Weapons · 2
| Family | Fire cycle | Damage per second |
|---|---|---|
| Cannon | 1.65 s | 60.6 vs infantry · 10.9 vs vehicles · 6.1 vs buildings |
| Cannon | 5.15 s | 27.2 vs infantry · 29.1 vs vehicles · 6.8 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
AT squad costs 50 minerals and 5 population. Its official role is “Light infantry with anti-tank weapons. Inflicts significant damage to vehicles and buildings on impact.” Demo build 23882143 contains a rifle-like attack with an infantry damage field of 100, and a launcher with 140 against infantry and 150 against vehicles. An attack-switching component links the entries, so their mere presence does not prove simultaneous volleys. Base health is 550, extra-health capacity 500, and armour 10. The extra pool begins empty. Compare the active weapon and target rather than adding every listed damage field together.
Where it comes from
The developer explained that a squad can lose a specialist’s weapon: “if he dies, then his weapons no longer work.” He also described a rocket squad whose launcher carrier “is always the last to die, so the unit will not lose its firing function.” in the squad’s death order. This explanation dates to 10 February 2026. It distinguishes the survival of a weapon carrier from the squad’s total health; it does not promise every infantry formation keeps every weapon. AT squad’s raw records include separate soldiers and an attack switcher. The infantry mechanics page gives the context for reading those links without inventing a health threshold for this squad.
How it is actually used
The launcher’s calculated cycle is 5.15 seconds and its vehicle output is 29.1 damage per second. Its vehicle damage field per hit is 150; that burst and the interval between shots answer different questions. Positioning behind other units can give the squad time to aim, but a missed shot or moving target changes the result. The recorded fire-resistance coefficient is −0.2. Its sign is worth checking, without turning it into a burn-rate formula. Read the weapon’s targeting and the infantry mechanics before treating a single volley as a guaranteed stop.
How to beat it
Do not expect AT squad to fire while advancing: both inspected attacks disable firing on the move. Armour is 10, and the squad costs 50 minerals, so exposing it needs a reason. Nor is infantry automatically a safe counter: the rifle-like attack records 100 infantry damage, separate from the launcher’s 5.15-second cycle. Approach with attention to the active weapon, cover and support. A long launcher cycle may provide a timing opportunity, but it does not prove that numbers alone win or that flame bypasses the squad’s protection.
Values read from game files · version 23882143