Elite infantry extremely effective against infantry at short-range. Can throw grenades and anti-tank bombs. Heals when out of combat.
The Commando Section is an elite UKF infantry unit. In multiplayer skirmishes, they are only available as a call-in from the Royal Air and Sea Battlegroup. They should not be confused with the
As expected for an elite unit, they are considerably more expensive but are also of higher quality. They come with a large squad size of 6 and have more health than standard infantry units.
Commandos are armed with Sten SMGs which are very effective at close range but performs poorly beyond that range. They also bring with them a large amount of utility not commonly found in many units due to a large variety of abilities.
By default Commandos come with several abilities. Passive Healing allows them to slowly heal health over time when out of combat. Concealment is a passive ability that allows them to camouflage when in cover - attacking to break the invisibility grants them an ambush bonus that significantly increases accuracy and damage temporarily. In addition, the 'Cooked' Mills Bomb is a special hand grenade ability that has a far shorter fuse time, making it deadlier as there is less time for an opponent to react to it. Sticky Bomb is an anti-tank snare ability, useful to immobilize vehicles. High-Explosive Demo Charge allows them to plant a powerful demo charge similar to planting a land mine - once completed, the demo charge will camouflage and can be detonated manually by the player. Lastly, upon reaching veterancy level 1 the Commandos gain the Concealment Smoke ability which drops a smoke grenade at their location while also removing any suppressed/pinned state. More information about these abilities can be found in the below sections.
With how Commandos are kitted out, they are quite versatile and make for fantastic flankers especially since they are air-dropped in initially. Commandos are very effective at close range, but this damage output goes up to extreme levels if one can utilize their ambush bonus from Concealment, with surprise ambushes very easily wiping out squads if the opponent does not react fast enough. As such it is common for Commandos to lie in wait near valuable areas like a capture point (use Hold Fire to avoid giving away their position), then ambush after enemy infantry get close. Their numerous abilities allows them to be effective in practically any situation, so as situations evolve one can use them to threaten vehicles with AT snares, surprise enemies with grenades, and even plant Demo Charges to deal with static defences. After reaching veterancy level 1, the ability to instantly drop smoke at their feet makes them even more effective combatants as it can be used for a variety of things such as emergency defensive screens, pushing HMG teams, stalling on capture points, etc.
On the other hand, they are very expensive and can be difficult to attain, having very expensive deployment and reinforce costs. In addition, they are only effective at fighting in close range so one must be wary if they cannot get the jump on the enemy. Since a lot of their power comes from leveraging their abilities and strengths optimally, Commandos have an incredibly large 'micromanagement tax' on players. They have both a high 'skill floor' and 'skill ceiling', meaning they require a large investment of effort/time to both earn a basic level of success and also to master. Nonetheless, if one can master using their complex kit properly, they can be an incredibly powerful tool in the UKF arsenal.
This unit benefits from the Infantry Training upgrade available at the
1200 XP
3600 XP
7200 XP
Concealment Smoke: Active ability that is granted upon reaching veterancy level 1. When activated, the squad immediately drops a smoke grenade at their location. As with any other smoke ability, it will obscure vision to all units attempting to look through the smoke. In addition, this ability immediately breaks any suppressed/pinned conditions, allowing them to take action right away. Note it breaks current suppression on activation, but does not make them immune to suppression sources. A great complement to the Commando kit, it opens up a lot of options for them defensively and offensively. Examples include using it to save the squad from dying or staying suppressed, and using it to break line of sight in order to stall and capture/decapture an objective.
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Passive Healing: This unit passively heals at a rate of 1.6 health per second when out of combat. Great synergy with Commandos, whom typically are fighting behind enemy lines or waiting patiently in cover.
Concealment: Passive ability. The squad gains camouflage when in cover and out of combat. This means the unit is invisible to enemies unless they get fairly close. Moving out of cover for a few seconds, using abilities, or attacking will remove this invisibility. While in Concealment, the squad gains an ambush bonus after firing from camouflage, granting a massive temporary bonus of +25% damage and +40% accuracy for 5 seconds.
'Cooked' Mills Bomb: Active ability. Throws a hand grenade at the target area. The timer for this grenade is much shorter than regular grenades (slightly less than 1 second), giving opponents far less time to react. Effective against infantry especially those clustered in cover or garrisoned in buildings.
Sticky Bomb: Active ability. Anti-tank snare ability that will hinder a targeted vehicle. Will cause 'Crew Shocked' to a healthy vehicle, temporarily slowing it down to a crawl. If the damage is enough to bring the vehicle to 50% or less health, the ability will instead cause 'Engine Damaged 'which hinders the vehicle permanently until it is fully repaired.
High-Explosive 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. Demo Charges are generally best used as a means of destroying static structures and positions. While one can attempt to use it as an ambush trap, this is generally very difficult since unlike mines, they can be detected by proximity.
Infantry Training: Available from the
Sten-commando-uk-sp | Near | Mid | Far |
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Accuracy | 0.42 | 0.25 | 0.15 |
Range | 10 | 15 | 35 |
Like any other SMG, the Commando default weapons are most effective at close range, but beyond 10+ meters it drops sharply in DPS performance.
The British Commandos were one of the first modern special forces formed during WW2. In the present day, they are now known as Royal Marines.
The accent of this unit appears to be 'West Country' from the south-west of England.
Commando Section
Several British elite short-ranged infantry units are having their damage-per-second at point-blank improved to compensate for recent time-to-kill changes.
SMG near accuracy increased from 0.42 to 0.5
Mid-range cooldown reduced from 200% to 125%
Demolition Charges
Demolitions Charges have undergone a comprehensive system and balance rework. See patch notes for details.