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
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| Upkeep
| 6
| Reinforce Cost
| 0.5
| Critical Type
| infantry
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| Squad Slots
| 2
| Reinforce Time
| 1
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|
| [Expand][Hide]
|
| Health Regeneration
| 10.56/min
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| Upgrade to Infantry Elite Target Type
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| 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
| [Expand][Hide]
|
| Health
| 1500
| Target Type
| building
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Cost
| 500
| Critical Type
| panel_building
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Time
| 61
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|
Hotkey:
| Effects: Deploy Pioneers and escalate Battle Phases to call in additional Reinforcements. — See Structure:Reich Headquarters for details.
|
OR
| [Expand][Hide]
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| Cost
| 100
| Activation
| targeted
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Duration
| 0
| Target
| tp_any
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Recharge
| 40
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|
Hotkey:
| Effects: Infantry Reinforcements. Use these Units to rebuild and continue the struggle. — See Ability:Wehrmacht Reinforcements for details.
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Can Construct
| [Expand][Hide]
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| Health
| 500
| Target Type
| building
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Cost
| 22015
| Critical Type
| building
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Time
| 60
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|
Hotkey: W
| Effects: Deploys Volksgrenadier Squads, Snipers, Heavy Machine Gun teams and Motorcycles. — See Structure:Wehrmacht Quarters for details.
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| [Expand][Hide]
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| Health
| 500
| Target Type
| building
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Cost
| 22025
| Critical Type
| building
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Time
| 90
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Hotkey: B
| Effects: Deploys Grenadier Squads, Mortar Teams, Pak 38 Anti Tank guns, and Halftracks. — See Structure:Krieg Barracks for details.
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| [Expand][Hide]
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| Health
| 635
| Target Type
| building
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Cost
| 24035
| Critical Type
| building
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Time
| 120
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Hotkey: S
| Effects: Deploys the Officer, 234 Heavy Armored Cars, Stug tanks, and the Nebelwerfer Rocket Artillery. — See Structure:Sturm Armory for details.
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| [Expand][Hide]
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| Health
| 775
| Target Type
| building
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Cost
| 26050
| Critical Type
| building
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Time
| 165
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Hotkey: P
| Effects: Deploys the most powerful Units in the Axis Army. Panther tanks, Panzer IV tanks, Ostwind Flak tanks, and Knights Cross Holders. — See Structure:Panzer Command for details.
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| [Expand][Hide]
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| Health
| 110
| Target Type
| defenses
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Cost
|
| Critical Type
| defenses
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Time
| 5
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Hotkey: W
| Effects: Barbed Wire fences stop Enemy Troops from entering your Territory. — See Structure:Barbed Wire for details.
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| [Expand][Hide]
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| Health
| 220
| Target Type
| defenses
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Cost
|
| Critical Type
| defenses
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Time
| 12
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Hotkey: S
| Effects: Sand bags provide Troops with cover. — See Structure:Sand Bags for details.
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| [Expand][Hide]
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| Health
| 750
| Target Type
| defenses
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Cost
|
| Critical Type
| defenses
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Time
| 30
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Hotkey: T
| Effects: Tank Traps are used to stop Enemy armor from penetrating friendly Territory. — See Structure:Tank Traps for details.
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| [Expand][Hide]
|
| Health
| 600
| Target Type
| building_bunker
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Cost
| 150
| Critical Type
| building
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Time
| 60
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Hotkey: B
| Effects: Primary defensive Structure. Can upgrade to an Aid Station, Repair Station or an MG Emplacement. — See Structure:Bunker for details.
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| [Expand][Hide]
|
| Health
| 420
| Target Type
| building_checkpoint
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Cost
| 200
| Critical Type
| light_building
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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. — See Structure:Wehrmacht Observation Post for details.
