Support infantry with increased vision range. Captures territory faster than other infantry. Can reveal nearby camouflaged units.
The Scout Squad is a USF infantry unit. In skirmishes a single Scout squad is always spawned as a starting unit, and additional Scouts can be produced from the
As the name implies, Scouts are best suited to recon and capture duties. By default they have one of the highest capture rates in the game at x1.5 capture speed, alongside one of the highest sight ranges at 45 meters. They are also one of the cheapest squads that can be produced.
However they have a very small squad size of 3, alongside one of the lowest individual health in the game, making them very vulnerable in combat. This small squad size also contributes to their relatively low damage at all ranges. In addition, while they have a low initial cost to produce, their reinforce cost is fairly expensive relative to their durability. As such, Scouts are ill-suited to direct combat and generally are better off staying at long range supporting other units rather than taking direct fire themselves.
Scouts can be upgraded with Utility Package at a munitions cost, unlocking additional abilities: Smoke Rifle Grenade, and Recon Flare. Upon reaching veterancy level 1, they can choose between either Passive Healing, or Stealth Reconaissance. More info on these abilities can be seen below.
Scouts overall are fantastic utility units for the USF, but careful micromanagement is necessary due to their overall low durability and damage. With such a high capture rate and sight range, they are very useful for scouting ahead for the rest of your army while also aggressively capturing territory whenever possible. Upgrading them with Utility Package grants them incredible utility as flares are always useful for intel, and long ranged smoke grenades allows them to help deal with obstacles like set-up heavy weapons. Meanwhile their veterancy abilities allow them stronger staying power on the field through either healing or stealth.
Note that Scouts can be converted into the
500 XP
1500 XP
3000 XP
All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.
Passive Healing: Passive ability. When activated, allows the squad to heal themselves while out of combat for the duration. Activates after around 5 seconds of being out of combat. Entering combat will disable the healing effect.
Stealth Reconnaissance: Active toggle ability. When toggled on, the unit becomes camouflaged but at the cost of greatly reduced movement speed, inability to capture territory, and inability to fire weapons. Visually the Scouts will dive to the ground and crawl during this stealth mode. As with all camouflage abilities, the unit will be revealed if an enemy unit comes too close. Essentially a useful stealth ability that is strictly for recon purposes due to disabling weapons and territory capture. While it cannot be used in combat situations, it is great for hiding Scouts even in plain sight, allowing the player to make use of them for intel and await opportunities to toggle off when needed, such as to capture once again or help with a flank.
25
Utility Package: Grants the unit access to new abilities at a Munitions cost. These are Smoke Rifle Grenade, and Recon Flare. Note that Rifle Grenade (the frag grenade ability) is only available to Pathfinder Squads, a unit exclusive to the Airborne Battlegroup.
This unit can benefit from the following upgrades available at the Infantry Support Center:
Munitions Surplus: Reduces the Munitions costs of all individual infantry upgrade packages by 50%. This includes various packages available to units like the Scout/Pathfinder, Riflemen, and Paratroopers.
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.
180
55
120
35
30
180
Note that Forward Observer Artillery Barrage is campaign exclusive and is not available in skirmishes.
Rifle Grenade is only available with the
Smoke Rifle Grenade: Active ability. Fires a smoke grenade at the targeted area. Smoke is useful for a variety of offensive and defensive purposes, such as obscuring line of sight of enemy heavy weapons like HMGs. Long cooldown.
Recon Flare: Active ability. Fires a flare at the targeted area, revealing a large area once the flare is deployed. Great for easy, low risk intel gathering, but has a long cooldown.
Garand-scout-us | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.813 | 0.775 | 0.65 |
Range | 7 | 25 | 35 |
Penetration | 1.5 | 0 | 0 |
Scout Squad
In addition to the changes regarding time-to-kill, Scouts are gaining additional survivability bonuses with their veterancy to make the squad more difficult to destroy.
Health increased from 80 to 85
Accuracy increased from 0.65/0.62/0.52 to 0.813/0.775/0.65
Pathfinder accuracy increased from 0.65/0.62/0.57 to 0.813/0.775/0.713
The following only applies to the Scout Squad and not its Pathfinder and Artillery Observer variants.
10% received accuracy at Veterancy 1 increased to 15%
Veterancy 2 received accuracy bonus of 15% changed to +10 health
Veterancy 3 health bonus increased from 10 to 15