Sniper Symbol

Sniper

symbol
Infantry
Sniper
Sniper Portrait
Wehrmacht Icon
Faction

Support infantry that kills infantry with one shot. Low survivability. Low rate of fire.

Note: This page refers to the Wehrmacht unit. For the USF version, refer to here:

The Sniper is a Wehrmacht infantry unit. In skirmishes it is available from the . Note that the USF and Wehrmacht versions are practically identical, with the major difference being their veterancy requirements and abilities. The USF version does have a slight advantage in rate of fire comparatively however.

As the name implies, it is a marksman unit that can kill infantry at long range in a single shot. Unlike most infantry in the game, the Sniper is a solo entity rather than a squad comprised of multiple members. Their extreme accuracy means they will typically never miss a target unless it is retreating, in which case they have a chance of missing. Snipers have a longer sight and weapon range of 40 meters compared to the typical 35 for most units. They can also camouflage via the Concealment passive while in cover and out of combat. Upon reaching veterancy level 1 the Wehrmacht Sniper gains access to Pinning Shot, an active ability that can instantly pin a target squad but deals no damage.

Snipers can be lethal threats that inevitably will always force a reaction from opponents. With the ability to instantly kill a soldier with every shot, they can be one of the most effective Manpower drain tools against opponents. This is due to forcing enemy infantry to be at a disadvantage almost immediately in any fight (as less soldiers mean less overall health and damage) and forcing earlier retreats, typically resulting in unfavourable trades for the opponent over the long term.

However, they come with several downsides. However, they come with several downsides. Snipers have one of the largest target size out of all infantry (in other words, they are far easier to hit). This essentially means even the briefest of contact with enemy fire puts them at risk of dying, with typical small arms capable of wiping them out in short order. As expected, they also have a slow rate of fire. In addition, every time a Sniper fires the opponent receives special audio and visual indicators that point out the approximate location of the Sniper.

Since they are solo entities, healing is an important consideration as they cannot simply reinforce. Lastly, they are extremely expensive with high production cost and upkeep.

Snipers overall are high risk niche units. Given their extreme vulnerability due to how easy it is to eliminate them, a high amount of micromanagement and strategic knowledge is required to make good use of them. In addition, they need support from other units as otherwise they can be easily overrun and killed. With an expensive cost on top of all this, they are notoriously difficult to utilize and thus players often favour spending resources on other solutions.

If one can deal with the 'high maintenance tax' they impose however, Snipers are fantastic for being an immense Manpower drain tool against opponents. If left undeterred a Sniper can wrack up a large kill count over the course of a match, generally forcing unfavourable trades for the opponent which inevitably leads to more costs due to constant reinforcing. This efficiency is greatly increased against elite infantry - despite having more durability and costs, any soldier can still be felled in one shot. Psychologically, Snipers also tend to elicit the strongest reactions from opponents, with many players often being more reckless or spending more effort to take them out - this can be taken advantage of in various ways, such as luring enemy units into traps like minefields.

In order to best utilize and keep Snipers alive, one must support them appropriately. They must be given room to work, meaning they need support from the player's other units to prevent them from being rushed or flanked. Good use of their Concealment is a must to help keep them alive, as they can remain hidden until opportune moments to strike arise. Additionally, if one can deal with the 'micromanagement tax', constantly moving the Sniper in between shots is very helpful in order to throw off enemy counter reactions, as well as allowing the Sniper to re-cloak in cover.

Remember, Snipers have a massive target size compared to other infantry, so it is extremely easy to deal damage to them even with small arms at long range. Flanking and cutting off their retreat route is a common way to kill them. Additionally, light vehicles in particular are one of the best counters to Snipers, as their high mobility means they can easily rush Sniper positions and effectively chase them even in retreat.

Worth noting for Axis players, the UKF has a unique accuracy bonus against Snipers, making them arguably the deadliest counter to the Wehrmacht Sniper.

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

1200 XP

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

3600 XP

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

7200 XP

Increases accuracy, rate of fire, and health.

Veterancy Abilities

  • Pinning Shot: Active ability gained upon reaching veterancy level 1. The Sniper fires a modified shot that deals no damage but instantly pins the target squad, for a Munitions cost. This ability uses the weapon's cooldown and thus, it basically acts like a normal attack in behaviour - that is, it will not take action if the Sniper is still cooling down from firing recently. A useful ability to pin a squad instantly at long range, essentially snaring them very quickly and preventing them from taking action. The targeted squad will not remained pinned for long unless they are actively suppressed by other weapons like HMGs.

Abilities


Pinning Shot icon
Pinning Shot
Fires a single shot at the target squad that can instantly pin the target, but causes no damage.
Munitions Cost

35

Time Cost

120

Concealment icon
Concealment
The squad gains camouflage when in cover and out of combat. Unit is invisible to enemies unless they get too close.
Hold Fire Disabled icon
Hold Fire Disabled
Unit will not engage unless given a manual attack order when active.
  • Concealment: Passive ability. The unit gains camouflage when in cover and out of combat. This means the unit is invisible to enemies unless they get fairly close. Moving out of cover for a few seconds, using abilities, or attacking will remove this invisbility. While in Concealment, the unit gains an ambush bonus after firing from camouflage, granting a massive temporary bonus of +25% damage and +40% accuracy for 5 seconds.

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 .

Weapons


G43-sniper-ger
Near
Mid
Far
Accuracy222
Range02550
Penetration1.500
110
  • The Wehrmacht sniper rifle has a very slightly slower rate of fire compared to the USF equivalent.

No matter how much health an infantry target has, the Sniper will always kill it in one shot assuming it does not miss.

Change Log

1.6 'Coral Viper' (April 2 2024)

  • Health increased from 80 to 100  

  • Manpower cost decreased from 340 to 300