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|image = [[File:Nebelwerfer_00.jpg|300px]]
 
|image = [[File:Nebelwerfer_00.jpg|300px]]
 
|caption = ''15 cm Nebelwerfer 41''
 
|caption = ''15 cm Nebelwerfer 41''
|army = [[Wehrmacht]]
+
|army = [[Wehrmacht]]
 
|role = Mobile artillery support
 
|role = Mobile artillery support
 
|num_men = 3
 
|num_men = 3
|unit_cost = {{Manpower|325}}<br>{{PopCap|5}}
+
|unit_cost = {{Manpower|325}}<br>{{PopCap|5}} (total)<br>{{PopCap|2}} (gun)<br>{{PopCap|3}} (crew)
  +
|upkeep = {{Manpower|-1.344}} (gun)<br>{{Manpower|-1.344}} (each crewman)<br>{{Manpower|-4.032}} (full crew)<br>{{Manpower|-5.376}} (gun and full crew)
|prereq =
+
|prereq = None
 
|production_struc = [[Sturm Armory]]
 
|production_struc = [[Sturm Armory]]
|reinforce_cost = {{manpower|45}}<br/>{{PopCap|1}} <!-- needs confirming -->
+
|reinforce_cost = {{manpower|65}}<br/>{{PopCap|1}}
|health = {{Health|55}}
+
|health = {{Health|70}} (each crewman)<br>{{Health|250}} (gun)
 
|infantry_type = Infantry
 
|infantry_type = Infantry
|weapon = <span style="font-size:0.8em;">1x</span> 150mm Nebelwerfer
+
|weapon = 1x 150mm Nebelwerfer Rocket Battery<br/> 1x Luger P08 9mm Pistol
 
|num_slots =
 
|num_slots =
|speed = 3 m/s
+
|speed = 2.75 m/s (gun)<br>3 m/s (crew)
 
|num_products =
 
|num_products =
 
|produces =
 
|produces =
|num_abilities = 1
+
|num_abilities = 3
|abilities = [[File:Nebelwerfer_Barrage_Ability.jpg]] '''Nebelwerfer Barrage'''
+
|abilities =
  +
[[File:Ability Field Medical Kit.png|right]] '''Medical Kit'''
  +
* The entire squad will slowly heal.
  +
* Can only be used in friendly territory
  +
* Costs {{Munitions|30}} to activate
  +
* Duration: 60 seconds
  +
* Cooldown: 60 seconds
  +
* Requires researching '''Escalate to Skirmish Phase''' from the '''[[Reich Headquarters]]'''
  +
* Replaced with '''Field Medical Kit''' after '''Escalate to Battle Phase''' is researched
  +
<br>
  +
[[File:Ability Field Medical Kit.png|right]] '''Field Medical Kit'''
  +
* The entire squad will slowly heal.
  +
* Can be used anywhere
  +
* Costs {{Munitions|30}} to activate
  +
* Duration: 60 seconds
  +
* Cooldown: 60 seconds
  +
* Requires researching '''Escalate to Battle Phase''' from the '''[[Reich Headquarters]]'''
  +
* Replaces '''Medical Kit'''
  +
<br>
  +
[[File:Nebelwerfer_Barrage_Ability.jpg|right]] '''Nebelwerfer Barrage'''
 
* Barrage an area with six 150mm incendiary Nebelwerfer rockets that can cause burn damage to infantry and structures.
 
* Barrage an area with six 150mm incendiary Nebelwerfer rockets that can cause burn damage to infantry and structures.
 
* Costs nothing
 
* Costs nothing
* Recharge 90 seconds
+
* Cooldown: 90 seconds
 
|num_upgrades =
 
|num_upgrades =
 
|upgrades =
 
|upgrades =
 
}}
 
}}
 
 
{{cite|Crew! Achtung!}}
 
{{cite|Crew! Achtung!}}
   
Line 32: Line 51:
 
