From CoH-Stats
| Pioneers |
|---|
 |
Squad Size |
2 |
Capture Rate |
1 |
Sup Threshold |
0.2 |
|---|
| Health |
140 |
Sight |
35 |
Pin Threshold |
0.6 |
|---|
| Cost |
120 |
Detection |
7/0 |
Recovery Rate |
0.008 |
|---|
| Hotkey: P |
Population |
2 |
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|
|
|
|---|
| |
Time |
14 |
Retreat Modifier |
0.5 |
Target Type |
infantry |
|---|
| |
Upkeep |
6 |
Reinforce Cost |
0.5 |
Critical Type |
infantry |
|---|
| |
Squad Slots |
2 |
Reinforce Time |
1 |
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|---|
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|
[Expand][Hide] |
|---|
 |
Health Regeneration |
10.56/min |
 |
|---|
 |
Upgrade to Infantry Elite Target Type |
|
 |
|---|
 |
Maximum Health
Unlock "Battlefield Repair" |
1.2
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 |
|---|
Tactics
- Pioneers are a very important part of the early Wehrmacht game, and
contribute to the Wehrmacht's force in the following ways:
- Construction of base buildings.
- Can upgrade to use a very unique and powerful weapon, the Flammenwerfer
(Flamethrower).
- Can capture points.
- Can construct tactical emplacements - wire, sandbags, tank traps, mines,
bunkers.
- The ability to salvage wrecked vehicles, which adds to the Wehrmacht
player's munitions reserves.
They are, however, very vulnerable and should be treated as such.
- Flammenwerfer supplement regular combat units in several ways.
- More effective against units in cover, instead of less effective.
- Deals area damage.
- Highly effective against buildings and emplacements.
- Due to the nature of the weapons, they are better paired up with
Volksgrenadiers upgraded with the MP40.
Put simply, the Flammenwerfer equipped Pioneers are effective at much of
what regular infantry is not, and complement them wonderfully.
- One tactic employed by some Wehrmacht players is dubbed "PioSpam," in which
the player will mass large numbers of Flammenwerfer equipped Pioneers. This can
be an effective tactic against a British player who plays defensively with
excessive numbers of trenches and emplacements, but is typically less effective
against an American player.
Note that the Pioneers have a "negative Zeal" effect, meaning the more
squads in close proximity, the more damage they take. This was introduced to
specifically tone down the effectiveness of the PioSpam tactic.
History
Pioniere (Pioneers) were the engineering troops of the German forces, and
could be found in various units. Unlike the combat engineers of other nations,
Pioneers were intended to be able to fight as infantry on their own, and were
used as the premiere assault troops for clearing enemy fortifications. Pioneers
in Panzer and Panzergrenadier divisions were called Panzerpioniere, and
Pioneers in Flieger divisions (Airborne divisions) were called
Fallschirmpioniere.
