Fallschirmjäger Squad Symbol

Fallschirmjäger Squad

Fallschirmjäger Squad
Fallschirmjäger Squad Portrait
Wehrmacht Icon

Elite infantry very effective against infantry. Most effective at medium and long-range.

The Fallschirmjäger Squad is an elite Wehrmacht infantry unit. In skirmishes, they are available exclusively as a call-in unit with the Luftwaffe Battlegroup. Unlike most units, they are deployed via air-drop and can be deployed anywhere on the map except the enemy HQ territory, similar to the Wehrmacht and USF .

Arguably one of the strongest generalist infantry in the game, the Fallschirmjäger are elite infantry that come with good stats all around. They have high durability of 115 health per model, although with only a modest squad size of 4. Offensively, the entire squad is armed with FG42 automatic rifles that are effective at all ranges, though its damage curve still skews the strongest damage per second (DPS) performance at close ranges compared to long range. Overall their DPS at all ranges is good enough to give them consistency and value on-par or better than many units. For example, they out-perform the Wehrmacht at all ranges. They also greatly out-perform the at all ranges except at very close range where their DPS is similar. Fallschirmjägers out-perform the armed with 2 BARs at all ranges except close range and generally do better than most basic infantry in general. However, when compared to more elite squads specialized for close quarters, they are out-damaged significantly at close range but do better at long range, for example when compared the USF and , or the UKF .

By default, Fallschirmjägers come with various abilities. Breach allows them to forcefully eject and force retreat an enemy garrison while taking it over for themselves. Stick Grenade functions the same as any other grenade throw ability, although uniquely Fallschirmjägers have the highest grenade throw range in the game. Panzerfaust functions identically to the 's ability, allowing them to debilitate and damage enemy vehicles. Lastly, they also have the passive Concealment allowing them to cloak in cover - firing out of camouflage grants them a significant combat bonus temporarily, making them deadly ambushers. See below sections for more info.

At veterancy level 1 they gain the Airborne Spirit passive, boosting their capture rate and allowing them to heal out of combat.

Additionally, Fallschirmjägers can benefit from the that the can build, allowing them to reinforce at a forward position.

Overall Fallschirmjägers are powerful generalists that few can go wrong with. Aiding them in their generalist strengths is that they are equipped with both anti-infantry and anti-vehicle abilities, so they will rarely be 'useless' in any combat situation. Concealment adds another significant edge as while they are strong, they ultimately have a low squad size that can make it progressively risky to use them as they take damage. Ambushing especially at close range can allow them punch far above their weight and trade tremendously in their favour, usually being able to wipe out a squad quickly if the opponent is not paying attention. As with other elite units, their largest disadvantage tends to be their much higher costs, especially with a very expensive reinforce cost.


Veteran Star FullVeteran Star EmptyVeteran Star Empty

1200 XP

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

3600 XP

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

7200 XP

Increases accuracy, rate of fire, and health.

Veterancy Abilities

  • Airborne Spirit: Passive ability gained upon reaching veterancy level 1. Grants +25% capture speed (does not affect decapture speed). Also grants passive healing when out of combat at a rate of +2.6 health per second. A helpful and easy to use passive, especially the free healing.


Airborne Spirit icon
Airborne Spirit
Squad will heal when out of combat and captures territory faster.
+25% capture speed; does not affect decapture speed. Restores %2% health per second.
Breach icon
Squad will breach the target building, forcing enemy squads to exit and take heavy damage after a short delay.
Munitions Cost


Time Cost


Concealment icon
The squad gains camouflage when in cover and out of combat. Unit is invisible to enemies unless they get too close.
+25% damage and +40% accuracy when firing from camouflage for %3% seconds.
Stick Grenade icon
Stick Grenade
Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.
Munitions Cost


Time Cost


Hold Fire Disabled icon
Hold Fire Disabled
Unit will not engage unless given a manual attack order when active.
First Aid Kit icon
First Aid Kit
Unit will recover health when out of combat while active.
Munitions Cost


Time Cost


Panzerfaust icon
Damages and temporarily slows vehicles. Causes Engine Damage on vehicles that reach 50% health or below.
Munitions Cost


Time Cost


Note: First Aid Kit is not available in skirmishes.

  • Breach: Active ability. The unit will advance toward the targeted enemy garrison. Upon reaching one of the entrances, the squad will begin 'channeling' the ability, with a progress bar being visible above them alongside a breaching indicator. During this time a wary opponent can react by evacuating their garrisoned squad(s) before it is too late, avoiding consequences. If the breach successfully goes through however, the garrisoned squad(s) take significant damage and are forcefully ejected and forced to retreat, while the breaching squad takes over the garrison. While Breach will typically fail to deal damage against aware opponents, it still does its job of forcefully evacuating a building.

  • Stick Grenade: Active ability. Throws a frag grenade at the targeted area for a Munitions cost, which explodes after a short timer. Frag Grenades are especially effective against stationary infantry clustered together in cover or in garrisons. Axis stick grenades tend to have slightly farther throwing range but slightly less area damage compared to Allied grenades. Uniquely, the Fallschirmjäger version of this ability has the highest throw range in the game compared to any other grenade throw ability. Has no requirement and thus is available by default.

  • Panzerfaust: Active ability. For a Munitions cost the squad will attempt to move into ability range of a targeted enemy vehicle, and then fire off a Panzerfaust round. This ability functionally acts as an anti-tank snare, which deals damage and temporarily debilitates vehicles by reducing their movement speed. At 50% or lower health, the target may instead receive the 'Engine Damaged' state which permanently slows them until fully repaired. Identical ability that the also has, although unlike Grenadiers this has no requirement on this unit and thus is available by default.

  • Concealment: Passive ability. The squad gains camouflage when in cover and out of combat. This means the unit is invisible to enemies unless they get fairly close. Moving out of cover for a few seconds, using abilities, or attacking will also remove this invisibility. While in Concealment, the squad gains an ambush bonus after firing from camouflage, granting a massive temporary bonus of +25% damage and +40% accuracy for 5 seconds. If one can deal with the extra micromanagement, utilizing this can get tremendous value especially if ambushing at close range, allowing this unit to wipe out an enemy squad extremely quickly.

  • Hold Fire: Active toggle ability. When toggled on, the unit will not fire automatically at enemies unless manually ordered to do so. Typically used in combination with Concealment, in order avoid revealing the unit at an inopportune time. It is important to note the unit will still hold fire as long as the toggle is on, meaning the player will need to remember toggle it off once combat starts.

This unit benefits from the following upgrades/perks:

Luftwaffe Battlegroup

  • Fallschirmjäger Squad Paradrop: Allows para-dropping of the Fallschirmjäger Squad at the target location (can be anywhere on the map except the enemy HQ territory). This battlegroup ability is the only way to access deployment of the Fallschirmjäger Squad.

  • Infantry Reserves: Reduces reinforcement cost of all infantry units by 25%.


  • The default weapon of this unit has a fairly impressive damage curve. Whereas many automatic weapons have a steep drop-off in DPS at longer ranges, the Fallschirmjager's FG42 remains fairly consistent. It is still skewed towards close quarters and ultimately deals the most DPS at close range compared to long range however.


  • Fallschirmjägers (in context of WW2) were the paratrooper branch of the German Luftwaffe before and during World War 2.

  • The word Fallschirmjäger is derived from 'Fallschirm" which means parachute, and "jäger" which means hunter.