smoke screen are mutually exclusive

R1b 烟幕(Smoke Screen) 1CP:

Spend 40 ammo, designate a target location, and about 2 seconds the off-map artillery will fire 3 smoke grenades at the target area, with an interval of 3 seconds and a spread of 5m; Smoke radius 6.5m for 20 seconds; 120 seconds cooldown; It cannot be released in the area of the enemy base; Repels each other with Raid Flares

R2 SSF突击队(SSF Commando Squad) 2CP:

Spend 440 manpower to summon a team of SSF commandos to enter the field, and the attributes are shown in the unit section; 120 seconds cooldown

R3a 突击行动(Assault Operation) 2CP:

Costs 110 ammo, increases the speed of all infantry (excluding mounts) by 200% and reduces the accuracy of taking 30% for 45 seconds. 120 seconds cooldown; Mutually exclusive with airdrop resupply operations

R3b 空投补给行动(Air Re-supply Operation) 3CP:

Spend 180 ammo to designate a target location with an open field of view, and three C-47 Douglas transport planes will enter the map at 1-second intervals from the edge of the map, dropping an M1 anti-tank gun, an M1919 heavy machine gun (all without crew), and a fuel supply box at the target location, which can be picked up by infantry. The aircraft has a speed of 30, does not provide a view (but has 10m stealth detection), the aircraft will not be harmed; Supply tanks are unharmed, each tank provides 40 oil; Unable to parachute in the area of the enemy base; 120 seconds cooldown; Mutually exclusive with assault operations

[Special Operations Combat Group] evaluation

Commanders, who are known for their special summoning units and flowery skills, fit their "special operations" positioning, and whether it is 11 or 44, they are quite popular choices

L1a M29黄鼠狼侦察车/L1b M29黄鼠狼突击小组

1CP more than 120 manpower on the right line for a team of Spitfire sappers. How to say it, if you really hit the 1cp weasel, plus the time to upgrade the machine gun, you may really only be able to come in and run away in the middle of the station, and the flamethrower can't fire in the car, so he can only get out of the car. Even if it is the money for a flamethrower with manpower, most of the time it is obviously not worth it, maybe the city map can be considered.

L2a 标记车辆/L2b P-47扫射

The sense of presence itself is not very strong, but the skills themselves are very good, and I feel that the ammunition of the US army is still relatively insufficient. The simple and easy-to-understand locking of the left line has a significant effect on the field of vision and 25% vulnerability, but it will be more uncomfortable when facing air defense. The right line strafing is not weakened like the empty finger strafing, and it is still the original data, so if you put it well, you can directly dismantle the German army's replenishment bunker, or press the red machine gun, which is a very useful skill in the early stage, whether it is a breakthrough or defense. To put it bluntly, 100 ammo is indeed a bit expensive. Just choose according to your Xi.

L3 Rocket Manju (omitted)

R1a Raid Flares/R1b Smoke Screens

Again, it's a skill that's practical, but it may not have a strong sense of presence. In addition to giving vision, flares also give infantry a buff, and when combined with teammates or your own mortars, the attack will be very smooth and comfortable. It can also be used as a buff skill in normal times, and you don't have to worry about being knocked down by air defense like you do with the plane vision. And who knows who uses the off-site smoke, whether it is to help the infantry block the machine gun or cover the retreat of their own vehicles, there are its application scenarios, that is, it is easy to run out of ammunition if you shoot too much. Both skills are biased towards the early and mid-stage offensive and breakthrough skills of the infantry, but the CP requirement for choosing the smoke screen branch is less, which is a point to consider when using the quick SSF tactic to gain an advantage in infantry combat.

R2SSF(略)

R3a Assault Operation/R3b Airdrop Supply Operation

The left line assault operation is also an infantry buff, focusing on the effect of a breakthrough in a short period of time and competing for VP in a large late multiplayer game, but in terms of effect, the price of 110 ammo is indeed a bit expensive, and the CP is also in the late stage. The right line can make up for the large demand for technology and fuel in SSF+ISC, and there is no anti-armor ability, but the same problem is that the fastest 6cp time of 1+2+3 is indeed a bit long, and the ammunition consumption is also large. There are a lot of small skills in this battle group itself, and the ammunition is really not enough. R3 is not as smooth as L2/R1, but it is always a choice, and it can be pointed out according to the battlefield situation when the extra CP points are really needed.

"Company of Heroes 3" U.S. Army Units Detailed Illustrated Illustrated U.S. Army Arms Buildings and Battle Groups Detailed Explanation

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