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NATO Europe

After a year of stalemate after stalemate, the U.S. has called the rest of NATO to join it's crusade against the Chinese. Germany and Great Britain then join the U.S. cause.



NATO Europe units are generally more expensive than their counterparts in any other fraction, but they are more versatile and are somewhat more powerful. Their units focus on abilities and upgrades.



Tier One:

Field Headquarters Truck

The Field Headquarters truck is NATO Europe's First Command Unit.

Buildable Units:

Infantry Squad

LGS Fennek

Tier Two:

Support Truck

The Support Truck is responsible for additional infantry and advanced armor.

Cost: 400 Manpower 50 Fuel

Buildable Units:

Pioneers

FV 107 Scimitar

Wiesel 2

Tier 3:

Armor Truck

This is the final building, and is where powerful Infantry Fighting Vehicles are built.

Cost: 500 Manpower 70 Fuel

Buildable Units:

FV510 Warrior IFV

Puma IFV


Field Defenses

Concertina Wire: Barbed Wire in it's latest form.

Builders: Infantry Squad, Pioneers

HESCO Bastion: These Kevlar-lined sandbags allow them to serve as excellent cover and have good durability.

Builders: Infantry Squad, Pioneers

Roadblocks: Roadblocks are masses of concrete reinforced with steel that uncrushable by all vehicles.

Builders: Pioneers(After Doctrine unlock)

MAG Emplacement: Identical to U.S. version.

Builders: Cannot be built, only appears as base area defense.



Infantry Squad

Infantry Squads are tough and powerful infantry. They are capable of creating basic field defenses, and after upgrades, do just about anything. Infantry Squads are mostly composed of German Infantry.


Type

Infantry

Weapons

G36 Assault Rifle

Requirements

Recon Post

Unit Costs

Manpower

380

Time

5

Upgrades

Name

Description

Costs

MG4

Arm three squadmembers with the MG4 Light Machine Guns,

mobile weapons capable of easily suppressing infantry.

100 Munitions

HK417 DMR

Arm a squadmember with the HK 417 semi automatic designated marksman rifle. This allows the squad to use an ability: Deploy Marksman.

60 Munitions

FGM-148 Javelin

Arm a squadmember with the FGM-148 Javelin to boost their anti-vehicle ability significantly.

150 Munitions


Abilities

Deploy Marksman: Snipes at a single enemy infantry unit. Requires upgrade. Cost 25 Munitions per use.

Build Field Defenses: Opens up sub-menu of Field Defenses

Concertina Wire

HESCO Bastion


LGS Fennek

The Leichter Gepanzerter Spähwagen (Light Armored Vehicle, in German) Fennek is a basic reconnaissance vehicle used by the German Army. Excellent against snipers and chasing enemy infantry.

Details

Type

Vehicle

Weapons

MG3 Machine Gun

Requirements

Fire Support Post

Unit Costs

Manpower

300

Fuel

10

Time

4

Upgrades

Name

Description

Costs

H&K GMG

Outfits the Fennek with an auto grenade launcher to increase anti-infantry effectiveness.

40 Munitions

Abilities

None.


Pioneers

Pioneers are the builders and heavy support units of NATO Europe. They are relatively weak at first, but with a few upgrades Pioneers can be very powerful multitask infantry.

Details

Type

Infantry

Weapons

G36 Assault Rifle

Requirements

Field HQ

Unit Costs

Manpower

320

Time

4

Upgrades

Name

Description

Costs

MP7A1


Arm the squad with MP7A1 submachineguns, lethal but short-ranged weapons well-suited to close-quarter firefights.

75 Munitions

Explosives and EOD Kit

Provide the squad with both C4 charges able to destroy battlefield obstacles, and a mine-detector able to locate enemy landmines and booby-traps.

50 Munitions

HK417 BR

Arm the squad with HK 417 Battle Rifles, excellent at fire support at longer ranges.

70 Munitions

Abilities

Repair: Order the squad to preform repair of a vehicle or base building.

Deploy C4: Plants C4 at any location on the map. Requires upgrade.