== Overview ==
 
== Overview ==
   
The '''Nebelwerfer 41''' (English: Fog thrower) is a mobile artillery platform used by the Wehrmacht during the conflict. Unlike its descendants, it can only fire high-explosive rockets. It is operated by a crew of three, a spotter, a loader and a shooter, armed with a Walther P38 for defensive countermeasures. It is equipped with six barrels, each firing 34kg (75lb) 150mm Wurfgranate 41 rockets. The rockets have a good range, and can be fired even through the fog of war. It is nicknamed by the Allies as "Screaming mimi" due to its distinctive screeches when it fires its salvo.
+
The '''Nebelwerfer 41''' (English: Fog thrower) is a mobile artillery platform used by the Wehrmacht during World War II. It is a light Rocket Artillery piece, firing High-Explosive rockets at enemy positions (in-game it ahistorically uses Incendiary rockets instead).
  +
  +
In-game, the Nebelwerfer is a support weapon, with a 3-man crew- two men carrying, aiming, and reloading the weapon, and an Unteroffizer armed with a pistol. If one of the weapon operators is killed, the Unteroffizer will take his place. If two crew members are killed, the third will automatically die as well unless an existing reinforcement is about to complete, and the weapon will become unmanned. After the crew's death, it can be re-crewed by any Infantry squad with at least two members.
  +
  +
The weapon itself is operated very much like an Anti-Tank gun- it is hauled into position by its operators, before being deployed (which takes a second). The weapon has a large, but not total, "cone of fire", allowing it to turn drastically horizontally, though requires repositioning to be fired behind where it's facing. Picking up the weapon is also a relatively fast process.
  +
  +
When the weapon is ordered to fire, the weapon fires six rockets at the targeted area (aimed vertically as to fall on the target) at a rate of about a rocket per second. The rockets "disappear" once fired, meaning as soon as they go off screen the first time, they're no longer effected by obstructions. After a short travel time effected by distance, they fall on the target, dealing major damage to Infantry and Buildings- especially unarmored buildings like the [[Machine Gun Emplacement]], [[Observation Post (American)|Observation Post]], or garrisoned neutral buildings. The rockets have a high chance of killing whatever they hit directly, and leave the ground burning for a few seconds afterwards, damaging unarmored units. These rockets are fully capable of Friendly Fire as well.
  +
  +
When fired, the Rockets will leave a distinctive smoke trail and the process will produce a loud sound which led Allied troops in the war to dub it the "Screaming Mimi". As a result, the Nebelwerfer is not a weapon of subtlety. It will even appear in the Fog of War when fired.
  +
  +
Note that, contrary to what logic would dictate, the Barrage ability reloads even when the unit is on the move. Also note that the Rockets has a slightly higher chance to be accurate when the target is within vision.
  +
 
== Strategy ==
  +
The Nebelwerfer in use should be considered as almost a heavier version of the [[Gr.34 80mm Mortar Team|Mortar]], trading the ability to do consistent damage and passave overwatch for a much more deadly payload. As such, it is best used against static targets, especially in terms of defenses.
  +
  +
Buildings and Emplacements should be the first priority for any Nebelwerfer- not only will a barrage from this weapon do considerable damage to any building it hits, the residual burn damage will not only do even more damage but ensure that builder units attempting to repair the building will be forced to either wait or risk meeting their own fiery death. This is especially true for the three British emplacements- the [[25 Pounder Gun Howitzer|Howitzer]], [[17 Pounder AT Gun|17 Pounder]], and [[Bofors QF 40mm Emplacement|Bofors]], which take high damage from the Nebelwerfer and, outside of the Howitzer (which isn't able to fire back nearly as often without use of Counter-Battery from [[Royal Artillery Support|Royal Artillery]]), are unable to respond.
  +
  +
Garrisoned buildings should be the weapon's second priority- while no longer able to instantly kill any unit inside since a bugfix, Infantry inside will still take considerable damage from both impact and burn, and prolonged barrages will quickly bring any neutral building down outright- useful for a building armed to the teeth with [[M1917 Browning Heavy Machine Gun Team|MGs]] and [[Ranger Squad|Bazookas]] or [[Airborne Squad|Recoilless Rifles]].
   
  +
Finally, but perhaps most commonly, the Nebelwerfer shines against enemy Support Weapons. While a Nebelwerfer Barrage is unlikely to outright hit a Support Weapon, and in fact, most are able to move out of the way in time for the barrage, an enemy will be most likely forced to reposition or retreat outright to avoid the fury of a rocket barrage, giving your units some time to operate before the enemy weapons can return to an area.
It is capable of destroying anything that it hits, from infantry squads, structures to light vehicles and tanks. Infantry that are attacked by the Wurfgranate 41 rockets are prone to suppression and being pinned down due to the massive explosions and the incendiary properties of the rockets. It is also fatal against stationary installations and [[Active Defenses]] such as the [[M2 105mm Howitzer|105mm Howitzers]], effectively burning their crew to death and leaving it open for use. Any commander wielding multiple Nebelwerfers would be pleased by the massive destruction caused by these rocket launchers firing en masse while the enemy runs for cover.
 
