SSF Commando Squad Symbol

SSF Commando Squad

symbol
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 Riflemen Squad's 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 M15 White Phosphorous Grenade. This active ability 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. This makes 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.

At veterancy level 1 this unit can choose between the active abilities Knife Throw, or High-Explosive Demo 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. High Explosive Demo Charge meanwhile enables them to plant a hidden demo charge that works similarly to other demo charge abilities seen in units like the UKF Commandos. The demo charge must be detonated manually by the player rather than being triggered by enemy proximity.

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.

    • Cost: Free

    • Range: Minimum 0, Maximum ~15

    • Damage: 100 hp damage to targeted infantry model

    • Area of Effect: Single infantry model

    • Time to Fire when Commanded: ~2 seconds

    • When Suppressed: Cannot be thrown

    • When Pinned: Cannot be thrown

    • Cooldown: 60 seconds

  • High-Explosive Demo Charge: Active ability. Plants a demo charge at the target location, similar to laying a landmine. After 'construction' is complete, the demo charge will camouflage just like mines do. It must be manually detonated by the player, who can click on a button that appears just above the demo charge to detonate it. The demo charge explosion is massive and incredibly destructive, capable of single handedly wiping out squads and significantly damaging vehicles. Ideally, it is best used where enemy traffic is expected, such as near a capture point. The demo charge can be destroyed if it takes enough damage by weapons, and it can also be removed by minesweepers. While it can be detected by minesweepers, it has an extremely small appearance and can still easily be missed by players, especially as certain environments make it even harder to see to the human eye. Note that if it is destroyed by damage, it will still explode and deal its regular damage.

    • Cost: 60 Munitions as soon as ability is activated, whether charge is planted or not.

    • Plant Range: Minimum 5-10 range from squad

    • Time to Plant: 10 Seconds

    • Damage: 440HP damage at centre, ~273HP at ~2.5 range, 110HP at <5 range

    • Area of Effect: Blast radius 10 range diameter

    • When Suppressed: Cannot be planted

    • When Pinned: Cannot be planted

    • Cooldown: 60 seconds

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.

    Infantry Support Center

    This unit can benefit from the following upgrades available at the Infantry Support Center:

    • 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
Accuracy0.630.590.34
Range72535
12
  • The special variant of Garand rifles the SSF Commandos use is very similar to the Riflemen's weapon. The SSF Garand has slightly better DPS at close range, but slightly worse performance at mid range.

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.