The Bazooka Squad is a USF infantry unit. In skirmishes it is available from the
The Bazooka Squad serves as a basic 'lightweight' anti-tank infantry squad for the USF. As the name implies, they are armed with 2 Bazookas that are effective against vehicles, but ineffective against infantry. Durability wise, they are somewhat fragile due to the limited squad size of 4 soldiers.
As one of the earliest anti-tank weapons that the USF can access in a match, the Bazooka Squad can be useful as a relatively cheap unit to deter vehicles, especially light vehicles. Their rocket launchers have great penetration for an infantry weapon, although its damage is somewhat lacking. Compared to the Axis Panzerschreck, the Bazooka is significantly weaker in damage and penetration values, though of course Bazookas themselves are more easily attainable over the Axis equivalent.
By default they have passive Steady-Fire. When the squad is stationary for a few seconds, it gains increased attack range until they move. Upon reaching veterancy level 1 they can choose between the Anti-Tank Satchel Charge or White Phosphorus Rocket abilities. More info about this unit's abilities and upgrades can be seen below.
Bazooka Squads are specialized for anti-vehicle duties and thus, are generally ineffective against infantry. Additionally, they are still infantry units that can be outpaced by many vehicles very easily, assuming the opponent has awareness and micromanagement skill. Compounding this is the fact that as with any handheld AT weapon, the squad must stand still to fire rockets. This is typically a major weakness for Bazooka Squads, as they often miss frequently at long range and have trouble closing the gap. To aid in this, clever use of their Steady-Fire passive can be quite helpful, granting them the ability to reach farther than one expects, but on the condition that they do not move for several seconds. Due to this condition, Bazooka squads are encouraged to play defensively and/or for ambush scenarios.
Due to the aforementioned weakness, Bazooka Squads are best used as 'soft counters' to vehicles. Early on they can deal with light vehicles effectively due to their fragility. As more advanced vehicles arrive, they are best used to support other stronger anti-tank weapons like AT guns rather than being the only solution to enemy vehicles. One can make the most out of them when using them to ambush, and to discourage vehicles from diving or flanking stronger dedicated anti-tank positions.
Units armed with bazookas can benefit from the Improved M9 Bazooka Rocket upgrade which improves its damage. This is obviously beneficial for the Bazooka Squad, but worth noting it will affect any infantry that picks up dropped bazookas too.
As with many small arms, terrain and elevation can significantly affect the effectiveness of Bazookas. These rockets are capable of colliding with terrain/objects much more frequently than many other weapons in the game, which can result in many awkward shots that fail to reach the target. Care must be taken where these squads are positioned, as they can accidentally destroy their own cover if it is highly elevated (especially 'large' cover such as vehicle wrecks), for example. Similarly, when using their White Phosphorus Rocket ability, it can easily backfire by exploding on terrain/objects on the way to the desired target location - thus, care must be made to ensure there are clear paths for the rocket to take, lest it explode right next to the squad itself.
Once they reach veterancy level 1, utility options open up. Anti-Tank Satchel Charge grants them a short ranged AT snare ability, similar to other snare abilities, albeit with higher damage and Munitions cost. Meanwhile, White Phosphorus Rocket allows them to spend Munitions to fire a special rocket that creates a phosphorus cloud. Unlike regular smoke clouds, this both obscures line of sight and deals continuous damage to those in its area, making it useful for area denial and threatening set up heavy weapons.
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4800 XP
All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.
Anti-Tank Satchel Charge: Active ability. Throws a timed satchel charge at the target vehicle, dealing damage and temporarily slowing the vehicle greatly by causing the 'Crew Shocked' state. If the vehicle's health is 50% or lower after the explosion, it will instead cause the 'Engine Damaged' state which permanently slows the vehicle until it is fully repaired. Behaves similarly to the Riflemen Sticky Bomb ability, although with higher damage and Munitions cost. A fantastic anti-tank snare, it is mainly limited by a very short cast range that Bazooka squads will often have trouble getting close enough for.