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| [Expand][Hide]
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| Health
| 475
| Target Type
| building
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Cost
| 100
| Critical Type
| building
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Time
| 60
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Hotkey: K
| Effects: Contains the upgrades to request experienced Veteran Troops and Tanks. Veterans are well trained to deal with battlefield situations. — See Structure:Kampfkraft Centre for details.
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| [Expand][Hide]
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| Health
| 325
| Population
| 11
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Cost
| 40075
| Target Type
| flak
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Time
| 60
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Hotkey: F
| Effects: The 88mm Flak 36 provides fearsome Anti Tank and Anti Air firepower. — See Vehicle:Wehrmacht 88mm Flak 36 for details.
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Doctrinal Abilities
| [Expand][Hide]
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| Cost
| 45
| Activation
| timed
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Duration
| 30
| Target
| tp_any
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Recharge
| 30
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Hotkey:
| Effects: All Infantry are ideologically motivated, and fight better in their own Territory. — See Ability:For the Fatherland for details.
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| [Expand][Hide]
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| Cost
| 150
| Activation
| timed
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Duration
| 30
| Target
| tp_any
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Recharge
| 60
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Hotkey:
| Effects: All Tanks and Armored Vehicles move more quickly, crush everything in their path, and fire more frequently. Infantry sprint to keep pace. — See Ability:Blitzkrieg for details.
|
| [Expand][Hide]
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| Cost
| 50
| Activation
| timed
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Duration
| 20
| Target
| tp_any
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Recharge
| 45
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|
|
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. — See Ability:Inspired Assault for details.
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Squad Abilities
| [Expand][Hide]
|
| Cost
| 35
| Activation
| timed
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Duration
| 60
| Target
| tp_any
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Recharge
| 60
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|
Hotkey: K
| Effects: Use of the Medical Kit will heal your Squad over time. This Medical Kit can only be used in friendly territory. — See Ability:Medical Kit for details.
|
| [Expand][Hide]
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| Cost
| 35
| Activation
| timed
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Duration
| 60
| Target
| tp_any
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Recharge
| 60
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Hotkey: K
| Effects: Use of the Medical Kit will heal your Squad over time. This Medical Kit can be used anywhere. — See Ability:Field Medical Kit for details.
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| [Expand][Hide]
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| Cost
|
| Activation
| targeted
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Duration
| _
| Target
| tp_any
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Recharge
| 0
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Hotkey: S
| Effects: Salvage Munitions from Wrecked Vehicles. — See Ability:Salvage Wrecks for details.
|
| [Expand][Hide]
|
| Cost
|
| Activation
| targeted
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Duration
| _
| Target
| tp_any
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Recharge
| 0
|
|
|
Hotkey: C
| Effects: Wire Cutters are used to cut through Barbed Wire fences. — See Ability:Barbed Wire Cutters for details.
|
| [Expand][Hide]
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| Cost
|
| Activation
| targeted
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Duration
| 0
| Target
| tp_entity_and_squad_entity
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Recharge
| 0
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Hotkey: E
| Effects: Repair a Structure or Vehicle for a nominal Resource cost. — See Ability:Repair for details.
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| [Expand][Hide]
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| Cost
|
| Activation
| targeted
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Duration
| 0
| Target
| tp_entity_and_squad_entity
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Recharge
| 0
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Hotkey: E
| Effects: Elite Pioneers can repair a Structure or Vehicle under battle conditions. — See Ability:Battlefield Repair for details.
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| [Expand][Hide]
|
| Cost
|
| Activation
| always_on
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Duration
| _
| Target
| tp_any
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Recharge
| 0
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Hotkey:
| Effects: $0 no key — See Ability:Pioneer Antispam for details.
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Squad Upgrades
| [Expand][Hide]
|
| Cost
| 50
| Time
| 30
|
Hotkey: F
| Effects: Equip Pioneers with the Flammenwerfer 42 portable Flamethrower. — See Upgrade:Flammenwerfer 42 for details.
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Squad Weapons