ATTACK! A (not so) Quick 'Cheat Sheet" on Infantry & Team Weapons Offensive Stat Bonuses from Veterancy (2.4.2)
An idea that sprang up after reading the comment from u/Tsuyara on my previous post, I'm doing another "cheat sheet", this time on offensive stat bonuses.
Do note, however, that the offensive stat Rate of Fire (RoF) have some things going on behind the scenes, as shown here in Tsuyara's post.
Other stats such as +% Accuracy or +% Penetration are straightforward.
And remember, all stats, except +HP or Line of Sight, stack MULTIPLICATIVELY (at least, that's what we currently know and prove thru live testing).
Before we proceed, when I say offensive stat bonuses, it means those that affect the unit's weapon performance. Thus stats such as Detection Range, Repair Speed won't be included.
Even stats that can help offensively such as Vision / Line of Sight, Movement Speed, Ability Recharge Speed won't be included because, otherwise, it would clutter the table too much and we would probably stray away from our topic.
Squad Size Increase (Sappers, Coastals, SturmPios, SSB) will be included, since more models = more DPS.
Thus the stats that will be listed below are:
- Weapon Accuracy (Acc)
- Rate of Fire (RoF)
- Penetration (Pen)
- Damage (Dmg)
- Range (Rng)
- Attack Speed (A.Spd)
- Burst Length (Burst)
Also note that, if a unit has an innate ability (i.e. Bazookamen's Steady Aim), its effect will be listed in Vet 0.
Also, Vet 1 abilities, active and passive, that improve offensive stats (i.e. Tommies' Base of Fire, Riflemen's Pour It On 'Em) will be listed in Vet 1.
Also, I would be a bit loose on the above-mentioned restrictions when it comes to Team Weapons, just to show their uniqueness at Vet 3.
So, if you find <Insert Annoying Unit Here> such a bitch in killing your units (especially when vetted), now you know!
So here it is, a quick "cheat sheet" (unfortunately, with the fuckton of details on offensive stats, it really doesn't look like a cheat sheet anymore DX) on the offensive stat bonuses from veterancy of every infantry of every faction:
USF
| Units | Models | Vet 0 | Vet 1 | Vet 2 | Vet 3 |
|---|---|---|---|---|---|
| Scouts | 3 | - | - | - | - |
| Pathfinders , Arty Observer | 4 | - | - | +25% Acc | +40% RoF |
| Engineers (& Assault | 4 (5) | - | - | - | - |
| Captain | 3 | - | - | - | - |
| Riflemen | 6 | - | +50% RoF; +33% Burst* | +25% Acc | +35% RoF |
| Bazookamen | 4 | +7.5 Rng** | - | +25% Acc, +30% Pen | +30% Rof, +7.5 Rng** |
| Sniper | 1 | - | - | +25% RoF | - |
| Paras | 6 | - | - | +20% RoF | +30% Acc, +20% RoF |
| Frenchies | 5 | +20% A.Spd*** | - | +25% Acc, +20% RoF | +20% RoF |
| Rangers | 6 | - | - | +30% RoF | +35% Acc |
| Partisans | 5 | - | - | +25% Acc | +30% Rof |
| SSF | 6 | - | +25% Dmg; +40% Acc**** | +30% Acc. +20% RoF | +20% RoF |
* Pour It On 'Em, -33% Move Spd.
** Steady Fire ability
*** Stabilized Shooting
**** Concealment, Ambush lasts 5s
UKF
| Units | Models | Vet 0 | Vet 1 | Vet 2 | Vet 3 |
|---|---|---|---|---|---|
| Sappers | 4 | - | - | - | +1 Squad Member; +30% Burst |
| Tommies | 5 | - | +20% Acc* | +25% Acc; +10% RoF | +15% RoF |
| Foot Guards | 6 | - | - | +33% RoF | +33% Dmg |
| Aussies | 5 | - | +20% Easier to Hit** | +15% Acc | +15% Acc |
| Commandos | 6 | - | - | +25% Acc; +25% RoF | +20% Acc |
| Commando Support | 4 | - | - | +20% Acc | +30% Acc |
| Canucks | 6 | - | - | - | +40% Acc |
| Gurkhas | 6 | - | - | +15% Acc; +20% RoF | +20% Acc; +15% RoF |
| Poles | 4 | - | - | +25% Acc; +15% RoF | +20% RoF; +33% Pen |
| SSB | 3 (5***) | +40% Dmg; +75% Acc*** | - | +20% Acc | +20% Acc |
| SSB Sniper | 1 | - | - | +25% RoF | +50% Dmg |
* Base of Fire
** Sharpshooter (target is marked)
*** Squad Size Increase thru Best of the Worst
**** Concealment, Ambush lasts 5s
Infantry Training (costs 200 MP, 30 F) provides +10% Acc, +10% Reload Spd.
