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Tommies Edit

Tommie's in action

Tommie's in action on Picardy.

Tommies

"For King and Country!" Edit

The "Tommies" were the standard British infantry soldiers, tasked with capturing sectors. A balanced unit with accurate rifle fire and machine gun support from the Lewis gun. They can call in powerful artillery support."

- In-game Description

Tommies Setup Edit

Tommies

Tommie uniform changes

Squad info: Edit

Squad Type: Rifle

The Tommies benefit of a squad passive which gives them increased trench capture speed and additional points when successfully capturing a trench.

Apart from the capture bonus the entire squad also benefits from a 20% faster pistol reload speed and addition rifle accuracy up to 25%.

This makes the Tommies a well-balanced all-round squad capable of both capturing and defending trenches.

Squad Roles Edit

Verdun - Tommies Squad Anthem00:14

Verdun - Tommies Squad Anthem

Corporal: Edit

Corporal

The role of the Corporal is to lead the squad using commands, keeping them close-by for fast communication and call in artillery support when needed.

Motto: "Lead the way"

Specializations: Edit

Section Leader - Standard Edit

Loadout:

  • Webley-Scott
  • Binocs

Scout Leader - Level II Edit

Loadout:

  • Webley
  • Mills 1x

Section Corporal - Level IIILoadout Edit

Loadout:

  • SMLE + Pattern 1907 Bayonet

The leader of the squad with the ability to call in artillery support and move his squad around by giving them squad orders. With a decrease bonus on both pistols and rifles the Corporal is suited for various styles of gameplay, depending on the players preferences.

Artillery Support will not fall on the marked locations (the markers are currently incorrect), but land slightly in front of the marked location. Make sure to adjust your marker, to make sure that your artillery fire lands on the desired location.

Edit

Rifleman: Edit

Rifleman

The role of the rifleman is to engage and eliminate enemies using accurate rifle fire in proximity of the corporal.

Motto: "Aim and Kill"

Specializations: Edit

Tommies 1

Regular - Standard Edit

Loadout:

  • P14 + Pattern 1907 Bayonet

Nomansland Sniper - Level II Edit

Loadout:

  • SMLE

Marksman - Level III Edit

Loadout:

  • SMLE + Aldis Model 1916

The squads sniper and only member of the Tommies that can use scopes has a major advantage in long ranged rifle-combat. The Rifleman has an increase in the amount of time he can hold his breath, allowing for more accurate shooting. Depending on your loadout, the amount of bullets you carry for your rifle varies.

Edit

Gunner: Edit

Gunner

The role of the Gunner is to provide cover fire. The slowest moving role it is his task to lay down fire while the whole squad advances.

Motto: "Lay down fire!"

Specializations: Edit

Carrier - Standard Edit

Loadout:

  • SMLE
  • Webley

Lewis Gunner Level - II Edit

Loadout:

  • Lewis
  • Webley

Veteran Gunner - Level III Edit

Loadout:

  • Hotchkiss
  • Webley

The Gunner is unable to run (unless your squad is high enough), thus making this heavy loaded soldier the slowest man in your squad. But he makes it all up in firepower. The gunner can arm himself with the British Lewis gun, which can benefit from a decrease in reload time. Along with experience bonuses upon kill assists the Gunner is the guard of your squad. With the goal of mowing down the opposing faction.

Edit

Bomber: Edit

Bomber

The Role of the Bomber is to clear the enemy defenses and strongholds using explosive action.

Motto: Clear path

Specializations: Edit

Rifle Bomber - Standard Edit

Loadout:

  • SMLE
  • Mills 2x

Veteran Bomber - Level II Edit

Loadout:

  • Webley
  • Mills 4x

Thrower - Level III Edit

Loadout:

  • SMLE + Pattern 1907 Bayonet
  • Trenchclub
  • Mills 1x

The explosives expert of the Tommies and only member of the Tommies whom can use grenades. All his bonuses are based around his explosive armament and addition health regeneration. Depending on the loadout the Bomber can arm himself with 2 or 4 grenades.

