Effective against infantry at long-range. Can throw anti-structure satchel charges Can repair, sweep mines, and build defenses
The Fallschrimpioneer Squad is a Wehrmacht infantry unit. In skirmishes, it is only 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
Available immediately at 0 CP cost, the Fallschrimpioneer is essentially a more specialized, stronger, and expensive version of the default
Compared to Pioneers they have far better durability, thanks to having a higher 95 health per model, as well as a squad size of 4 instead of 3. Offensively, they are armed with rifles with a standard damage curve. This means they technically deal the best damage per second (DPS) at close range compared to longer ranges, but this is generally not recommended as they are vulnerable due to their low squad size. Compared to regular Pioneers they perform far better beyond close range, allowing Fallschrimpioneers flexibility in engagements. Compared to the
Fallschrimpioneers are capable of constructing almost anything a Pioneer can, including defenses, resource caches, and mines. If the Luftwaffe Relay Point Battlegroup perk is unlocked, they unlock the ability to construct the
By default they come with Minesweepers and the Wire Cutters ability. When the Minesweeper is toggled on, a squad member will forgo using his weapon (and thus reducing overall DPS) to equip a minesweeper that will allow the squad to detect and remove mines/traps. The Wire Cutters ability allows them to destroy a targeted barbed wire. They also come with the Satchel Charge active ability, allowing them to spend Munitions to throw a powerful explosive that explodes after a relatively lengthy delay of a few seconds. This large delay means it generally is ineffective against wary opponents and thus is usually intended for anti-structure duties. However, the explosion is quite powerful and can easily wipe out infantry clustered together (especially in garrisons), and can even destroy stationary vehicles. See abilities section for more info.
At veterancy level 1 they gain the Airborne Spirit passive, granting them increased capture rate (not decap rate) and passive healing when out of combat.
The main strength of Fallschrimpioneers is their early game prowess. By going with the Luftwaffe Battlegroup, a Wehrmacht player has the option of utilizing these units immediately as an early game unit. As they can be para-dropped in at nearly any location, this gives the player options on utilizing them to best effect. It is common to see players para-drop them aggressively very early on in order to thwart the opponent's map control. This is especially possible by building defenses like Sandbags quickly after deploying, allowing them to hold the line and fight back effectively early on. By doing this, they can stall out quite well, buying valuable time and intel for the Wehrmacht player while delaying the opponent's territory capture. Of course, care must be taken when and where they are deployed, as para-dropping infantry are vulnerable during the drop animation (cannot move, attack, or do anything until fully landed).
Their Satchel Charge ability in particular can be quite powerful since it is available by default. While it has an expensive Munitions cost, it is a great tool especially against weapons teams and garrisons, giving them another potent edge in early skirmishes.
It is important to note that Fallschrimpioneers come with Minesweepers and Wire Cutters for free. This can be especially powerful as it means one can counter enemy mines practically immediately at game start, or at the very least discourage opponents from building them which in itself is very powerful.
Later past the early stages, Fallschrimpioneer scale poorly in terms of combat although one can spend Munitions on upgrading them with more powerful weapons. They can gain the MG 15 Light Machine Gun which generally boosts their DPS at all ranges, though it cannot fire on the move. Alternatively they can be upgraded with the GrB 39 Grenade launcher, which deals area damage and is most effective against stationary infantry clustered in cover or garrisons.
While Fallschrimpioneer are basically stronger but more expensive Pioneers, keep in mind they have access to different upgrades and have a different damage curve. The main thing they lack is the ability to access Flamethrowers comparatively, and can fight comfortably at longer ranges. Aside from their strengths, they do come with the downside of more expensive costs including call-in cost, higher upkeep, population, and reinforce costs, on top of being exclusive to a certain Battlegroup.
If Luftwaffe Relay Point is unlocked, this unit can enable an interesting form of sneaky forward reinforcement and frontline defensive tactics, as once constructed the Relay Point acts as a camouflaged reinforcement point specifically for Fallschirm units.
900 XP
2700 XP
5400 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.
90
85
MG 15 Light Machine Gun: Upgrades the squad with an MG 15 LMG. This significantly increases their DPS at all ranges, allowing them to out-damage the USF
GrB 39 Grenade Launcher: Upgrades the squad with a grenade launcher. The grenade launcher fires indirect 'lobbing' projectiles with a travel time. Like many similar weapons, it can be affected by terrain/elevation much more than standard small arms, so be wary when firing uphill or with terrain/buildings in the way. The projectiles explode dealing damage in a small area of effect. Most effective against stationary infantry especially clustered in cover or in garrisons. Cannot be fired on the move.
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45
30
Note: First Aid Kit is not available in skirmishes.
Repair: Active ability. Orders the unit to repair a damaged vehicle or structure at standard rate of +8 health per second. Note that units repairing/constructing take extra damage and are easier to hit.
Minesweeper Toggle: Active toggle ability available by default. Toggles equipping or un-equipping the minesweeper. While the Minesweeper is equipped the squad can detect and defuse mines. Note that while it is equipped, one squad member effectively has no weapon in combat and thus the squad will deal less damage overall.
Wire Cutters: Active ability available by default. Allows the unit to remove targeted barbed wire section.
Satchel Charge: Active ability available by default. Orders the squad to throw a satchel charge at the target location for a relatively expensive Munitions cost. The satchel charge has a longer fuse timer compared to standard grenades, generally around a few seconds long before exploding. The delay is significant enough that the bomb can be unreliable against wary opponents. The explosion is very powerful, capable of immense damage to infantry and vehicles alike, and deals extra damage to structures (and thus is useful as a demolition tool). Squads and light vehicles can be outright destroyed by a single explosion if the opponent is not paying attention. Most effective against garrisons as it will force an 'evacuate or die' situation for opponents. Also can be effective against set-up weapons teams especially as the delay in being able to move can cause them to die to satchel charges.
Note: Fallschirmpioneer by default can construct the same things a
Sandbags: Creates a line of heavy cover that can be utilized by infantry. Counts as an obstacle that can vaulted over by infantry. Can be crushed by most vehicles.
Barbed Wire Fence: Creates barbed wire that cannot be passed through by infantry, but can be crushed by any vehicle.
Tank Traps: Creates a series of tank traps that cannot be passed through by most vehicles. They also act as scattered heavy cover for infantry. These are hardy obstacles that are durable to damage and cannot be crushed by anything but the heaviest of vehicles.
Schu-Mine 42: Lays down a mine that is triggered when any enemy units pass over it. The explosion is significantly damaging to infantry and will initially suppress them. Also deals significant damage to light vehicles, and guarantees 'Engine Damaged' to any vehicle. Can be destroyed by taking damage or by being dismantled by a Minesweeper.
Resource Cache: Constructs a resource cache over a captured resource node at a Manpower cost. Resource Caches increase the resource granted from its node by 50% (Munitions or Fuel). Does not increase Manpower income if built over a Manpower node. The territory itself cannot be captured until the structure is destroyed.
This unit can benefit from the following upgrades/perks:
Luftwaffe Pioneer Support: Allows para-dropping of the
Infantry Reserves: Reduces reinforcement cost of all infantry units by 25%.
Flak 36 Anti-tank Gun Emplacement: Enables Pioneers and Fallschrimpioneers to construct the
Kar98k-fallschirmpioneer-ger | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.788 | 0.713 | 0.663 |
Range | 7 | 25 | 35 |
Penetration | 1.5 | 0 | 0 |
Fallschirmpioneer
Rifle accuracy increased from 0.63/0.57/0.53 to 0.788/0.713/0.663
Multiple related changes regarding Luftwaffe Battlegroup.