Support infantry that can repair and build defenses. Has increased vision range and reveals nearby camouflaged units.
The Pioneer Squad is a Wehrmacht infantry unit. In skirmishes, it is the Wehrmacht starting unit and thus every Wehrmacht player starts with one Pioneer squad at base. Additional Pioneers are available at the
Pioneers are the Wehrmacht version of combat engineer units. As such, they are one of few Wehrmacht units capable of repairing damaged vehicles/structures, constructing defences and resource caches, as well as laying mines. Like other engineer units, they can also be upgraded with flamethrowers and minesweepers which are normally not accessible to most units. More information about these upgrades and associated abilities can be found below.
As with other engineer units, their unparalleled utility makes them near essential in every match, especially as Pioneers serve as the primary means of repairing damaged vehicles and laying mines. However, they also serve another purpose as the Wehrmacht's version of a scouting infantry unit. They have by default larger sight range than most units, and they also count as detector units that can reveal camouflaged enemies at 25 range instead of the usual 12.5.
By default they are armed with sub-machine guns that are effective at close range but ineffective beyond close quarters. As such, they can sometimes be effective flankers to punish units like weapons teams in a bad position. However, Pioneers have a major weakness of one of the lowest durability in the game. With only 85 health per model and a small squad size of 3, they are incredibly vulnerable to being wiped out easily, and thus it is rarely recommended to send Pioneers charging into combat. Their high vulnerability means careful management is a must when utilizing them, and they are usually better off supporting others in combat rather than taking the brunt of enemy fire. On the the other hand, Pioneers have one of the lowest costs in the game. They also uniquely benefit from many survival stat bonuses with veterancy levels, which helps offset their general fragility.
Like other engineer units, they can be upgraded with unique options of either a flamethrower or minesweeper package. Flamethrowers turn the squad into a deadly anti-infantry threat especially as it counters those hiding in cover or garrisoned inside structures. Minesweepers meanwhile offer incredible utility as the only reliable way of detecting and removing land mines and other traps.
Note that units that are performing repairs/construction will take significantly increased damage from enemy fire. Thus, be careful when ordering these tasks in a fight!
500 XP
1500 XP
3000 XP
Fast Capture: Passive ability gained upon reaching veterancy level 1. The Pioneer squad gains +33% capture speed, resulting in a cap rate of 1.33. This does not include decapture speed.
50
30
120
Note: The Panzerschreck Package is not available in skirmishes.
Flammenwerfer 35: Upgrades the squad with a single flamethrower for a Munitions cost. The flamethrower is very effective against infantry and structures, especially as it ignores cover bonuses and deals extra damage to garrisoned infantry. This weapon greatly boosts the overall offensive utility of the unit, though great care must still be taken due to the low durability of Pioneers in general. The flamethrower cannot be fired on the move from this unit. Note if the squad is completely killed the flamethrower will drop to the ground and can then be picked up or destroyed from any player, including enemy units!
Hazard Removal Package: Upgrades the squad with one Minesweeper, allows the squad to destroy barbed wire via the Wire Cutters ability, and increases the squad's repair rate. While the Minesweeper is equipped, any nearby enemy mines the squad encounters will automatically be detected, revealing it and preventing it from triggering regularly (can still explode from being damaged). The squad can then defuse the mine completely (either automatically or by right click from the player), removing it from the field completely. Note that the soldier holding the Minesweeper effectively has no weapon, so in combat situations the squad will actually deal less damage. The Minesweeper can be unequipped or equipped via a toggle ability, allowing the squad member to use his weapon again but forgo detecting mines if the Minesweeper is not equipped.
Note that once the unit is upgraded with one of the above packages, the decision cannot be reversed/changed.
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.
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
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.
Support Bunkers: Allows Pioneers and Coastal Reserves the ability to construct the
Call the Reserves!: Active ability. All infantry units near bunkers will gain combat bonuses and periodically reinforce for free when active.
Obice da 210/22 Artillery Emplacement: Allows Pioneers and Coastal Reserves the ability to construct the
Coastal Wall: Reduces the Manpower and Munitions cost of all defences, defence upgrades, and mines by 35%.
Note: Focus Vehicle toggle and High-Explosive Rounds are not available in skirmishes.
Repair: Active ability. Orders the unit to repair a damaged vehicle or structure. Note that units repairing/constructing take extra damage and are easier to hit.
Minesweeper Toggle: Active toggle ability available only when squad is upgraded with Hazard Removal Package. 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 only available when the squad is upgraded with Hazard Removal Package. Allows the unit to remove targeted barbed wire.
Note: Pioneers can gain additional construction options depending on what specific Battlegroup perks are obtained.
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.
Mp40-pioneer-ger | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.42 | 0.3 | 0.24 |
Range | 7 | 15 | 35 |
Pioneer Squad
Pioneers are receiving some minor adjustments to their veterancy to increase their survivability with veterancy as the game progresses. Despite the unit’s low cost, it was too easy to destroy veteran Pioneer units.
Health increased from 80 to 85
Accuracy increased from 0.35/0.25/0.20 to 0.42/0.3/0.24
10% received accuracy at Veterancy 1 increased to 15%
Veterancy 2 received accuracy bonus of 15% changed to +10 health
Veterancy 3 health bonus increased from 10 to 15
Fast Capture Capture bonus increased from 1.25 to 1.33