Fallschirmpioneer Squad Symbol

Fallschirmpioneer Squad

Fallschirmpioneer Squad
Fallschirmpioneer Squad Portrait
Wehrmacht Icon

Support infantry effective against infantry at long-range. Can repair 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 and USF .

Available immediately at 0 CP cost, the Fallschrimpioneer is essentially a more specialized, stronger, and expensive version of the default . Like Pioneers, they are one of few Wehrmacht units capable of repairing damaged vehicles/structures, constructing defences and resource caches, as well as laying mines. Unlike Pioneers however, they have access to different weapon upgrades, are deployed quite differently, and due to their stronger combat prowess can afford to be a bit more direct in fights.

Compared to Pioneers they have far better durability, thanks to having a higher 95 (compared to 80) 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 ultimately are vulnerable due to their low squad size. Compared to the they completely out-perform them at all ranges. Compared to USF they only out-perform them at long range of 25+ meters. Compared to the UKF they only out-perform them at closer ranges of below 18 meters.

Fallschrimpioneers are capable of constructing almost anything a Pioneer can, including defenses, resource caches, and mines. However, they uniquely are also able to construct a on a resource node instead of a cache, which is a camouflaged structure that allows reinforcement of nearby Fallschrimpioneers and the . This is a very niche structure that is rarely constructed but does grant extra synergy with the Luftwaffe Battlegroup specific units.

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. 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 length delay of a few seconds. This delay means it generally is ineffective against wary opponents, but the explosion is quite powerful and can easily wipe out infantry clustered together, especially in garrisons. It 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 are 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's 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. The main thing they lack is the ability to access Flamethrowers comparatively. 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.


Veteran Star FullVeteran Star EmptyVeteran Star Empty

900 XP

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

2700 XP

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

5400 XP

Increases accuracy, rate of fire, and health. Unit no longer takes extra damage when repairing.

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.


MG 15 Light Machine Gun icon
MG 15 Light Machine Gun
Upgrades the squad with a MG 15 Light Machine Gun.
Munitions Cost


GrB 39 Grenade Launcher icon
GrB 39 Grenade Launcher
Upgrades the squad with a grenade launcher. Grenades have a small blast radius and are effective against infantry at range.
Munitions Cost


  • 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 USF at more ranges (12+ meters) as well as the UKF at all ranges. However, this weapon cannot be fired on the move.

  • 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.


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.
Wire Cutters icon
Wire Cutters
Destroys a section of barbed wire, enabling access to infantry.
Defuse Mine icon
Defuse Mine
Defuses the selected mine.
First Aid Kit icon
First Aid Kit
Unit will recover health when out of combat while active.
Munitions Cost


Time Cost


Repair icon
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 +100% additional damage and is +200% easier to hit while repairing.
Satchel Charge icon
Satchel Charge
Throw an explosive that detonates in a wide radius after a moderate delay. Effective against stationary targets and structures.
Munitions Cost


Time Cost


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

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.

    Construction Options

    Note: Fallschirmpioneer by default can construct the same things a can by default. However they have one extra option in the form of the . More options are available if specific Luftwaffe Battlegroup perks are attained.

    • 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.

    • : Constructs a Fighting Nest for a small Manpower cost. Fighting Nests count as neutral structures that can be garrisoned by any unit, including enemies. Reverts to neutral status when no longer garrisoned. Can be garrisoned by a single squad. Garrisoned squads will benefit from the Fortified Combat Position Bonus, granting extra accuracy and rate of fire.

    • : Constructs a Concrete Bunker for a Manpower cost. Can only build in friendly territory. Can be garrisoned by a single squad. Garrisoned squads will benefit from the Fortified Combat Position Bonus, granting extra accuracy and rate of fire. The bunker itself can be upgraded into various forms, see its page for more details.

    • : Constructs a Luftwaffe Relay Point over a captured resource node at a Manpower cost. The Relay Point is camouflaged by default and can only be revealed to enemy players when enemies get too close (near capture radius) or when it takes damage from indirect fire. The Relay Point allows for reinforcement of nearby and only via para-dropping reinforcements. The territory itself cannot be captured until the structure is destroyed.

This unit can benefit from the following upgrades/perks:

Luftwaffe Battlegroup

  • Luftwaffe Pioneer Support: Allows para-dropping of the . Enables the and to construct 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 .