Build Field Defenses: Opens up sub-menu of Field Defenses

Concertina Wire

HESCO Bastion

Build Base Buildings: Opens up sub-menu of Base Buildings


FV 107 Scimitar

The FV 107 Scimitar is a light recon vehicle armed with a 30mm chaingun, making it lethal against infantry and low flying aircraft.

Details

Type

Vehicle

Weapons

IFV 30 mm chain gun

Requirements

Mechanization Post

Unit Costs

Manpower

320

Fuel

45

Time

4

Upgrades

Name

Description

Costs

Cage Armor

Every Scimitar is outfitted with slat armor, an exterior grid of metal bars designed to prematurely-detonate shaped-charges RPGs and ATGMs.

75 Munitions

Abilities

None.


Wiesel 2 Armored Weapons Carrier

The Wiesel 2 AWC is a highly versatile weapons system, capable of deploying from a CH-53 Sea Stallion, making it very well-suited for airborne operation support. It has a MG3 in it's most basic state, but after upgrades it can be devastating.

Details

Type

Vehicle

Weapons

MG3 machine gun

Requirements

Mechanization Post

Unit Costs

Manpower

300

Fuel

40

Time

6

Upgrades

Name

Description

Costs

Wiesel 2 ATM HOT

Tack on a pod for deploying HOT long range anti-tank missiles. Enables ability: Fire HOT.

100 Munitions

Wiesel 2 LAM

Upgrade the Wiesel 2 with a 120mm mortar for serious indirect fire support.

70 Munitions

Wiesel 2 RMK 30

Outfit the Wiesel 2 with a punishing 30mm recoiless chaingun that boosts it's firepower to M2 Bradley range.

120 Munitions

Abilities

Fire HOT: Fire a single HOT on a target. Requires upgrade. Cost 30 Munitions per use.


FV510 Warrior

The FV510 Warrior is a versatile armored infantry fighting vehicle, armed with a powerful L21A1 30mm RARDEN chaingun, not too unlike the M2 Bradley of the U.S. Army.

Details

Type

Vehicle

Weapons

L21A1 30 mm chaingun

Requirements

Armor Post

Unit Costs

Manpower

360

Fuel

60

Time

8

Upgrades

Name

Description

Costs

Cage Armor

Upgrade the FV 510 Warrior with Slat Armor to better defense against shape-charge attacks.

50 Munitions

Explosive Reactive Armor

Upgrade the FV 510 to wear ERA to push away exploding HEAT rounds.

50 Munitions

Abilities

Load Troops: Allows up to 6 Infantry to enter the Warrior IFV. Looses this ability once upgraded with MILAN Missile Pod.


Puma Infantry Fighting Vehicle

The Puma IFV is one of the most well-protected IFVs in the world, thanks to it's modular AMAP armor. It also includes a deadly Mk. 30-2 30mm chaingun, excellent firepower against less-armored vehicles.

Details

Type

Vehicle

Weapons

IFV 30 mm chaingun

Requirements

Armor Post

Unit Costs

Manpower

360

Fuel

60

Time

8

Upgrades

Name

Description

Costs

Spike LR Missile Pod

Upgrade the Puma IFV with Spike LR anti-tank guided missiles, which are devastating tandem-shape charged missiles. Enables the Launch Missile ability.

150 Munitions

Kinetic Penetrator Rounds

Allow the Puma's 30mm chaingun to fire Kinetic Penetrator rounds to deal with vehicles.

100 Munitions

Abilities

Fire Spike LR: Fires a single Spike LR ATGM at a target. Requires Upgrade. Cost 50 Munitions per use.



Doctrines

Urban Combat Doctrine

The Urban Combat doctrine focuses on close-range combat and anti-garrison abilities. Choosing this doctrine allows defensive Roadblocks and excellent late-game firepower in the form of a very versatile armored platform.

Tree

Left: Intelligence

1)Situation Awareness

Drones fly around the map, allowing your troops to detect incoming vehicles that are outside of their regular LOS.

1 CP

2)Recon Run

Allows a Eurocopter EC135 to fly along a determined path, revealing all in it's flight path.

