Heavy weapon team effective against structures, team weapons, and stationary infantry at long-range. Must be set-up to attack.
The GrW 34 Mortar Team is a Wehrmacht weapons team unit. In skirmishes, it is available from the
This unit serves as the Wehrmacht's standard mortar team. As the earliest available artillery unit available to this faction, it is capable of auto attacking / attack ground at a slow rate of fire, and has access to the standard HE and Smoke Barrage abilities. Recon Flare becomes available after reaching veterancy level 1. More info on these abilities can be seen in the below sections.
Like any other artillery unit it is best used at long range far away from threats in order to deal damage. While mortars are not effective against moving units, they serve a very strong purpose in dislodging defensive positions, as the incoming damage will force the opponent to react and move their units or else risk losing them. This can be very helpful in forcing set-up weapons and garrisoned units to move.
For more destructive and faster artillery strikes, one must use their High-Explosive Barrage ability. This allows them to fire off several volleys in quick succession. For utility, a Smoke Barrage can also be used to obscure vision, great for blocking line of sight for a variety of offensive and defensive purposes. Each barrage ability has fairly fast cooldowns, so while their damage is light compared to heavier artillery, it can barrage with far greater frequency, making them very useful in restricting weapon teams like HMGs.
When attacking normally, it has decent range but a very slow rate of fire and mediocre accuracy. The attack ground command is also useful to fire rounds away at suspected areas one may want to target, such as garrisoned buildings and set-up weapon positions. Auto attacking with mortars is not nearly as effective as High-Explosive Barrages, but it does allows the unit to still contribute while their barrage abilities are on cooldown.
As with all weapons teams, their target size is higher and thus this unit is much more easier to damage than other infantry. Surprise flanks can be devastating due to this vulnerability.
While very similar to other mortar teams, the Wehrmacht version does carry an advantage of being able to gain the Recon Flare ability, giving it a useful scouting ability that typically is hard to access.
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Recon Flare: Active ability gained upon reaching veterancy level 1. Fires a flare over the target area, providing vision for a short period of time. A fantastic scouting tool, especially as this ability has a large range, allowing for on-demand vision without compromising safety. With no cost, the only real disadvantage is a very long cooldown.
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High-Explosive Barrage: Active ability. Fires off several explosive rounds at the target area, with a small blast radius for each explosion. As it is light artillery, it is most effective against stationary and garrisoned infantry targets, though it can deal adequate damage to light vehicles too. Not effective against armour. Fairly low cooldown compared to heavier artillery options.
Smoke Barrage: Active ability. Fires off several smoke rounds. These do not deal damage and instead saturate the target area with sight-blocking smoke clouds. This is a great way to deny vision for various purposes, such as preventing an enemy HMG from firing on your troops.
This unit can benefit from the following upgrades/perks:
Infanterie Officer Quarters: Promotes all units from the HQ and Infanterie Kompanie to Veterancy 1 and increases their veterancy earn rate by 25%. Includes current and future units.
This affects the
Breakthrough: Active ability. Infantry gain +50% faster capture/decapture rate for the duration of the ability.
Infantry Reserves: Reduces reinforcement cost of all infantry units by 25%.
Fuel Seizure: Infantry that capture fuel points immediately grants +5 fuel.
Mechanized Assault: Active ability. Vehicles auto-repair, and infantry move faster, take less damage, and are harder to hit when near friendly vehicles for duration of ability.
Designate Defensive Line: Active ability. Permanently mark a friendly territory point or Bunker as a Defensive Line. Infantry in the radius take less damage. Heals vehicles and infantry out of combat. Lasts until destroyed, decaptured, or a new point is designated.
Call the Reserves!: Active ability. All infantry units near bunkers will gain combat bonuses and periodically reinforce for free when active.
Mp40-crew-ger | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.42 | 0.25 | 0.1 |
Range | 7 | 15 | 35 |
Penetration | 0 | 0.9 | 0.85 |