Pioneer Squad Symbol

Pioneer Squad

symbol
Infantry
Pioneer Squad
Pioneer Squad Portrait
Wehrmacht Icon
Faction

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.

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 80 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.

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.

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!

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

500 XP

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

1500 XP

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

3000 XP

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

Veterancy Abilities

  • Fast Capture: Passive ability gained upon reaching veterancy level 1. The Pioneer squad gains +25% capture speed, resulting in a cap rate of 1.25. This does not include decapture speed.

Upgrades


Flammenwerfer 35 icon
Flammenwerfer 35
Upgrades the squad with a flamethrower. Flamethrowers ignore cover and are very effective against infantry.
Munitions Cost

50

Hazard Removal Package icon
Hazard Removal Package
Upgrades the squad with minesweepers, wire cutters, and increases the squad's repair speed.
Munitions Cost

30

RPzB 54 Panzerschreck Package icon
RPzB 54 Panzerschreck Package
Upgrades the squad with two Panzerschreck.
Munitions Cost

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.

Upgrades

  • 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 , , , , , and .

Breakthrough Battlegroup

  • Breakthrough: Active ability. Infantry gain +50% faster capture/decapture rate for the duration of the ability.

Luftwaffe Battlegroup

  • Luftwaffe Pioneer Support: Allows para-dropping of the . Enables and Fallschirmpioneer Squads 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 .

Mechanized Battlegroup

  • 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.

Italian Coastal Battlegroup

  • 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 and directly from their construction menu. The can be also be upgraded to anti-tank bunkers.

  • 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 in friendly territory outside the HQ territory.

  • Coastal Wall: Reduces the Manpower and Munitions cost of all defences, defence upgrades, and mines by 35%.

Abilities


Wire Cutters icon
Wire Cutters
Destroys a section of barbed wire, enabling access to infantry.
Defuse Mine icon
Defuse Mine
Defuses the selected mine.
Fast Capture icon
Fast Capture
Squad has increased capture speed. Does not affect decapture speed.
+33% capture speed.
Focus Vehicles Disabled icon
Focus Vehicles Disabled
The squad will only fire its handheld AT weapons at vehicles unless given manual attack orders.
Repair icon
Repair
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.
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.
High-explosive Rounds Active icon
High-explosive Rounds Active
Switches the GrB 39 between armor-piercing and high-explosive ammunition.

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.

    Construction Options

    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.

    • : 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.

    • : Construction option only available if the Support Bunkers perk is chosen within the Italian Coastal Battlegroup. Can only build in friendly territory. Builds a Command Bunker directly rather than requiring an existing bunker to be upgraded. Command Bunkers cannot be garrisoned and can toggle on acting as a Retreat point. Passively reduces the damage taken of nearby units and defensive structures.

    • : Construction option only available if the Support Bunkers perk is chosen within the Italian Coastal Battlegroup. Can only build in friendly territory. Builds an Anti-tank Bunker directly rather than requiring an existing bunker to be upgraded. AT Bunkers cannot be garrisoned and is equipped with an AT gun effective against vehicles. Can only fire within its forward facing arc.

    • : Construction option only available if the Obice da 210/22 Artillery Emplacement perk is chosen within the Italian Coastal Battlegroup. Can only be built in friendly territory outside the HQ territory. Heavy artillery emplacement that is capable of firing devastating barrages.

    • : Construction option only available if the Luftwaffe Pioneer Support perk is chosen within the Luftwaffe Battlegroup. Can only be built in friendly territory. Anti-air emplacement that can shoot down aircraft, and is generally effective against infantry and light vehicles. Can suppress infantry.

    • : Construction option only available if the Flak 36 Anti-tank Gun Emplacement perk is chosen within the Luftwaffe Battlegroup. Can only be built in friendly territory. Despite its name, it is primarily a very effective anti-tank emplacement capable of penetrating the heaviest of armour at long range. Can also shoot down aircraft although its extremely low rate of fire and turn rate can make it unreliable in certain situations.

Weapons


Mp40-pioneer-ger
Near
Mid
Far
Accuracy0.350.250.2
Range71535
5

Change Log

1.6 'Coral Viper' April 2 2024

  • Fast Capture Capture bonus increased from 1.25 to 1.33