2 CP, 50 Munitions per use.

3)Intel Decoy

Allows decoy artillery barrages and real barrages to be deployed.

2 CP, 100 Munitions for Real Barrage.

Right: Ground Support

1)Roadblocks

Roadblock are masses of concrete reinforced with steel, making it able to make maneuvering difficult for an enemy's armored vehicles.

1 CP, Built by Pioneers

2)Strosstroppen

Allows a squad of elite anti-garrison troops to assist you in urban operations.

2 CP

3)Peace Support Operations

Allocates a powerful Leopard 2 PSO to support urban operations.

Doctrinal Items

Leopard 2 PSO

Strosstroppen

Roadblocks

Special Forces Combat Doctrine

The Special Forces Combat doctrine focuses on infiltration and raids. Choosing this fraction makes it possible to call in Special Forces of Europe and air support.

Tree

Left: Airdrops

1) S.A.S. Helidrop

Allocates an elite Special Air Service squad to come onto the battlefield from an American Blackhawk helicopter.

3 CP

2) Wiesel 2 Airdrop

Allow a friendly CH-53 Sea Stallion to paradrop a single Wiesel 2 equipped with a HOT Launcher onto the battlefield.

3CP, 500 Manpower

Right: Support

1) J-STARS Support

Ask a friendly American J-STARS to decrypt enemy communications, allowing you to know every move done by them, whether it's requisitioning or building.

1CP

2) Eurocopter Tiger Assault

Requisition an Eurocopter Tiger to take up a position on the battlefield and destroy all in it's range with it's GIAT 30 chaingun and Hydra Rockets.

3 CP, 175 Munitions(Reskined Apache)

3) Eurofighter Typhoon Bombardment

Allocate an Eurofighter Typhoon to destroy a massive area with a single Storm Shadow missile.

3 CP, 250 Munitions(Reskin F-16)

Doctrinal Items

S.A.S.

Eurocopter Tiger

Eurofighter Typhoon

Armored Combat Doctrine

The Armored Combat Doctrine focuses on late game dominance. Excellent armored choices and self-propelled artillery make any player using the armored combat doctrine very, very deadly late-game.

Tree

Left: Vehicle Upgrades

1) IR Imaging

Allows your vehicles to use onboard IR Imagers to detect vehicles outside of their LOS.

1CP

2) Programmed High Explosive

Allows your vehicles to fire Programmed High Explosive rounds for superior anti-infantry and anti-tank capabilities.

1 CP

3) Advanced Modular Armor Protection- Ballistic Heavy

Allocates AMAP-BH armor to your vehicles to boost their resistance to anti-tank threats.

1 CP

Right: Vehicle Support

1) Artillery Backup

Allocate a powerful PzH2000 Self-Propelled Howitzer to the field for fire support.

3 CP

2) Armored Spearhead

Call in a Leopard 2A7+, a Main Battle tank capable of crushing anything in it's path.

4 CP

Doctrinal Items

Leopard 2A7+

PzH2000



Strosstroppen

Strosstroppen are specially trained infantry that are very adept at anti-garrison operations.

Details

Type

Infantry

Weapons

G36 Assault Rifle

Requirements

Urban Combat Doctrine, Strosstroppen Unlock

Unit Costs

Manpower

380 Call-In

Time

10 Cooldown

Upgrades

Name

Description

Costs

MG3A1 LMG

Arm two squadmembers with the lighter version of the MG3A1, equipped with a 100 round drum magazine, for superior suppression. Allows Russians to experience what their grandfathers and great-grandfathers went through in World War 2.

75 Munitions

MP7A1

Arm the squad with the MP7A1 Personal Defense Weapon, a weapon that is very deadly in close range, but in longer ranges it's usefulness diminishes.

75 Munitions

C4 Explosives

Enables the squad to throw C4 charges that can easily blow up half of a building and shred infantry garrisoned inside.

75 Munitions

Abilities

Grenade Out!: Orders the squad to throw a single incendiary grenade. Cost 20 Munitions per use.

