From CoH-Stats
Volksgrenadiers
|
| Squad Size
| 5
| Capture Rate
| 1
| Sup Threshold
| 0.2
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Health
| 300
| Sight
| 35
| Pin Threshold
| 0.6
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Cost
| 280
| Detection
| 7/0
| Recovery Rate
| 0.008
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Hotkey: V
| Population
| 5
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| Time
| 30
| Retreat Modifier
| 0.5
| Target Type
| infantry
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| Upkeep
| 6.72
| Reinforce Cost
| 0.5
| Critical Type
| infantry
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| Squad Slots
| 5
| Reinforce Time
| 1
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|
| [Expand][Hide]
|
| Health Regeneration
| +10.56/min
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| Received Suppression Received Damage Sight Radius
| x0.75 x0.95 +10
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| Maximum Health
| x1.2
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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
| [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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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
| 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
| 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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Doctrinal Abilities
| [Expand][Hide]
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| 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:Zeal for details.
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| [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.
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| [Expand][Hide]
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| Cost
| 50
| Activation
| targeted
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Duration
| _
| Target
| tp_entity_and_squad_entity
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Recharge
| 20
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Hotkey: S
| Effects: The Squad will unleash a vicious rain of Grenades before getting into close range with the target. — See Ability:Assault for details.
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| [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.
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| [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
| 35
| Activation
| targeted
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Duration
| _
| Target
| tp_entity_and_squad_entity
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Recharge
| 15
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Hotkey: P
| Effects: Fire the disposable 100mm Panzerfaust at Enemy Armor or Structures. — See Ability:Fire Panzerfaust for details.
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Squad Upgrades
| [Expand][Hide]
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| Cost
| 50
| Time
| 10
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Hotkey: U
| Effects: Volksgrenadier Squads get improved short-range firepower with the MP40 Sub-Machine Gun. — See Upgrade:MP40 Sub-Machine gun for details.
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Squad Weapons