

It enables the squad to (duh) detect mines and also positively affects their repair speed. Minesweepers are a utility upgrade on the other hand. Remember, flamer is a very deadly weapon. In the early game, you should keep your engies close to your mainline, for additional fire support, or if the necessity comes, merge with engineers. The first one is quite painful for the enemy in the garrisons (flame-based weapons deal bonus damage to them), and in cover (it ignores cover completely).

Engineers can repair your vehicles, and build cashes, mines (which are essential in the mid-game, keep that in mind, mines win games), Foward HQs (in Urban defense and Airborne doctrines, albeit they work differently from each other) repair stations (in soviet industry doctrine) and howitzers (B-4s and ML-20s, B4 being buildable in counterattack and tank hunter doctrine, and ML-20 being available in Guards Combined Arms, Soviet Combined Arms andTerror doctrines)Įngineers can be upgraded in two ways: with flamethrowers and with minesweepers. Engies are the builders of your base, and the cheapest squad in the game, so you shouldn't feel bad about getting a second one pretty early on, 4 extra rifles are 4 extra rifles after all. This is the squad you start with, and one of the most important ones in the early and late game.

Additionally, you can get upgrades for said infantry (molotovs and snares), as well as medics, who heal your troops. This building provides you with your mainline infantry - Conscripts (referred to as cons henceforth) and combat engineers. Soviets, similar to ostheer, are the only faction that has to build buildings to progress in their tech, with the most basic one, the Regimental Field HQ, being available from the start of the game.