WM
| Units | Models | Vet 0 | Vat 1 | Vet 2 | Vet 3 |
|---|---|---|---|---|---|
| Pios | 3 | - | - | - | - |
| SturmPios | 3 (4*) | - | - | +15% Acc; +20% RoF | +20% Dmg |
| Grens (& Assault) | 6 | - | - | +25% Acc | +15% Acc |
| Sniper | 1 | - | - | +25% RoF | +50% RoF** |
| Jägers | 5 | - | +15% RoF | +20% Acc | +20% Acc; +20% RoF |
| PGrens | 5 | - | +100% RoF; +100% Burst (Max)*** | +35% RoF | +40% Acc |
| Stoß | 4 | - | +25% RoF | +20% Acc | +25% RoF |
| Coastals | 6 | +25% Acc; +25% RoF**** | - | +1 Squad Member; +20% Acc | +15% Acc |
| Arty Wiz | 4 | - | - | - | - |
| FallsPios | 4 | - | - | +25% RoF | +35% Acc |
| FallsJägers | 4 | +25% Dmg; +40% Acc***** | - | +20% Acc; +25% RoF | +25% Acc; +7s Ambush Duration |
* Buying a Flamethrower or IR StG44 gives +1 squad member
** When attacking from camouflage
*** Automatic Fire, stats increase every 3s until Max, -35% Move Spd.
**** Defensive Infantry (remember, they suck at firing on the move.)
***** Concealment, Ambush lasts 5s
DAK
| Units | Models | Vet 0 | Vet 1 | Vet 2 | Vet 3 |
|---|---|---|---|---|---|
| PzPios | 4 | - | - | +25% RoF | +30% RoF |
| PalmGrens | 5 (6*) | - | +15% Acc* | +15% Acc; +20% RoF | +20% Acc |
| AssGrens | 5 | - | - | +30% RoF | +15% Acc; +25% Dmg |
| PzJägers | 4 | - | +25% Dmg; +40% Acc*** | +25% RoF; +20% Pen | +20% Dmg; +5 Rng |
| Bersas | 5 (6****) | - | - | +15% Acc; +15% RoF | +15% Acc |
| Guastas | 6 | - | - | +30% RoF | +50% Burst. |
| KMariners | 4 | - | - | +25% Acc | +25% Acc |
* Bolster Palmgrens Armory Upgrade gives +1 squad member
** Mechanized Advance
*** Concealment, Ambush lasts 5s
**** +1 Squad Member thru Bersa Bolster
TEAM WEAPONS
As for team weapons, any common stats will be listed in bullets, while unique stats and values are in the tables.
Also, do note that UKF Team Weapon Training (costs 15MP, 25F) will give +15% RoF, while DAK Combined Arms will give +10% RoF and +15% Move Spd.
MG
- Vet 2: +40% Suppression
- Vet 3: +20% Rounds/Burst (longer ammo belt)
| Unit | Vet 0 | Vet 1 | Vet 3 |
|---|---|---|---|
| M1919 | - | - | - |
| M2HB | - | - | - |
| Vickers | - | - | +10 Arc Rad. |
| MG 42 | +25% Dmg; +40% Acc* | +425% Pen; +25% Acc; +25% Dmg* | +20% RoF |
| MG 34 | - | - | +20% Acc |
* MG Camo from Terror BG
** White Phosphorus Rounds
Mortar
- Vet 1: +10% RoF
- Vet 2: +10% Dmg
- Vet 3: +25% RoF (except USF M1)
| Units | Vet 1 | Vet 3 |
|---|---|---|
| M1 | +50% RoF | |
| ML 3-In. | +15% RoF* | +15 Rng |
| GrW 34 | +20% Dmg | |
| MHT (250/7)** | +20% Move Spd. |
* Entrenchment (will immobilize unit)
** It's a mortar team in a vehicle.
At Vet 3, USF Mortar Teams are either drilled for quick firing, or given rations of meth.
