If I make a mistake on the stats/cost/abilities please post and I'll update it.
Reward units are units that you will get via the warmap (not in yet) as "cards" that you can use when you please. For the moment until the warmap is put in the devs will be kind enough from time to time to give us reward points for being patient while waiting for the warmap.
I'll add upgrades if people post them, and it would be awesome if people would post what doctrine abilities affect the units as well.
http://forums.europeinruins.com/index.php?topic=22664.msg398008;topicseen#newAlso why don't we see reward units in the Unit Price List?
US
M20 Recon Vehicles (3 purchases, 2 RP) - M8 with just a .50, has sight/detection of a jeep
180MP 20FU 4 Pop
M36B2 "Slugger" (2 purchases, 6 RP) - TD with Sherman Armor (-100HP) and a pershing gun hvap gun +extra damage (but M10 splash)
360MP 260FU
Marines (4 purchases, 5 RP) - 5 man gren squad, same weapon/stats
Upgrades: LMG (70mu) smoke grenade (15mu) grenade (30mu) bazooka (55mu)
270MP 5 Pop
"Cuckoo" Capture German Panther (1 purchase, 10 RP) - Weaker version of the panther
600MP 400FU
C15TA Ambulance (2 purchases) - halftrack which heals units inside
200MP 50MU 25FU
M5 76mm ATG (3 purchases, 5 RP) - Like a 17 pounder, small arc, but high damage/penetration
Upgrades: (none)
350MP 170MU
M24 Chaffe (3 purchases, 5 RP) - 315HP 35 sight (commander brings it to 45 sight) m8 with a stewart gun
310MP 90FU
CW
Comet Tank (1 purchase, 6 RP) - comet has sherman armor -10% dmg/accuracy, panther HP, gun: pershing pen, 112.5dmg, sherman splash
480MP 340FU
Achilles Tank Destroyer (2 purchases, 4 RP) - M10 with slow rotating turret, firefly gun but -5 range, slightly longer reload but no reload penalty at short range
320MP 230FU 10 Pop
ANZAC Infantry - (4 purchases, 5 RP) - 4 man tommies w/AB armor and thompsons
Upgrades: grenade (35mu)
215MP 95MU
M8 Scott (3 purchases, 5 RP) - Staghound with out phase armor, PIV IST main cannon
Upgrades: repairs (30mu) M8 .50 cal (30mu)
310MP 85FU
M15A1 Halftrack (3 purchases, 4 RP) - Quad halftrack with a rear firing (think axis HT rear MG) bofors + double sherman .50 cal, works like Firefly in the sense that the further it is from its target the faster it reloads. Also bofors has higher accuracy at longer range.
Upgrades: repair (30mu)
320MP 110FU 6 Pop
Kangaroo Carrier (4 purchases, 4 RP) - Cromwell armor, fits up to 15 units, units cannot fire out of it. Probably doesn't have crush either.
320MP 70FU
WM
Jagdpanzer IV (2 purchases, 5 RP ) - 45 sight stug w/panther armor with 75mm sherman gun, upgunned its got a panther gun
400MP 250FU
Sturmpanzer IV (2 purchases, 5 RP) - Stug-like AVRE with out a turret
410 MP 240FU
Elite Grenediers (4 purchases, 5 RP) - Grens with elite armor and G43s.
Upgrades: ZB26, pretty much a bren (40mu) medkit (20mu) grenade (20mu) faust (40mu)
260MP 60MU 5 Pop
Reichs Latest Super Weapon (1 purchase) - Not in, but community speculator says it's the Maus.
Tiger Ace (1 purchase, 15 RP) - Tiger with ~10-15% more hp, speed, acceleration, turretrotation, moving accuracy, less reload, aimtime
Has panzer aces tank commander as default (+10 sight, +20% accuracy) toggle not available until player unlocks BK panzer aces
Has Ability to toggle between default HE shells or new AP type rounds.
AP rouns have +5 range, +35% penetration, +10% long range accuracy, 125 dmg (default 137.5), panther splash, panther accuracy vs inf
same vet as normal tiger but:
vet 1 enables smoke launchers
vet 2 enables tank shock
vet 3 enables S-mines
S-Mines cause a small kill area of effect around the tiger for a short moment. killing infantry instantly
Tank shock increases range of the hull and coaxial mg to 40m and increases suppression dealt.
720MP 620FU 18 Pop
Wespe SPG (2 purchases, 6 RP) - Mobile arty, fires 3 shot barrages, 140s cooldown.
360MP 240FU
Elefant (1 purchase, 10 RP) - Essentially a Tiger/KT armoured Marder with an 88
780MU 640FU
Nashorn (2 purchases, 6 RP) - mobile flak 88, reduced damage/AI/ATG to match marder, nerfed lower range gun when not in lockdown, lockdown takes 10s.
400MP 210FU
Thread about the Nashorn -
http://forums.europeinruins.com/index.php?topic=22654.0PE
Jagdpanzer IV (2 purchases, 5 RP) - 45 sight stug with panther armor with 75mm sherman gun, upgunned its got a panther gun
400MP 250FU
Jagdtiger (1 purchase, 15 RP) - turret-less kingtiger with a mega stuh gun
780MP 640FU
Panzer II (3 purchases, 4 RP) - Hotchkiss with mini ostwind gun, but useless against vehicles
280MP 80FU
Support Grenediers (5 purchases, 4 RP) - Grens with an lmg that's supposed to suppress, not pin
215MP 50MU
Fall Marksman (2 purchases, 5 RP) - 1 man squad that cloaks in cover.
500MP 200MU
Wespe SPG (2 purchases, 6 RP) - Mobile arty, fires 3 shot barrages, 140s cooldown.
360MP 240FU
Flakpanzer IV (2 purchases, 4 RP) - super ostwind, can only fire in lockdown.
400MP 190FU