Support infantry effective against infantry at long-range. Increased vision range. Captures territory faster than other infantry.
The Pathfinder Squad is a USF infantry unit. In skirmishes they are only available exclusively with the Airborne Battlegroup. Unlike most units, they are a conversion upgrade for the default Scout squads, rather than a separate unit call-in. They replace the
The Pathfinders battlegroup perk has no CP cost and can be chosen immediately after match start. Once this perk is chosen, they outright replace Scout squads - the initial starting Scout squad will be upgraded and require reinforcing their missing soldier, while producing additional Scouts will instead be replaced with the option of producing Pathfinder squads from the Headquarters.
Pathfinders are essentially enhanced versions of Scouts. They are nearly identical with some major distinctions: Pathfinders individually have 10 more health than Scouts, and their squad size is increased by 1 (for a total of 4 soldiers). This health and squad size increase is a substantial increase in overall durability, and the additional firepower from an extra soldier means an overall increase in damage per second (DPS) compared to Scouts. As such, in terms of combat effectiveness Pathfinders are a significant upgrade over Scouts. However, this all comes with downside of larger costs as they have a higher build cost, build time, upkeep, and reinforce cost.
Another major difference is that Pathfinders can gain access to an additional ability, Rifle Grenade, when they receive the Utility Package upgrade. Scouts do not have access to this frag grenade ability.
Outside of these differences, Pathfinders are practically identical, having access to Utility Package upgrade as well as the same veterancy benefits (albeit with higher XP requirements to compensate for being a stronger squad). Like Scouts, they have very high capture rates as well as high sight range, making them useful for recon and capture duties. Thanks to their higher durability and damage, they can fare much better than standard Scouts when it comes to combat, though keep in mind they also cost more to compensate for this increased effectiveness. In addition, while they are stronger, they are overall still a dedicated recon unit and are generally out-damaged by any standard mainline infantry. The additional Rifle Grenade ability gained with Utility Package grants them even more combat utility over Scouts, allowing them to launch long ranged frag grenades that is most useful against set up heavy weapons and infantry garrisoned or clustered in cover.
750 XP
2250 XP
4500 XP
All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.
Passive Healing: Passive ability. When activated, allows the squad to heal themselves while out of combat for the duration. Activates after around 5 seconds of being out of combat. Entering combat will disable the healing effect.
Stealth Reconnaissance: Active toggle ability. When toggled on, the unit becomes camouflaged but at the cost of greatly reduced movement speed, inability to capture territory, and inability to fire weapons. Visually the squad will dive to the ground and crawl during this stealth mode. As with all camouflage abilities, the unit will be revealed if an enemy unit comes too close. Essentially a useful stealth ability that is strictly for recon purposes due to disabling weapons and territory capture. While it cannot be used in combat situations, it is great for hiding the squad even in plain sight, allowing the player to make use of them for intel and await opportunities to toggle off when needed, such as to capture once again or help with a flank.
25
Utility Package: Grants the unit access to new abilities at a Munitions cost. These are Smoke Rifle Grenade, Rifle Grenade, and Recon Flare. Note that Rifle Grenade (the frag grenade ability) is only available to Pathfinder Squads, as Scout Squads cannot access Rifle Grenade normally.
This unit can benefit from the following upgrades available at the Infantry Support Center:
Munitions Surplus: Reduces the Munitions costs of all individual infantry upgrade packages by 50%. This includes various packages available to units like the Scout/Pathfinder, Riflemen, and Paratroopers.
Advanced Logistics: Reduces the Manpower reinforcement cost of all infantry by 25%, and squads reinforced from Triage Station casualties gain a small amount of veterancy XP.
Survival Training: Increases the maximum health of all infantry entities (individual soldiers) by +10 health.
180
55
120
35
30
180
Note that Forward Observer Artillery Barrage is campaign exclusive and is not available in skirmishes.
Smoke Rifle Grenade: Active ability. Fires a smoke grenade at the targeted area. Has a minimum cast range, preventing it from being used in close quarters. Smoke is useful for a variety of offensive and defensive purposes, such as obscuring line of sight of enemy heavy weapons like HMGs. Long cooldown.
Rifle Grenade: Active ability. Fires a frag grenade at the targeted area for a Munitions cost. Has a higher maximum range than most grenade abilities, but also has a minimum range that restricts it from being used in close quarters. Also has a longer windup time, but the grenade projectile instantly explodes on impact rather than having a delayed fuse timer. Effective against set up heavy weapons and infantry garrisoned or clustered in cover.
Recon Flare: Active ability. Fires a flare at the targeted area, revealing a large area once the flare is deployed. Great for easy, low risk intel gathering, but has a long cooldown. Reveals camouflaged units within its range.
Garand-pathfinder-us | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.813 | 0.775 | 0.713 |
Range | 7 | 25 | 35 |
Penetration | 1.5 | 0 | 0 |
The default Pathfinder rifles is identical to the default Scout rifles with exception of better accuracy at long range, resulting in slightly higher DPS at long range.
Overall though, it is the extra squad member that grants Pathfinders the edge in combat.