Built/Called In From
|
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[Expand][Hide] |
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Health |
1500 |
Target Type |
building |
|---|
| Cost |
500 |
Critical Type |
panel_building |
|---|
| Time |
61 |
|
|
|---|
| Hotkey: |
Effects: Deploy Pioneers and escalate Battle Phases
to call in additional Reinforcements. ?ESee Structure:Reich Headquarters for
details. |
OR
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[Expand][Hide] |
|---|
 |
Cost |
100 |
Activation |
targeted |
|---|
| Duration |
0 |
Target |
tp_any |
|---|
| Recharge |
40 |
|
|
|---|
| Hotkey: |
Effects: Infantry Reinforcements. Use these Units to
rebuild and continue the struggle. ?ESee Ability:Wehrmacht
Reinforcements for details. |
Can Construct
|
|
[Expand][Hide] |
|---|
 |
Health |
500 |
Target Type |
building |
|---|
| Cost |
220 15 |
Critical Type |
building |
|---|
| Time |
60 |
|
|
|---|
| Hotkey: W |
Effects: Deploys Volksgrenadier Squads, Snipers,
Heavy Machine Gun teams and Motorcycles. ?ESee Structure:Wehrmacht Quarters for
details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
500 |
Target Type |
building |
|---|
| Cost |
220 25 |
Critical Type |
building |
|---|
| Time |
90 |
|
|
|---|
| Hotkey: B |
Effects: Deploys Grenadier Squads, Mortar Teams, Pak
38 Anti Tank guns, and Halftracks. ?ESee Structure:Krieg Barracks for
details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
635 |
Target Type |
building |
|---|
| Cost |
240 35 |
Critical Type |
building |
|---|
| Time |
120 |
|
|
|---|
| Hotkey: S |
Effects: Deploys the Officer, 234 Heavy Armored Cars,
Stug tanks, and the Nebelwerfer Rocket Artillery. ?ESee Structure:Sturm
Armory for details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
775 |
Target Type |
building |
|---|
| Cost |
260 50 |
Critical Type |
building |
|---|
| Time |
165 |
|
|
|---|
| Hotkey: P |
Effects: Deploys the most powerful Units in the Axis
Army. Panther tanks, Panzer IV tanks, Ostwind Flak tanks, and Knights Cross
Holders. ?ESee Structure:Panzer Command for
details. |
|
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[Expand][Hide] |
|---|
 |
Health |
110 |
Target Type |
defenses |
|---|
| Cost |
|
Critical Type |
defenses |
|---|
| Time |
5 |
|
|
|---|
| Hotkey: W |
Effects: Barbed Wire fences stop Enemy Troops from
entering your Territory. ?ESee Structure:Barbed Wire for
details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
220 |
Target Type |
defenses |
|---|
| Cost |
|
Critical Type |
defenses |
|---|
| Time |
12 |
|
|
|---|
| Hotkey: S |
Effects: Sand bags provide Troops with cover. ?ESee
Structure:Sand Bags for details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
750 |
Target Type |
defenses |
|---|
| Cost |
|
Critical Type |
defenses |
|---|
| Time |
30 |
|
|
|---|
| Hotkey: T |
Effects: Tank Traps are used to stop Enemy armor from
penetrating friendly Territory. ?ESee Structure:Tank Traps for details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
600 |
Target Type |
building_bunker |
|---|
| Cost |
150 |
Critical Type |
building |
|---|
| Time |
60 |
|
|
|---|
| Hotkey: B |
Effects: Primary defensive Structure. Can upgrade to
an Aid Station, Repair Station or an MG Emplacement. ?ESee Structure:Bunker for
details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
420 |
Target Type |
building_checkpoint |
|---|
| Cost |
200 |
Critical Type |
light_building |
|---|
| Time |
30 |
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|---|
| Hotkey: P |
Effects: Secure Sectors, which increases Resource
production of that Sector and prevents enemy units from capturing that Sector.
