Assault Grenadier Squad Symbol

Assault Grenadier Squad

symbol
Infantry
Assault Grenadier Squad
Assault Grenadier Squad Portrait
Afrikakorps Icon

Standard infantry very effective against infantry at short-range. Gains combat bonuses when disembarking vehicles in-combat Combined Arms bonuses when near vehicles Can throw assault grenades that are effective against stationary infantry Can Breach occupied buildings and Repair at a reduced speed.

The Assault Grenadier Squad is a DAK infantry unit. In skirmishes they are available from the . They can also be summoned to the field via the Half-Track / Armored Reserves Deployment System: Assault Mechanized Group (deploys a 250 Light Carrier transporting an Assault Grenadier squad) or the Panzer IV Assault Group (deploys a Panzer IV Medium Tank transporting an Assault Grenadier squad). As the name implies, they are a dedicated offensive squad that is ideal for pushing into enemy positions, and also heavily ties into the DAK theme of mechanized combat.

The squad is a bit more durable compared to the DAK , with 110 health per model and squad size of 5. The entire squad is armed with MP40 sub-machine guns, making them very effective at close quarters but ineffective at any further range, with a similar damage curve to units like the UKF . In terms of damage per second (DPS) values, they perform their best at 10 meters or less range, but this effectiveness rapidly falls off beyond 10 meters. For example, compared to baseline units of every faction including units like the USF , UKF , and DAK as well as even some advanced units like the Wehrmacht , the Assault Grenadiers massively out-performs them all at close range. However, at 15+ meters their performance drops massively and they are easily out-performed by many units. Note these comparisons assume default values without added bonuses such as from Combined Arms passive.

Like other DAK infantry, they benefit from the Combined Arms passive bonus when near friendly vehicles, and are capable of repairing damaged vehicles albeit at a slower rate compared to the .

By default they come with active abilities of Grenade Assault and Breach, as well as the passive ability Assault Disembark. Upon reaching veterancy level 1 they gain Smoke Grenade ability which allows them to create a sight-obscuring smoke cloud. More details in the veterancy and abilities section.

What makes Assault Grenadiers unique is their emphasis on mechanized combat through their Assault Disembark passive. When the squad disembarks vehicles that are in combat, they gain a massive speed bonus, reset all their grenade ability cooldowns, and all grenade abilities are free to cast for the ability's duration. As of result, this passive combined with the Combined Arms passive makes them incredible deadly when working with vehicles. Should the player be able to handle the additional micromanagement demands, Assault Grenadiers ideally should utilize mechanized combat as much as possible, typically by using a or the as their transport (although other vehicles like tanks via tank-riding feature can also work). This not only gives them great mobility, but once disembarked they can still keep up the assault without risking getting their transport destroyed. Since grenades become free to use and go off cooldown after disembarking, it is highly advised to make use of it and for example, Grenade Assault appropriate positions and/or throw a Smoke Grenade at pesky weapons teams to blind them.

Overall Assault Grenadiers are ineffective at range, but very deadly up close. Their moving accuracy is quite strong relative to most weapons and as such they are fairly effective at chasing targets and keeping on the move. They are best used as flankers or to supplement direct assaults with their abilities. They are the only base roster DAK infantry that has access to smoke grenades (the other being the which is specific to the Italian Infantry Battlegroup) and do not require additional upgrades to access frag grenades. Utilizing 250 halftracks as transportation can aid greatly in mobility especially as a means of flanking heavy weapons, but most importantly to activate their Assault Disembark and Combined Arms passives in order to make them a menace to enemy infantry.

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

900 XP

Unlocks veteran ability. Unit is harder to hit.
Veteran Star FullVeteran Star FullVeteran Star Empty

2700 XP

Increases accuracy, rate of fire, and unit is harder to hit.
Veteran Star FullVeteran Star FullVeteran Star Full

5400 XP

Increases accuracy, rate of fire, and health.

