Blitzkrieg II Commander's Manual

Gameplay

Soviet Union

Axis Powers

Allied Nations

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Allied Units





Infantry


There is a great varience in the quality of the infantry in the different Allied nations. The British have always relied on a small professional army. Their infantry are highly skilled and of good quality but are augmented by a large number of poorly trained volunteers. This is offset by recruits from the colonies and the commonwealth nations. With the Austrialians and Indians busy in the Middle East and Asia the Canadians ended up providing a huge number of troops. The French however have suffered from a pacifist left wing government determined to turn solidering into a 9-to-5 job without unsightly marching and tough conditions to push its soliders too hard. As a result the French army is an army of specialists, good enough as their specific task but lacking the initiative or ability to be adaptive. The US has a very small army but can rely its huge manpower to supply a great many educated and motivated recruits when it joins the war.





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Riflemen (early)

Tech:

Start

Cost:

50

Training Time:

5 secs (trains 2)

Health:

60

Firepower:

40 (bullet)

Rate of Fire:

1.5 secs

Range:

200

Riflemen are the backbone of any army. They can shoot enemy infantry at long range, shoot them out of garrisoned buildings and supress enemy tanks. French infantry wear distinctive blue uniforms while the British wear their traditional khaki. There are penetious lies that French infantry are inferior to the British and that they lack the will to fight, but this is disgraceful defeatism and anyone heard spreading such lies will face court-marshal.



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Anti-Tank Rifles

Tech:

Start

Cost:

200

Training Time:

6 secs (trains 2)

Health:

60

Firepower:

10 (light-penetration)

Rate of Fire:

2 secs

Range:

220

These troops use anti-tank rifles. These are huge weapons, barely portable by a single soldier. They fire large calibre bullets designed to penetrate light tank armour. However they are more effectively used to target fuel lines, tracks and other weak points on enemy vehicles. Anti-tank rifles are used to disable enemy tanks, giving an opportunity for heavier guns to destroy them.



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Allied Snipers

Tech:

Level 1

Cost:

500

Training Time:

15 secs

Health:

60

Firepower:

100 (bullet)

Rate of Fire:

8 secs

Range:

300

Snipers are primarily forward observers. They are invisible to most enemy units allowing them to provide essential intelligence on enemy troop movements. Further, they can spot other stealthed units that are close by - since these are normally other snipers, their high powered and long-ranged rifles are essential for self-defence. However they are also great for shooting enemies out of garrisoned buildings from beyond their rifle range, and for killing enemy officers.



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Allied Officers

Tech:

Level 1

Cost:

500

Training Time:

20 secs

Health:

10

Officers guide their troops on the battlefield. They give an enhanced understanding of the tactical situation to their superiors (you) with a large vision range and the ability to spot concealed enemy units and structures. They also provide guidance and inspiration to nearly troops, inspiring them to fight better and coordinating fire to improve effectiveness when targeting the officer's designated target.



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Riflemen (late)

Tech:

US Intervention

Cost:

50

Training Time:

5 secs (trains 2)

Health:

60

Firepower:

40 (bullet)

Rate of Fire:

1.5 secs

Range:

200

With the fall of France the number of French troops availible to fight for the Allies shrank dramatically. However with the United States finally in the war they can take up the manpower slack and begin providing GIs to bolster the beleaguered British.



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Thompson Sub-machine-gunners

Tech:

US Intervention

Cost:

60

Training Time:

6 secs (trains 2)

Health:

60

Firepower:

3 (bullet)

Rate of Fire:

(rapid fire)

Range:

110

Sub-machine-guns are designed to fire pistol calibre bullets very quickly reducing the need for careful aiming. They were developed to allow infantry to assault entrenched enemy positions. These troops are shock-troops trained to combat enemy infantry and artillery in close quarters. They are great for urban warfare and are a match for riflemen, but they lack versatility and are useless against tanks. The Thompson is a very expensive weapon but with the US in the war such concerns are redundant.



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Bazooka Team

Tech:

US Intervention, Special Weapons Level 2

Cost:

125

Training Time:

9 secs (trains 2)

Health:

60

Firepower:

260 (rocket)

Rate of Fire:

4 rockets @ 6 secs (45 second reload)

Range:

125

The Bazooka is a short ranged recoiless rifle that fires a rocket propelled HEAT warhead. It detonates like a high powered blowtorch, incinerating the metal armour on the target vehicle and sending a jet of molten metal particles inside. Anything caught in this huge jet is obliterated. The extreme penetration of these weapons makes them perfect for point-defence but a poor range and lack of accuracy means they are less suited to offensive action. Their best use is in concealed pillboxes where the enemy is likely to get close before they are even aware of the Bazooka's presence.



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Combat Engineers

Tech:

Start

Cost:

400

Training Time:

15

Health:

100

Combat Engineers are very useful infantry. They lack any ability to directly fight with enemy troops, but can prepare the battlefield to give friendly troops an edge. They can build towers, mines, tank traps and bunkers as well as planting dynamite on enemy buildings to disable them. As well as building defences they can also repair nearby friendly tanks, just move them into proximity and they will get to work automatically.



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SAS Commandos

Tech:

Air Level 3

Cost:

27000 per drop - 30 Commandos & 3 Locust Tanks, includes 17500 rebate if DC-3s and Lancasters survive

Recharge Time:

3 mins 42 secs (per drop)

Health:

60

Firepower:

3 (bullet)

Rate of Fire:

(rapid fire)

Range:

110

SAS Commandos are elite infantry. They are trained to use the latest technology to land beind enemy lines and sow disruption and mayhem. They land in massed airborne assaults alongside glider borne Locust tanks. When they land they can do many things. With SMGs and grenades they are well equipped to storm enemy buildings and take over strategic towns. They can plant explosives to disable enemy production or they can prepare defenses to create a tough defensive obstacle. With their gammon bombs, small mesh bags full of plastic explosives, they are well equipped to take on enemy tanks and can cause huge destruction if operating from concealed positions. However their priamry mission is to force the enemy to redirect a large proportion of their forces to deal with them, weakening the front lines and allowing conventional forces to smash their defences more easily.



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SOE Operatives

Tech:

Special Weapons Level 1

Cost:

1500

Recharge Time:

3 mins 42 secs (per drop)

Health:

60

Firepower:

20 (bullet)

Rate of Fire:

0.5 secs

Range:

100

Maxiumum:

5

The Allied intelligence effort was the most successful of the war. Through the efforts of Royal Navy sailors abord the destroyer HMS Bulldog the German U-boat U-110 was captured along with a working enigma machine. This brave action, together with the work of the code breakers at Blechly Park led to a cracking of the German enigma machine. Thus the Allies were able to read German communications. This success was aided further by the turning of German agents into double agents. Through misinformation the advantage of Allied intelligence was advanced still further. In Blitz the Allied commander will gain access to spies to represent this intelligence network. Their huge vision range and stealth detection should give the Allies a massive intelligence advantage over their rivals. When the time comes to take the initiatve they should know exactly where to stike to deal maximum damage to the enemy.