Pack Howitzer & Heavy Mortar
- Vet 2: +15% RoF
| Units | Vet 3 |
|---|---|
| M1 (USF & UKF) | +16% Dmg; +15% RoF |
| ML 4.2-In. | +20% Barrage Rng; +15% RoF |
| le.IG 18 | +25% RoF |
Yes, when it's exactly what it says when it says Ability (Barrage) Range increase.
AT Guns
- Vet 2: +15 RoF; +25% Acc
- Vet 3: +30% RoF
| Units | Vet 0 | Vet 1 | Vet 2 | Vet 3 |
|---|---|---|---|---|
| M1 | +25% Dmg; +100% Pen* | - | - | AP Rounds cause Crew Injury |
| 6-Pdr. | - | +15% RoF** | - | +10 Arc |
| 2-Pdr. | - | -50 Move Spd, Disables Target Weapon*** | +20% Rotation; +25% Pen | +35% RoF; +25% Pen |
| Pak 40 | - | +25% Dmg; +50% Pen; +50% Acc**** | - | +5s Ambush Duration |
| LG40 | +25% Dmg; +50% Pen; +50% Acc**** | - | - | +35% RoF; Full Move Spd when Camo |
| Pak 38 | - | -20% Armor***** | - | +33% Move Spd |
* AP Rounds (ability lasts 15s)
** Entrenchment (toggle, will immobilize unit)
*** Target Weak Point (1 shot is Sure Hit & Pen, ability lasts 10s, debuff lasts 5s)
**** Ambush Camo (toggle, -50% Move Spd, -50% Vision)
***** Compromise Armor (1 shot is Sure Hit & Pen, debuff lasts 15s)
Heavy AT Guns
- Vet 2: +25% RoF
| Units | Vet 1 | Vet 2 | Vet 3 |
|---|---|---|---|
| M5 | - | +30% Traverse | +40 Dmg; +10 Rng |
| 17-Pdr. | +15% RoF* | +30% Traverse | +40 Dmg; +100% Acc |
| Flak 36 | -60% Move Spd, -40% Rotation** | +20% Traverse | +80 Dmg |
* Entrenchment (toggle, will immobilize unit)
** Target Engine (cause Engine Damage, 1 shot is Sure Hit & Pen)
So, what did we learn?
- Majority of infantry units will gain offensive stats at Vet 2;
- Most are a various mix and stacks of Accuracy and Rate of Fire;
- You will lose A LOT of DPS if you keep getting your Vet 2/3 Team Weapons killed;
- Just because a certain unit doesn't have offensive stat bonuses at Vet 2/3 doesn't mean they're helpless, it just mean they're not meant for heavy fighting;
- AFAIK, each faction has their own non-doctrinal way of Exp. cheats:
- USF needs the Captain to be within 35 Rng for infantry to get +25% Exp. Boost;
- UKF doesn't have infantry Exp. boost, but Training Center does give fixed Exp. that will either be enough or close enough to reach Vet 1;
- WM Officer Quarters simply gives all units of each respective structure an instant Vet 1 and +25% Exp. Boost;
- DAK must choose Veteran Squad Leaders (T2) for +25% Exp. Boost for infantry, at the expense of not getting Auto-Repair, or Vehicle Smokes;
Did I miss anything or made a mistake? Please do correct me and thanks in advance.
References:
https://coh3stats.com/
CheatCommandsMod by Janne 252
Test Range by WhiteFlashReborn
P.S.:
I should've released this a few days earlier, but RL workload takes precedence, so it can't be helped.
Also, the more I look at these stats, the more I, somehow, understand the headaches u/Tsuyara and the "wizards" of https://coh3stats.com/ are experiencing. Who knows what other information are still hidden from us players?
Posted Jun 7, 2026, 4:36 AM UTC