SSF Commando Squad Symbol

SSF Commando Squad

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Infantry
SSF Commando Squad
SSF Commando Squad Portrait
US Forces Icon
Faction

Elite infantry effective against infantry at medium range. Can switch between anti-tank launchers and light machine guns.

The SSF Commando Squad is an elite USF infantry unit. In skirmishes, this unit is only available as an exclusive call-in with the Special Operations Battlegroup.

As with most elite infantry, SSF Commandos are generally more durable than most standard infantry, thanks to their large squad size and higher individual health. They are also capable of dealing incredible damage to infantry. By default they are armed with 4 special variants of Garand rifles that is very similar to the weapon. The remaining two squad members come armed with a special variant of the M1941 LMG, which boasts incredible anti-infantry firepower at all ranges and features higher penetration against light vehicles. Altogether a full squad of SSF Commandos tends to be superior to Riflemen and many other infantry at all ranges in terms of DPS.

Unique to SSF Commandos is the ability to swap their special weapons. The two LMGs can be swapped via ability toggle to switch to two M9 Bazookas, allowing the squad to effectively engage enemy vehicles. This allows the unit to be very versatile, capable of fighting against all kinds of threats.

By default SSF are able to use the active ability M15 White Phosphorous Grenade. This throws a grenade that creates a sight-obscuring smoke cloud, but unlike regular smoke grenades this cloud is damaging to infantry that linger in its area of effect. As such the 'Willy Pete' grenade a useful utility ability that can be used for area denial (especially to force set up weapons to move or die) and/or double as a smoke screen.

As a downside to all this power, SSF Commandos have higher expenses, including the deployment cost, upkeep, and reinforce cost. They also have a high Command Point (CP) requirement in order to unlock.

At veterancy level 1 this unit can choose between the active abilities Knife Throw, or Hidden Demolition Charge. Knife Throw is a cheeky relatively short ranged ability that almost guarantees a single soldier kill against the target enemy squad - great for extra damage for no resource cost. Hidden Demolition Charge meanwhile enables them to plant a hidden demo charge that works similarly to other demo charge abilities, but this special version cannot be revealed by enemy proximity. As such, Minesweepers are required to detect the SSF demo charge variant, making it far more feasible for ambush purposes.

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

1200 XP

Unlocks veteran ability choice. Unit is harder to hit.
Veteran Star FullVeteran Star FullVeteran Star Empty

3600 XP

Increases accuracy, rate of fire, and unit is harder to hit.
Veteran Star FullVeteran Star FullVeteran Star Full

7200 XP

Increases accuracy, rate of fire, and health.

Veterancy Abilities

All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.

  • Knife Throw: Active ability. The squad will move into range of the targeted enemy infantry unit, and then throw a knife at one of the soldiers. The knife deals 100 damage to a single entity, which generally will eliminate the majority of infantry units in the game in one hit as many standard infantry health ranges from 80 to 100 health. Has no resource cost but does have a fairly long cooldown. Also has quite a short range, which can make using it challenging especially as SSF generally do not need to rush into close quarters. 60 second cooldown.

  • Hidden Demolition Charge: Active ability. Orders the squad to construct a demolition charge at target location for a Munitions cost (SSF version costs more Munitions than normal). 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 and unlike other demo charges, this special variant is not revealed by enemy proximity. As such, only units with Minesweepers can detect the SSF's Hidden Demo Charges at a range of 25. 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. 60 second cooldown.

Abilities


Hold Fire Disabled icon
Hold Fire Disabled
Unit will not engage unless given a manual attack order when active.
M1941 LMGs Equipped icon
M1941 LMGs Equipped
Orders the squad to switch between two M9 bazookas or two M1941 light machine guns.
  • Weapon Swap (M9 Bazookas Equipped / M1941 LMGs Equipped): Toggle ability. Swaps which special weapons are in use. SSF by default are armed with the 2 M1941 LMGs, which are very effective against infantry at all ranges. They can swap out the LMGs for Bazookas via this toggle ability, allowing the squad to more effectively fight enemy vehicles at the cost of anti-infantry performance.

  • M15 White Phosphorus Grenade: Active ability. Throws a white phosphorus 'Willy Pete' grenade at the target area for a Munitions cost. This grenade creates a lingering cloud that blocks line of sight similar to a smoke cloud. However, unlike smoke grenades, the white phosphorus cloud will also continuously damage any infantry (including friendlies) in its area of effect. Overall the Willy Pete is great for area denial, especially when used to force set up weapons to move or die. The lingering damage cloud discourages infantry from approaching it, allowing it to be used to deny garrisons, prevent movement in a certain area, and to prevent weapons from being picked up. As the cloud blocks line of sight like a smoke cloud does, it can also be used purely for this utility purpose rather than just a damage tool.

    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.

    • 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.

Weapons


Garand-devils-brigade-us
Near
Mid
Far
Accuracy0.680.6150.39
Range72535
12
  • The special variant of Garand rifles the SSF Commandos use is very similar to the Riflemen's weapon, with slightly higher damage per second (DPS) at all ranges comparatively.

Trivia

  • SSF stands for Special Service Force. This was the designation used for a highly specialized joint Canadian-American force that was created in 1942.

  • The SSF were given the nickname "Devil's Brigade" by German soldiers.


Change Log

1.7.0 Onyx Shark July 16 2024

SSF Commandos 

  • M1 Garand updated to the Riflemen variant except for the following changes 

  • Garand cooldown set to 1/1.5 

  • Long-range accuracy increased from 0.33 to 0.39 

  • The SSF commandos have learned from the Australian Light Infantry the secret art of targeting soldiers hiding in buildings and can now use their knife throw ability against them. 

Demolition Charges 

  • Demolitions Charges have undergone a comprehensive system and balance rework. In particular SSF demo charges work differently compared to other demo charges. See patch notes for details.

1.6 'Coral Viper' April 2 2024

Due to their high command point and manpower cost, the anti-infantry power of the SSF Commando is below where we want it to be. Improvements are targeting their mid-range effectiveness to further reinforce their effective combat range.  

  • M1941 Johnson LMG Accuracy increased from 55/46/41 to 57/50/41  

  • M1941 Johnson LMG mid-range cooldown decreased from 0.58 to 0.5  

  • Veterancy 2 reload speed bonus increased from 10% to 15%