?ESee Structure:Wehrmacht Observation
Post for details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
475 |
Target Type |
building |
|---|
| Cost |
100 |
Critical Type |
building |
|---|
| Time |
60 |
|
|
|---|
| Hotkey: K |
Effects: Contains the upgrades to request experienced
Veteran Troops and Tanks. Veterans are well trained to deal with battlefield
situations. ?ESee Structure:Kampfkraft Centre for
details. |
|
|
[Expand][Hide] |
|---|
 |
Health |
325 |
Population |
11 |
|---|
| Cost |
400 75 |
Target Type |
flak |
|---|
| Time |
60 |
|
|
|---|
| Hotkey: F |
Effects: The 88mm Flak 36 provides fearsome Anti Tank
and Anti Air firepower. ?ESee Vehicle:Wehrmacht 88mm Flak
36 for details. |
Doctrinal Abilities
|
|
[Expand][Hide] |
|---|
 |
Cost |
45 |
Activation |
timed |
|---|
| Duration |
30 |
Target |
tp_any |
|---|
| Recharge |
30 |
|
|
|---|
| Hotkey: |
Effects: All Infantry are ideologically motivated,
and fight better in their own Territory. ?ESee Ability:For
the Fatherland for details. |
|
|
[Expand][Hide] |
|---|
 |
Cost |
150 |
Activation |
timed |
|---|
| Duration |
30 |
Target |
tp_any |
|---|
| Recharge |
60 |
|
|
|---|
| Hotkey: |
Effects: All Tanks and Armored Vehicles move more
quickly, crush everything in their path, and fire more frequently. Infantry
sprint to keep pace. ?ESee Ability:Blitzkrieg for details. |
|
|
[Expand][Hide] |
|---|
 |
Cost |
50 |
Activation |
timed |
|---|
| Duration |
20 |
Target |
tp_any |
|---|
| Recharge |
45 |
|
|
|---|
| Hotkey: |
Effects: All infantry will unleash a fearsome assault
for the Leader at the cost of their safety, increases rate of fire and damage,
but more susceptible to being hit. ?ESee Ability:Inspired Assault for
details. |
Squad Abilities
|
|
[Expand][Hide] |
|---|
 |
Cost |
35 |
Activation |
timed |
|---|
| Duration |
60 |
Target |
tp_any |
|---|
| Recharge |
60 |
|
|
|---|
| Hotkey: K |
Effects: Use of the Medical Kit will heal your Squad
over time. This Medical Kit can only be used in friendly territory. ?ESee
Ability:Medical Kit for details. |
|
|
[Expand][Hide] |
|---|
 |
Cost |
35 |
Activation |
timed |
|---|
| Duration |
60 |
Target |
tp_any |
|---|
| Recharge |
60 |
|
|
|---|
| Hotkey: K |
Effects: Use of the Medical Kit will heal your Squad
over time. This Medical Kit can be used anywhere. ?ESee Ability:Field
Medical Kit for details. |
|
|
[Expand][Hide] |
|---|
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Cost |
|
Activation |
targeted |
|---|
| Duration |
_ |
Target |
tp_any |
|---|
| Recharge |
0 |
|
|
|---|
| Hotkey: S |
Effects: Salvage Munitions from Wrecked Vehicles.
?ESee Ability:Salvage Wrecks for
details. |
|
|
[Expand][Hide] |
|---|
 |
Cost |
|
Activation |
targeted |
|---|
| Duration |
_ |
Target |
tp_any |
|---|
| Recharge |
0 |
|
|
|---|
| Hotkey: C |
Effects: Wire Cutters are used to cut through Barbed
Wire fences. ?ESee Ability:Barbed Wire Cutters for
details. |
|
|
[Expand][Hide] |
|---|
 |
Cost |
|
Activation |
targeted |
|---|
| Duration |
0 |
Target |
tp_entity_and_squad_entity |
|---|
| Recharge |
0 |
|
|
|---|
| Hotkey: E |
Effects: Repair a Structure or Vehicle for a nominal
Resource cost. ?ESee Ability:Repair for details. |
|
|
[Expand][Hide] |
|---|
 |
Cost |
|
Activation |
targeted |
|---|
| Duration |
0 |
Target |
tp_entity_and_squad_entity |
|---|
| Recharge |
0 |
|
|
|---|
| Hotkey: E |
Effects: Elite Pioneers can repair a Structure or
Vehicle under battle conditions. ?ESee Ability:Battlefield Repair for
details. |
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|
[Expand][Hide] |
|---|
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Cost |
|
Activation |
always_on |
|---|
| Duration |
_ |
Target |
tp_any |
|---|
| Recharge |
0 |
|
|
|---|
| Hotkey: |
Effects: $0 no key ?ESee Ability:Pioneer
Antispam for details. |
Squad Upgrades
|
|
[Expand][Hide] |
|---|
 |
Cost |
50 |
Time |
30 |
|---|
| Hotkey: F |
Effects: Equip Pioneers with the Flammenwerfer 42
portable Flamethrower. ?ESee Upgrade:Flammenwerfer 42 for
details. |
Squad Weapons