Infantry_Volksgrenadiers

Infantry:Volksgrenadiers

 

 

Contents

Volksgrenadiers
Image:unit_axis_volksgrenadier.png Squad Size 5 Capture Rate 1 Sup Threshold 0.2
Health 300 Sight 35 Pin Threshold 0.6
Cost 280 Detection 7/0 Recovery Rate 0.008
Hotkey: V Population 5        
  Time 30 Retreat Modifier 0.5 Target Type infantry
  Upkeep 6.72 Reinforce Cost 0.5 Critical Type infantry
  Squad Slots 5 Reinforce Time 1    

 

   Volksgrenadiers Veterancy

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Health Regeneration
 
+10.56/min
Received Suppression
Received Damage
Sight Radius
x0.75
x0.95
+10
Maximum Health x1.2


 

Tactics

  • Basic Wehrmacht infantry, and they are really basic.
  • Good rifles at range, too slow rate of fire to be good at close range, decent health.
  • Can upgrade to MP40's, which will let them kill any rifle-equipped infantry at close range but they will lose their long-range edge.
  • They are also able to build basic entrenchments - wire and sandbags.
  • Best used in combination with an MG42 Team.
  • With upgrade: Always charge, they are useless at long range.
  • Without upgrade, get in cover and stay there. They can create their own, excellent cover by making sandbags.
  • The Panzerfaust, which is available once you reach skirmish phase, is mainly for use against vehicles. Suggested uses is to kill off an already - damaged jeep (An undamaged one will survive to retreat) or as an emergency solution against an early M8.
  • Use volksgrenadiers as "cannon-fodder" when fighting near a friendly Medic bunker as it only takes 4 casualties to get a Grenadier squad. Especially useful when playing with Defensive doctrine as you can continue fighting without retreating to reinforce.
  • You usually don't get veterancy for these guys, you get it for Grenadiers and Stormtroopers.


 

History

By late 1944, war on both the eastern and western fronts has stretched Germany's remaining infantry divisions. In order to bolster their fighting strength to contend with the numerical superiority of the Allied forces, the Germans managed to scrap together approximately 50 divisions, consisting mainly of men and boys previously judged unfit for military service. These divisions, comprised of low quality troops built around the few hardened veterans leading the divisions, were given the grand name of Volksgrenadiers: "People's Grenadiers". In order to make up for the lack in quality of the the new troops, the Germans issued the Volksgrenadiers more close-range automatic weapons than those issued previously. Such weapons included the infamous MP40 machine pistol and the newly developed MP/STG44 assault rifle.

Along with creating new divisions from scratch, many existing infantry divisions which had suffered high casualties were also brought back to Volksgrenadier strength. As the dominance of the Kriegsmarine and the Luftwaffe dwindled later in the war, personnel from these branches of the German military were absorbed into Volksgrenadier units. Due to the general lack of training, Volksgrenadiers were mainly used in defensive roles such as manning the famous Siegfried Line. This freed better trained divisions to participate in battles which demanded greater combat leadership and experience.


 

Built/Called In From

 

   Wehrmacht Quarters

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Image:building_axis_basic_support_center.png Health 500 Target Type building
Cost image:Manpower.png220image:Fuel.png15 Critical Type building
Time 60    
Hotkey: W Effects: Deploys Volksgrenadier Squads, Snipers, Heavy Machine Gun teams and Motorcycles.  ESee Structure:Wehrmacht Quarters for details.

OR

   Wehrmacht Reinforcements

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Image:unit_axis_pioneer.png Cost image:Manpower.png100 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

 

   Sand Bags

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Image:building_allied_sandbags.png 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.

 

   Barbed Wire

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Image:building_allied_razorwire.png 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.


 

Doctrinal Abilities

 

   Zeal

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Image:.png Cost   Activation always_on
Duration _ Target tp_any
Recharge 0    
Hotkey: Effects: $0 no key  ESee Ability:Zeal for details.

 

   For the Fatherland

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Image:ability_axis_fatherland.png Cost image:Munition.png45 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.

 

   Blitzkrieg

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Image:ability_axis_blitz_tactics.png Cost image:Munition.png150 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.

 

   Assault

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Image:ability_axis_assault.png Cost image:Munition.png50 Activation targeted
Duration _ Target tp_entity_and_squad_entity
Recharge 20    
Hotkey: S Effects: The Squad will unleash a vicious rain of Grenades before getting into close range with the target.  ESee Ability:Assault for details.

 

   Inspired Assault

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Image:cmdr_axis_for_the_fuhrer.png Cost image:Munition.png50 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

 

   Medical Kit

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Image:ability_axis_med_kit.png Cost image:Munition.png35 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.

 

   Field Medical Kit

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Image:ability_axis_med_kit.png Cost image:Munition.png35 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.

 

   Fire Panzerfaust

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Image:ability_axis_fire_panzerfaust.png Cost image:Munition.png35 Activation targeted
Duration _ Target tp_entity_and_squad_entity
Recharge 15    
Hotkey: P Effects: Fire the disposable 100mm Panzerfaust at Enemy Armor or Structures.  ESee Ability:Fire Panzerfaust for details.


 

Squad Upgrades

 

   MP40 Sub-Machine gun

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Image:package_mp40_smg.png Cost image:Munition.png50 Time Image:Time.png10
Hotkey: U Effects: Volksgrenadier Squads get improved short-range firepower with the MP40 Sub-Machine Gun.  ESee Upgrade:MP40 Sub-Machine gun for details.


 

Squad Weapons

 

   Kar98K Volksgrenadier

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Image:Ability_axis_at_hold_fire_off.png Weapon:Kar98K Volksgrenadier      
  See Weapon:Kar98K Volksgrenadier for details.


 

   Wehrmacht Kar98K Leader

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Image:Ability_axis_at_hold_fire_off.png Weapon:Wehrmacht Kar98K Leader      
  See Weapon:Wehrmacht Kar98K Leader for details.


 

   MP40 Sub Machine Gun

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Image:Ability_axis_at_hold_fire_off.png Weapon:MP40 Sub Machine Gun      
  See Weapon:MP40 Sub Machine Gun for details.


 

   Panzerfaust

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Image:Ability_axis_at_hold_fire_off.png Weapon:Panzerfaust      
  See Weapon:Panzerfaust for details.


 

   M24 Grenade Assault

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Image:Ability_axis_at_hold_fire_off.png Weapon:M24 Grenade Assault      
  See Weapon:M24 Grenade Assault for details.

 

 
 

 

最終更新:2012年07月13日 14:59