Throw C4 Charge: Orders the squad to throw a single C4 charge. Requires upgrade. Cost 25 Munitions per use.


Leopard 2 PSO

The Leopard 2 PSO, or Peace Support Operations version can be viewed as the world's best MBT for urban combat. Equipped with more effective all-around protection, a secondary weapons station, a bulldozer blade, a shorter gun barrel, close-range surveillance ability (through camera systems) and further changes to improve its perseverance and mobility, it can be a powerhouse in urban combat.

Details

Type

Vehicle

Weapons

L/55 120 mm smoothbore gun
MG3A1 machine gun (vehicle)
M2 .50 cal machine gun

Requirements

Urban Combat Doctrine, Peace Support Operations Unlock

Unit Costs

Manpower

1100 call-in

Time

30 cooldown

Upgrades

No upgrades available.

Info

The Leopard 2 PSO always has it's bulldozer active, therefore it is a vehicle capable of flattening roadblocks(no other unit can).

Abilities: None.


Special Air Service

The Special Air Service originates to WW2, where a small group of Commandos, about 60 men strong, went on sabotage and disruption missions deep in enemy territory in North Africa. Today, the S.A.S. are arguably the world's finest Special Forces, haven done just about everything and dictated what Special Forces do. They fast-rope form a Blackhawk Helicopter into the field on revealed territory.


Type

Infantry

Weapons

HK 417 Assault Rifle

Requirements

Special Forces Combat Doctrine, S.A.S. Unlock

Unit Costs

Manpower

500 call-in

Time

25 cooldown

Upgrades

Name

Description

Costs

FN Minimi

Arm a squadmember with the FN Minimi Light Machine Gun, a shoulder-fired light machine gun able to support friendly troops on the move with its high rate of fire.

90 Munitions

G82

Arm a squadmember with the G82 .50 caliber sniper rifle, able to engage infantry and vehicles effectivley.

90 Munitions

FGM-148 Javelin

Equips a squadmember with a FGM-148 Javelin 127mm anti-tank missile launcher.

150 Munitions

Abilities

Grenade Out!: Orders the squad to throw a grenade at a position or target. Cost 20 Munitions per use.


Eurocopter Tiger

The Eurocopter Tiger is only available as part of the Eurocopter Tiger Strike package. (Designed to have the same effects as Apache attack, just reskin Apache)


Eurofighter Typhoon

The Eurofighter Typhoon is only available as the deliverer of the Mk. 82 bombs in Typhoon Bomb Strike. (Designed to have same effects as V1, but aircraft can be shot down)


Leopard 2A7+

First displayed to the public in Eurosatory 2010, the Leopard 2A7+ is another version of the amazing Leopard 2 series. This latest modification includes modular armor, 360° protection against shape charges and mine protection increase the survivability of the tank in urban operations. Details

Type

Vehicle

Weapons

L/55 120 mm smoothbore gun
MG3 machine gun

Requirements

Armored Combat Doctrine, Armored Spearhead Unlock

Unit Costs

Manpower

1100 call-in

Cost

30 cooldown

Upgrades

Name

Description

Costs

LAHAT Missiles

Stock a few 120mm LAHAT ATGMs in the ammunition compartment. Enables the Fire Missile ability.

125 Munitions

Abilities

Fire Missile: Fires a single LAHAT ATGM at a target. Requires upgrade. Cost 50 Munitions per use.


PzH2000

The PzH2000 is one of the most powerful self-propelled artillery systems in the world today. It's ability to fire five rounds in it's MRSI(Multiple Rounds Simultaneous Impact) mode can make it's strikes have absolutely no warning.

Details

Type

Vehicle

Weapons

L/52 155 mm Howitzer

Requirements

Armored Combat Doctrine, Artillery Back Unlock

Unit Costs

Manpower

1000 call-in

TIme

20 cooldown

Upgrades

No upgrades available.


Abilities Howitzer Barrage: Launches a salvo of 155mm shells into a designated target area.

MRSI Barrage: Launches five rounds that hit the targeted position simultaneously. Excellent against enemy targets that can move. Costs 100 Munitions per use.

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