   
  +
While a Nebelwerfer can hit Infantry and light vehicles on the move, it is highly unlikely to do so without impeccable prediction skills or high amounts of luck. As such, prefer Mortar Fire with a suppressing weapon for this occasion- though a particularly predictable enemy can be punished with Rockets.
However, the loud screech and the smoke trail from the rockets is a warning sign that it is on the field and active, revealing its position.
 
   
 
==Tips==
 
==Tips==
  +
*Barrage, Barrage, Barrage- the Nebelwerfer's ability has absolutely no cost besides the time it takes you to switch to the unit and aim. As such, unless you have a very good reason not to, you should use the ability literally every time it's available.
*With patch 2.602 the bug that made Nebel rockets have a chance of instant-killing everything in a building has been removed.
 
  +
*Firing on a point an enemy is about to capture is even more effective than doing so with a Mortar, though the enemy is far more likely to run away (and the shots more likely to miss to boot). Still, on a High point in particular, this is still an idea with merit.
  +
*While enemies can see the Nebelwerfer firing, it's a lot more difficult to tell exactly what it's firing at compared to most artillery pieces. You can often use this fact to add a much-needed element of surprise to this other wise non-subtle piece.
  +
*Concentrate fire as much as possible when you have multiple Nebelwerfers- 6 rockets might all miss the priority target, but 12 will almost certainly not.
  +
*Positioning of a Nebelwerfer is important- keep them far enough behind the lines to stay out of danger of assault, but close enough that travel time is lower and accuracy is higher.
  +
*NEVER fire this weapon at a place Infantry are about to assault- the inaccurate, high-powered rockets are notorious for friendly fire.
  +
*If you have a unit that is able to do so, it might not be a bad idea to deliberately de- and re-crew a Nebelwerfer in a safe place, as not only will a new crew be able to protect itself slightly more effectively, in almost any case, they will actually take up less Population Cap than the original crew.
  +
*Spot your targets with cloaked [[Sniper (Wehrmacht)|Snipers]] or recon vehicles- the rockets will be more accurate, and you won't ever waste a barrage firing where you mistakenly thought enemies were.
  +
*A [[SdKfz 251 Half-track|Halftrack with rockets]] is a great compliment to any Nebelwerfer- able to reinforce the Nebelwerfer if it comes under attack, any unit that would recrew the weapon, and adding to the potency of the barrage.
 
== Veterancy ==
 
== Veterancy ==
The '''Nebelwerfer''' is a crewed weapon, it gains veterancy through researching '''Support Team Upgrades''', available at the [[Kampfkraft Center]]. Each unit, which is already on the battlefield, or will be built, receive proper upgrades. It is worth noting, that this is a support weapon, and if it has been decrewed, and remanned again, it will retrieve the upgrades. These bonuses are cumulative to each other:
+
The '''Nebelwerfer''' gains veterancy through researching '''Support Team Upgrades in''' the [[Kampfkraft Center]]. These updates apply to existing and newly created Nebelwerfer teams. If the weapon is recrewed, the new crew will use these benefits.
   
 
{| border=0
 
{| border=0
Line 67: Line 111:
 
|}
 
|}
   
  +
While the actual statistical buffs to the crew from Veterancy do next to nothing, a maximum of 30 seconds shaved off of the Nebelwerfer's reload time makes this weapon instantly more valuable. Support Weapon veterancy for the Wehrmacht is almost always valuable and the Nebelwerfer's upgrades are no exception to this rule.
== Tactics ==
 
   
 
== Weaknesses ==
Although it can function on its own as an ambush artillery unit, it would be advisable to have it escorted with infantry and vehicles, or it might fall prey to lurking snipers and charging infantry. Due to its wide radius and inaccurate rockets, the rockets will be expected to not hit its target. So, multiple - about five or more of - deployment of these artillery units will make this sort of attack more effective. This tactic can be effective on maps such as Hochland Gap, as a group can either bombard bases or dislodge groups of enemies who have "entrenched" themselves at a vital choke point.
 
