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
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, but do have a glaring weakness in a form of a small 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 closer 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
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
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
Overall Fallschirmjägers are powerful generalists that are quite strong offensively. 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, they have much higher resource costs including very expensive reinforce costs.
1200 XP
3600 XP
7200 XP
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.
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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
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:
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%.
![]() | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.532 | 0.494 | 0.29 |
Range | 7 | 25 | 35 |
Penetration | 1.2 | 1.1 | 0 |
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.