White Phosphorus Rocket: Active ability. Spend Munitions to fires a white phosphorus rocket at the target location, creating a phosphorus cloud. This smoke cloud both blocks vision like normal smoke clouds, in addition to also damaging any infantry units (including friendly) who linger in its area of effect. This can great for both regular smoke purposes of blocking enemy line of sight, but can also be useful for area denial and punishing set-up heavy weapon teams. Note that this ability is still subject to regular attack rules, and thus can 'malfunction' by exploding on terrain/objects not intended (ex. hitting terrain or large cover like vehicle wrecks next to the squad instead of target destination).
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Note: The Panzerschreck package is campaign exclusive and not available in skirmishes.
This unit can benefit from the following upgrades available at the Weapon Support Center:
Improved M9 Bazooka Rockets: Increases the damage of all standard bazooka rockets by +33%. Note it will apply to any unit using a bazooka, including picking up bazookas on units that normally cannot access it.
This unit can benefit from the following upgrades available at the Infantry Support Center:
Munitions Surplus: Reduces the Munitions costs of all infantry abilities, demolition charges, and land mines by 10 Munitions.
Demolitions Package: Globally upgrades all Riflemen, Engineer, and Bazooka squads with the ability to construct Demolition Charges and M6 Anti-Tank Mines.
Advanced Logistics: Reduces the Manpower reinforcement cost of all infantry by 25%, and squads reinforced from Triage Station casualties gain a small amount of veterancy XP.
Survival Training: Increases the maximum health of all infantry entities (individual soldiers) by +10 health.
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Steady-Fire: Passive ability available by default. When the squad is stationary for at least 3.5 seconds, this passive will activate. Grants the unit an additional 7.5 attack range. Passive is disabled as soon as the unit moves. This passive helps alleviate the Bazooka squad's major weakness of being unable to effectively fight mobile vehicles whom often can out-range and outpace them. Due to the condition of needing to stand still for several seconds, this encourages defensive/ambush style play with Bazooka squads.
The following additional construction options are available after the Demolition Package upgrade is attained from the Infantry Support Center.
Demo Charge: Constructs a demolition charge at target location for a Munitions cost. The demo charge must be manually detonated by the player and will not trigger based on proximity. Extremely damaging with a wide blast radius, capable of wiping out squads and severely damaging vehicles. After construction the demo charge is camouflaged but can be revealed by enemy units within direct 12.5 vision range (sight blockers like smoke and buildings will obstruct this). Will be detected at 25 range by units equipped with Minesweepers. When detected by minesweepers, it will be disabled and cannot be manually triggered. Minesweepers can also remove demo charges safely similarly to land mines. Will explode if enough damage is taken, providing an alternate means of triggering it intentionally or 'dismantling' it from a safe distance.
M6 Anti-Tank Mine: Lays down more expensive mines that only triggers upon vehicle contact. Deals far more damage than regular mines, and is quite capable of taking down many light vehicles on its own. Guaranteed to cause 'Engined Damaged' state to any vehicle.
Carbine-bazooka-team-us | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.8 | 0.6 | 0.3 |
Range | 7 | 20 | 35 |
Penetration | 1.5 | 0 | 0 |
This unit used to have access to a different veterancy ability called Tactical Movement which acted as a 'sprint' ability, granting increased movement speed for a short duration. Replaced with Anti-Tank Satchel Charge ability in the 1.7.0 patch.
Bazooka Team
While the Bazooka Team was a cheap anti-vehicle unit, vehicles outranged them making it difficult for players to understand the role of the Bazooka Team who were generally defeated by the same vehicles they were meant to counter.
To reinforce their role as an anti-vehicle squad, we have made a significant change to the unit in the form of a new passive ability, allowing the Bazooka Team to engage vehicles at longer range when fighting from stationary positions. This also gives the Bazooka Team a unique advantage over other anti-tank squads who need to close the distance with vehicles.
Manpower cost increased from 240 to 280
Satchel Charge moved to Veterancy 1 ability choice, replaces Sprint ability.
New Ability: Steady-Fire
When the unit is stationary for 3.5 seconds, it gains 7.5 range until it moves. Passive.
1.6 'Coral Viper' April 2 2024
The White phosphorous smoke from the Bazooka Team is being adjusted to be less lethal, giving enemies more time to leave the smoke and still be combat capable.
White Phosphorous damage per tick reduced from 10 to 7
Explosive damage removed; from 60 to 0