Tommies: Abilities & Progression Edit

lvl

Shared

Corporal

Rifleman

Gunner

Bomber

0

Officer Training
Officer Training: Pistol reload time -20%
Discipline
Discipline I: Players spawn with the NCO, sector capture bonus +25xp
Uniform
Uniform I
Command Aura
Command Aura: Add abilities to all other squad members in same sector or 10m
Officer Training
Officer Training: Pistol reload time -20%
Mortar Shot
Mortar Shot: Fires one mortar round on given target, 60 seconds reload time.
Resilient
Resilient: Player gets bonus points for capturing a sector when in aura
Draftee
Draftee: Movement speed lowered 10% when not in aura
Marksman
Marksman I: Holding breath time increased by 10 seconds
Cover Fire
Cover Fire I: Assist kills gets 2 additional points
Heavyweight
Heavyweight I: Cannot Sprint
Drill
Drill I: Rifle reload time -20%
Vulnerable
Vulnerable: Health time regeneration +25%
Quick Lob
Quick Lob: Movement speed when holding a grenade +15%
Quick Lob
Grenade Training I: Grenade throw range +20%

2

Uniform
Uniform II

20

Rifle Training-0
Rifle Training II: Accuracy +15%, Recharge -15%
Uniform
Uniform III

25

Heavyweight
Heavyeight II: Cannot sprint when not in aura

33

Cover Fire
Cover Fire II: Assist kills get 5 additional points

40

Discipline
Discipline II: Players spawn with the NCO, Sector capture speed -15%

41

Drill
Drill II: LMG reload time -20%

45

Marksman
Marksman II: Holding breath time increased by 15 seconds

46

Quick Lob
Grenade Training II: Grenade throw range +20%, 1 additional point for explosive kill

50

Sector Artillery
Sector Artillery: Fires a number of shells in the target sector

59

Patriotic
Patriotic: Player gets bonus points for capturing a sector

60

Rifle Training-0
Rifle Training III: Accuracy +25%, Recharge -25%

69

Cover Fire
Cover Fire III: Assist kills give the same amount of points as an actual kill

70

Officer Training
Officer Training II: Carbine reload time -50%

71

Heavyweight
Heavyweight III: Cannot sprint when not in aura and wielding an LMG
80
Discipline
Discipline III: Players spawn with the NCO, Sector capture speed -20%
95
Drill
Drill III: LMG reload time -33%
99
Quick Lob
Grenade Training III: Grenade throw range +20%, 2 additional point for explosive kill

Weapons Edit

Lee Enfield Mark III*: The British standard rifle, which can be used by all the classes in the Tommies unit. With a total of 10 bullets in your rifle, 2 clips with 5 bullets, the Lee Enfield can fire a lot of rounds before the weapon requires a full reload. This weapon can be modified with the addition of a bayonet (available for the Corporal and Rifleman) and a scope for enhanced zoom (only available for the Rifleman). Edit

Machine Gun Model 1914 "Lewis": The Lewis Gun, designed by America, allows the Gunner to spray a total of 47 bullets at the Central Powers before a reload is needed. However the gun suffers from poor weapon accuracy unless it's deployed, making the gunner an easy target to snipe. However while deployed the Lewis Gun can fire rather accurate at targets up to 800 meters. Making it a gun suited for destroying an enemy assault.

Webley Mk VI Revolver: The Webley is the pistol used by the British forces. With devastating force this .455 revolver can kill units with high precision up to 50 meters away. At longer ranges the revolver will lose some of it's stopping power and will become more inaccurate, however shooting someone in the head will still kill an enemy in an instant. With a total of 6 bullets in the chamber the Webley is excellent for clearing out a trench and can be handled by all classes of the Tommies.

Trench Club: For when you need to show who's the real man, the bomber can choose to use Trench Club to mow down all enemies by swinging it around as the scepter of the trench king. With one hit you kill any enemy you manage to strike, but beware you will have to close a gap before you can swing it at your enemy. So use it only when possible.

Grenades: The Bomber can have 2 different grenades with him, the Mk I No. 5 "Mills Bomb" and the Grenade Mle 1916 Bilant F1. With the only difference between the grenades being the fuse time. The grenade is the ultimate tool to clear out trench locations where enemies tend to pile up.

Artillery: Depending on the level of your squad there are 3 different kinds of artillery that can be called in by the commander. The first is a normal artillery strike that calls in 3 shells that will land around the designated target. Once the squad is level 50 or higher, it's replaced by "Sector artillery" .Which fires a barrage of shells around the Corporals Target location, around 12 shells will land after calling it in. Once the squad reaches rank 100 it's rewarded with a "Creeping Barrage" unlike the other 2 kinds, the final artillery support unlocked will first fire a ranging shell followed up with a barrage of 20 shells that are more accurate on target and hit and even bigger area around the targeted location.

  • Once artillery is upgraded it will take longer to recharge for another call-in (45 seconds, 70 seconds and 100 seconds).
  • The amount of shells landing may vary depending on the size of the map, to scale the power to appropriate values.

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