german faction icon

Wehrmacht

A steadfast and elite force that can hold against even the most stubborn foe. Unlock unique arsenals to specialize your forces.
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Support / Detector

Pioneer Squad

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Support infantry that can repair and build defenses. Has increased vision range and reveals nearby camouflaged units.

Stats

pioneer_ger
infantry
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Sight Range
42
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Speed
3.6
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Max Range
35
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Target Size
1
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Armor
1
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Capture Multiplier
1
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Decapture Multiplier
1

Upgrades

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Flammenwerfer 35

Upgrades the squad with a flamethrower. Flamethrowers ignore cover and are very effective against infantry.
Costs
munition
50
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Support upgrade

Hazard Removal Package

Upgrades the squad with minesweepers, wire cutters, and increases the squad's repair speed.
Allows the squad to Detect and Defuse Mines. Can cut Barbed Wire. Increases health restored by repairs by +2.5 per second.
Costs
munition
30
Image for /icons/common/upgrades/panzerschrek_2_sturmpioneer_ger.png}

RPzB 54 Panzerschreck Package

Upgrades the squad with two Panzerschreck.
Weapon upgrade
Costs
munition
120

Abilities

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Support

Repair

Repairs the target vehicle, building, bridge, or emplacement over time. Hold CTRL to override repair command, allowing the unit to garrison structures or vehicles.
Restores +8 health per second. Unit takes +100% additional damage and is +200% easier to hit while repairing.
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Support / Select target barbed wire

Wire Cutters

Destroys a section of barbed wire, enabling access to infantry.
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Can switch between weapon loadouts. Automatically Defuses mines if detected.

Minesweeper Disabled

Orders the squad to equip or unequip a minesweeper. When equipped, minesweepers allow the unit to find and defuse enemy mines.
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Defuse Mine

Defuses the selected mine.
Support / Select enemy mine
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Can switch between anti-infantry and anti-vehicle rounds.

High-explosive Rounds Active

Switches the GrB 39 between armor-piercing and high-explosive ammunition.
Offensive
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Passive

Fast Capture

Squad has increased capture speed. Does not affect decapture speed.
+33% capture speed.
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Toggle on. Squads' AT weapons will only fire on vehicles. Regular weapons will still engage all targets.

Focus Vehicles Disabled

The squad will only fire its handheld AT weapons at vehicles unless given manual attack orders.

Stats

Costs
time_seconds
12
manpower
125
popcap
4
Reinforce
cost
20
time
4
Hitpoints
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80
80
80
240
Upkeep per minute
manpower
1
Veterancy
vet 1 star
vet 1 empty star
vet 1 empty star
XP: 500
Unlocks veteran ability. Unit is harder to hit and fires faster.
vet 2 star
vet 2 star
vet 2 empty star
XP: 1500
Increases accuracy, rate of fire, and unit is harder to hit. Improves repair and construction speed.
vet 3 star
vet 3 star
vet 3 star
XP: 3000
Increases accuracy, rate of fire, and health. Unit no longer takes extra damage when repairing.

Can construct

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Defensive structure

Sandbag Wall

Provides heavy cover.
Costs
Free
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Defensive structure

Barbed Wire Fence

Blocks infantry movement, but can be crushed by any vehicle. Can be destroyed with Wire Cutters.
Costs
Free
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Field support / Emplacement

Fighting Nest

Fighting position that can be garrisoned by infantry or heavy machine gun teams. Reverts to neutral control when ungarrisoned.
Costs
manpower
50
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Defensive structure

Tank Trap

Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
Costs
Free
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General purpose / Explosive

Schu-mine 42

Explosive device triggered by nearby enemies. Suppresses infantry and damages the engines of vehicles.
Costs
munition
30
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Field support / Emplacement

Concrete Bunker

Emplacement that can be garrisoned by infantry and heavy machine guns for defensive bonuses.
Costs
manpower
175
Image for /icons/races/german/team_weapons/tw_88mm_emplacement_ger.png}
Anti-tank / Emplacement

Flak 36 Anti-tank Emplacement

Emplacement extremely effective against all vehicles. Has long-range. Can shoot down aircraft.
Costs
manpower
320
fuel
45
Image for /icons/common/buildings/icons/building_reinforced_barbwire.png}
Defensive structure

Reinforced Barbed Wire Fence

Blocks infantry and light vehicle movement, but can be crushed by certain light vehicles, medium and heavy vehicles. Cannot be destroyed by wire cutters.
Costs
Free
Image for /icons/common/buildings/icons/teller_mine_ger.png}
Anti-tank / Explosive

Teller Mine

Explosive device only triggered by vehicles. Deals high damage and causes heavy engine damage.
Costs
munition
50
Image for /icons/races/german/team_weapons/obice_da_210_22_wicd.png}
Heavy Artillery / Emplacement

Obice da 210/22 Artillery Emplacement

Artillery emplacement extremely effective against stationary targets. Must barrage to attack.
Costs
manpower
400
fuel
40
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Economic structure

Resource Cache

Protects Territory Point from capture. Increases resource income.
Costs
manpower
200
Image for /icons/races/german/buildings/anti_tank_bunker_wicd.png}
Anti-vehicle / Emplacement

Anti-tank Bunker

Long-range emplacement effective against all vehicles. Limited firing arc.
Costs
manpower
200
fuel
15
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Field support / Emplacement

Command Bunker

Emplacement that act as a forward retreat point and reduces the damage taken by all units, Bunkers, emplacements, and defenses.
Costs
manpower
250
fuel
25
Image for /icons/races/german/team_weapons/tw_20mm_emplacement_ger.png}
Anti-infantry / Emplacement

Flak 38 Anti-aircraft Emplacement

Emplacement effective against infantry and light vehicles. Can shoot down aircraft.
Costs
manpower
200
fuel
25

Loadout

3
mp40_pioneer_ger
mp40 pioneer ger
smg - small arms
Moving Accuracy Multiplier
0.85
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.35
0.25
0.2
Rounds per minute (RPM)
163
50
25
Range of Fire
7
15
35
Penetration
1
1
1
Scatter Area
22
103
246
Min.
Max.
Damage
5
5
AoE Radius
-
0
  • The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.