Veterancy Abilities

  • Smoke Grenade: Active ability gained upon reaching veterancy level 1. Throws a smoke grenade at the target area, creating a sight-obscuring cloud of smoke. Smoke can be used for a variety of offensive or defensive purposes, such as obscuring line of sight of enemy heavy weapons.

  • Tactical Assault: Active ability gained upon reaching veterancy level 1. Upon activation the squad gains significantly higher accuracy but lowered movement speed. Best used in situations where the unit can afford sitting in one place and not need to immediately move, such as defending or when already in close range of a unit. This old veteran ability has since been removed and replaced with the above as of the 1.7 Onyx Shark patch.

Abilities


Grenade Assault icon
Grenade Assault
Every member throws a grenade that deals damage to infantry in the area. Very effective against infantry in cover or structures.
Munitions Cost

35

Time Cost

60

Force Recon icon
Force Recon
Increases the Line of Sight of infantry when they are near vehicles.
Smoke Grenade icon
Smoke Grenade
Throw a smoke grenade at the target location that can obscure line of sight.
Time Cost

180

Combined Arms icon
Combined Arms
Increases accuracy, speed and makes unit harder to hit when near combat vehicles.
+10% accuracy, +15% speed and squad is 10% harder to hit.
Assault Disembark icon
Assault Disembark
Unit moves 40% faster. Grenade Assault and Smoke Grenade have their recharge times reset and are free to use during the ability. Lasts %2% seconds.
Assault Disembark icon
Assault Disembark
Unit moves 40% faster. Grenade Assault and Smoke Grenade have their recharge times reset and are free to use during the ability. Lasts %2% seconds.
Time Cost

60

Breach icon
Breach
Squad will breach the target building, forcing enemy squads to exit and take heavy damage after a short delay.
Time Cost

10

Vehicle Support - Secure Location icon
Vehicle Support - Secure Location
Increases the capture and decapture rate of infantry when they are near vehicles.
+25% capture and decapture rate.
Rudimentary Repairs icon
Rudimentary Repairs
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 +%1% health per second. Unit takes +200% additional damage and is +%3%%% easier to hit while repairing.
Plunder icon
Plunder
Plunder a vehicle wreck for leftover weapons that is dependent on the wreck being an Allied or Axis vehicle. Panzergrenadiers - M1918 BAR or Breda 30 Light Machine Gun. \nAssault Grenadiers - Thompson SMGs or StG 44 Assault Rifles. \nPanzerjäger Squad - Panzerbuchse AT Rifle or M9 Bazooka. \nPanzerpioneers - M1919 Light Machine Gun or G43 Scoped Rifle.
Vehicle Support - Secure Location icon
Vehicle Support - Secure Location
Increases the capture and decapture rate of infantry when they are near vehicles.
+25% capture and decapture rate.
  • Combined Arms: Passive ability. The squad will gain +10% accuracy, +15% movement speed, and -10% received accuracy when near friendly vehicles. This encourages fighting while near friendly vehicles due to substantial combat bonuses.

  • Assault Disembark: Passive ability. When disembarking from vehicles that are in combat, the squad gains a large +40% movement speed bonus for 10 seconds. Upon activating the passive, all grenade abilities have their cooldown reset. Said grenade abilities also become free to cast for this duration (no Munitions cost). This allows Assault Grenadiers to uniquely have a heavy emphasis in mechanized combat, giving them hefty bonuses for using transports to engage in battle. Combines well with the Combined Arms passive, obviously encouraging using this unit with vehicles. This passive is quite useful for not only keeping the vehicle safer (as it can unload troops farther away if need be), but makes it far easier for the squad to close the gap rapidly and storm entrenched positions (made even easier with free grenades). Typically a player will use the or as its transport vehicle, although keep in mind tanks (via tank-riding feature) also count toward this passive. Ideally this unit should use mechanized combat as much as possible, although it adds significant micromanagement demands to the DAK player. 60 second cooldown.

