Advanced infantry very effective against infantry at short and medium range. Fast capture speed. Can throw Bundled Grenades.
Note: This page refers to the Wehrmacht unit. For the DAK version, refer to this:
Despite sharing the same name, both units are fairly different and belong to different factions.
The Panzergrenadier Squad is an advanced Wehrmacht infantry unit. In skirmishes, it is available from the
As mentioned on the
Panergrenadiers have much greater durability over Grenadiers, sporting 115 health per model although having a slightly smaller squad size of 5. Offensively, the entire squad is armed with MP44 assault rifles that grant them greatly improved close and medium range damage per second (DPS) performance compared to Grenadiers, out-performing them at less than 25 meters range. Similarly, they out-perform the
By default this unit comes with the Bundled Grenade ability that works the same as any other frag grenade ability, but of course explodes with far greater area of effect and damage. Most effective against infantry clustered together in cover or in garrisons. Panzergrenadiers also have access to Breach, allowing them to initiate breaching against enemy garrisons which if successfully completed, will forcefully eject and retreat the enemy units while the Panzergrenadiers take over the garrison for themselves.
At veterancy level one they gain the active ability Automatic Fire ability, which when activated, for a lengthy duration steadily increases the squad's rate of fire and burst length, at the cost of steadily decreasing their movement speed. This can make them defensive powerhouses though the loss of speed makes it difficult to use in offensive scenarios and can be exploited as a weakness. See veterancy ability section for more info.
Overall Panzergrenadiers are suitable 'replacements' for frontline generalist duties. Wehrmacht players will often need to choose between building either the
Compared to Jäger squads, they are much more skewed towards close quarters combat and anti-infantry duties, as they for example lack any anti-tank capabilities and perform worse at long range. As they are more advanced but costly units, they typically trade well against most Allied infantry available at the time, though care must be taken when engaging elite Battlegroup exclusive units like the USF
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Automatic Fire: Active ability gained after reaching veterancy level 1. When activated, the squad gains steadily increasing rate of fire and burst length every 3 seconds, while also reducing their movement speed by 10% down to a maximum of -50% speed. 20 second duration, 120 second cooldown after duration ends. The duration cannot be cancelled prematurely. Essentially, this is a defensive orientated combat boost ability, since it basically turns the squad into a stationary turret due to the massive loss of speed. On the other hand, their offensive damage output is increased fairly rapidly over time. As such, it can be ill-suited for offensive assaults due to the loss of speed, but in scenarios where moving is not required, it is a great free combat enhancement.
Mechanized Assault: Active ability gained after reaching veterancy level 1. The unit gains +50% movement speed and -15% received accuracy. Quite similar to other 'sprint' abilities, although it grants less speed but adds a major combat bonus for the duration of the ability. Great when they need to get into position faster, such as a hard hitting flank. However, since it makes them harder to hit it can also simply be used as a free combat boost at a moment's notice, helping to trade favourably even when not moving. This old ability has since been replaced by the above.
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Bundled Grenade: Active ability. Throws a frag grenade at the target location for a Munitions cost. The grenade will explode after a short delay. Works the same as any other frag grenade ability, although with larger area of effect and overall greater damage. Most effective against infantry clustered together especially in cover or garrisons.
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.
This unit can benefit from the following upgrades/perks listed below:
Panzergrenadier Officer Quarters: Promotes all units from the Panzergrenadier 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.
Mp44-panzergrenadier-ger | Near | Mid | Far |
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Accuracy | 0.72 | 0.475 | 0.26 |
Range | 10 | 22.5 | 35 |
Panzergrenadier Squad
Panzergrenadiers are receiving a boost to their mid and long-range damage-per-second to further differentiate them from submachinegun assault infantry. We want this unit to fight from cover with their assault rifles and only close when there is an opportunity.
We have also replaced their Veterancy 1 ability to push forth their role as medium range infantry that needs to be positioned correctly for the ability to be most effective.
Assault rifle accuracy adjusted from 0.72/0.375/0.18 to 0.72/0.45/0.245
Long-range cooldown decreased from 200% to 150%
New ability: Automatic Fire
When activated, the squad gains increased weapon burst length and cooldown every 3 seconds to a maximum of 100%. Speed is reduced by 10% every 3 seconds to a maximum of 50%. Lasts 20 seconds. Replaces Sprint ability.
Panzergrenadier Squad
The kill radius of the Bundle Grenade was a little too high. The following change reduces the kill radius of the Bundle Grenade.
Bundle grenade area mid damage reduced from 0.625 to 0.5
Panzergrenadiers are getting a gentle increase of lethality at medium range and are getting a significant boost to their Bundle Grenades, making their potential lethality higher. These new grenades are incredibly dangerous to unsuspecting enemy squads.
We are also increasing their capture speed as Wehrmacht Panzergrenadiers are specialist units that cannot be built in large numbers.
StG 44 mid-range increased from 20 to 22.5
Bundle grenade mid-damage increased from 0.4 to 0.625
Capture Rate increased from 1.25 to 1.5