  • Rudimentary Repair: Active ability. This unit by default uses Rudimentary Repair, allowing them to repair damaged vehicles albeit at a reduced rate (+6 health per second) compared to typical engineer squads (+8 health per second). When upgraded with Advanced Field Repairs from the Armory, their repair rate is increased by an additional +2.5 health per second for total repair rate of +8.5 per second.

  • Breach: Active ability. After targeting an enemy garrison, the squad will approach the nearest door and initiate a breach. It has a lengthy 'channel' time where if the opponent reacts fast enough, they can evacuate the building before taking damage. If the breach is not interrupted, the garrisoned units will take significant damage while also being forcefully ejected and forced to retreat, while the breaching squad moves inside to take over the garrison. While it is not effective for killing units when against wary opponents, it nevertheless fulfills its main purpose of forcefully ejecting occupants.

  • Grenade Assault: Active ability. All squad members will each throw a grenade at the target area for a Munitions cost, potentially dealing massive amounts of damage to clustered infantry, including those in cover or garrisoned. As it is based on members, this ability is less effective if there are missing squad members as that means less grenades will be thrown overall.

Upgrades

See the Armory page for more details and numbers behind each upgrade.

  • Veteran Squad Leaders: Globally adds combat bonuses to all infantry except the . Increases Panzergrenadier squad size by 1.

  • Advanced Field Repairs: Globally increases the repair speed of all infantry.

Italian Combined Arms Battlegroup

  • Vehicle Support - Secure Location: Passive ability. Increases both the capture and decapture rate of infantry when they are near vehicles by 25%.

  • Vehicle Support - Force Recon: Passive ability. Increases the vision range of infantry when they are near vehicles.

Battlefield Espionage Battlegroup

  • Plunder: Plunder a vehicle wreck for leftover weapons that is dependent on the wreck being an Allied or Axis vehicle. This perk conflicts with Transfer Depots.

    • Panzergrenadiers - M1918 BAR or Breda 30 Light Machine Gun.

    • Assault Grenadiers - Thompson SMGs or StG 44 Assault Rifles.

    • Panzerjäger Squad - Panzerbuchse AT Rifle or M9 Bazooka.

    • Panzerpioneers - M1919 Light Machine Gun or G43 Scoped Rifle.

  • Advanced Ambush Training: Improves the First-Strike ambush accuracy bonus of infantry squads from +40% to +50%, damage bonus from +25% to +35%, and the duration is increased from 5 seconds to 7.5 seconds.

Weapons


Mp40-assault-panzergrenadier-ak
Near
Mid
Far
Accuracy0.5130.370.23
Range101535
5
  • The default SMG of the Assault Grenadier squad is, like any other SMG, very strong at close range but very ineffective at longer ranges. Also similar to many SMGs is that it has a 0.85 moving accuracy modifier, so relative to most weapons it is quite decent on the move.


Change Log

1.7.0 Onyx Shark July 16 2024

Assault Grenadier Squad 

Assault Grenadiers are receiving a major change to differentiate themselves from other short-range assault squads. Assault Grenadiers will now receive a significant bonus when they disembark from vehicles as a passive, emphasizing the Afrikakorps’ theme as a mechanized faction that wants to be transporting its troops into combat. 

  • Health increased back from 100 to 110 

  • Health bonus at Veterancy 2 removed 

  • Smoke Grenade now requires Veterancy 1 

  • Tactical Assault veteran ability removed 

  • New ability: Assault Disembark  

    • When Assault Grenadiers disembark vehicles that are in-combat, the squad gains a 40% speed bonus. Grenade recharge times immediately reset when the ability begins and are made free for the ability’s duration. Lasts 10 seconds with a 60 second recharge time. Does not require veterancy 

1.6 'Coral Viper' April 2 2024

Due to their early timing, we are reducing the health of Assault Grenadiers to make it easier for players to force the squad back with small-arms. We have also increased the speed penalty on Tactical Assault to make it harder to chase enemy units and dodge incoming grenades.  

  • Tactical Assault speed penalty increased from 20% to 33%  

  • Health decreased from 110 to 100  

  • Now gains +10 health at veterancy level 2