   
  +
The Nebelwerfer is an Artillery piece and should not be expected to do anything in direct combat situations- if an enemy unit is firing upon a Nebelwerfer crew, the chances are better than not that the crew is already doomed. The basic crew's only direct method of defense is a single pistol, which is unable to even scare the weakest Allied units away- to make matters worse, all of the crew members are weak, falling quickly when fired upon.
* Don't forget that it is a mobile artillery piece - use its mobility to keep it elusive against counter-battery fire and other artillery units that may try to destroy it. The smoke trails and loud screeches will reveal its position; have it move around the battlefield to keep it and the crew from trouble.
 
   
  +
As expected with a weapon crewed by Infantry, the unit is particularly weak to fire and Snipers- with enemy Snipers being able to completely silence a Nebelwerfer in only two shots, often meaning that if the first shot lands while the weapon is firing, the crew will die before the barrage is completed. Mortar Fire is also a nuisance, if the Nebelwerfer is unable to respond in kind- and while the weapon is too small for enemy heavy artillery units to deal with accurately, Counter Battery fire will almost always kill off a Nebelwerfer crew. Off-map artillery will do the same.
* If the circumstances require it, the Nebelwerfers can be micromanaged to fire one at a time, where a continuous barrage of rockets will most likely destroy anything.
 
   
  +
The Nebelwerfer is one of the worst units against enemy armor in the entire game, as there is no possible way the unit can have any sort of Anti-Tank power in the base game- it cannot even have its 3rd crewman carry a Anti-Tank weapon, as little help as that would be. The Rockets are almost never going to hit an enemy vehicle, and even when they do, they will, at most, just do engine damage without actually harming the vehicle. Only the very lightest vehicles, the least likely to take a hit, will actually take any damage from this unit.
* As the Nebelwerfer is a Weapons Team, you can intentionally get the crew killed, protect the now-unmanned weapon, and build more Nebelwerfers to get around the 5 population cost, then re-manning the previous ones with cheap units like Pioneers or Volksgrenadiers. Doing so can easily go over the population limit.
 
 
== Weaknesses ==
 
   
  +
Finally, the Nebelwerfer can easily be put into a situation where the weapon itself is of no tactical value- against an enemy unit fielding mobile defenses and able to keep Axis units too far away from their buildings to fire upon them, the weapon has absolutely no value whatsoever. This is a particularly big problem considering that it builds in a building containing the extremely high priority [[StuG IV]] and drains 5 population cap with the base crew- a bad Nebelwerfer investment can be a major game-ruining mistake.
Because of its poor crew protection, '''Nebelwerfers''' are highly vulnerable to small arms fire. The shooter armed with a Walther P38 pistol means that the crew can do very little against infantry unless the crew are replaced with powerful infantry. They also take up a significant amount in the population cap - {{PopCap|5}} per unit, decreasing its ability to be fielded in large quantities.
 
 
As '''Nebelwerfers''' are [[Weapon Team]]s, the crew can be neutralized and the launcher can be captured by enemy infantry. They are also highly inaccurate, causing sporadic damage if not used en masse. And although explosions caused by the '''nebelwerfers''' are quite spectacular, they do little or no damage to armored vehicles, not to mention about tanks. Their massive smoke trail after firing also reveals their position which can be easily fired upon by Allied artillery. And due to their long recharge time, they will be vulnerable to other attacks.
 
   
 
== Quotes ==
 
== Quotes ==
   
 
On unit creation :
 
On unit creation :
  +
 
{{cite|Who shall we wake up?}}
 
{{cite|Who shall we wake up?}}
   
 
On unit selection :
 
On unit selection :
  +
 
{{cite|Crew, Achtung!}}
 
{{cite|Crew, Achtung!}}
 
{{cite|Give us a target!}}
 
{{cite|Give us a target!}}
Line 94: Line 136:
   
 
On move order :
 
On move order :
  +
 
{{cite|Moving, moving!}}
 
{{cite|Moving, moving!}}
 
{{cite|Break it down!}}
 
{{cite|Break it down!}}
   
 
On move order under attack :
 
On move order under attack :
  +
 
{{cite|Ja, we go!}}
 
{{cite|Ja, we go!}}
 
{{cite|Pack it up, quickly!}}
 
{{cite|Pack it up, quickly!}}
Line 105: Line 149:
   
 
On barrage order :
 
On barrage order :
  +
 
{{cite|Barrage on target!}}
 
{{cite|Barrage on target!}}
 
{{cite|Commencing barrage.}}
 
{{cite|Commencing barrage.}}
Line 110: Line 155:
   
 
On barrage order under attack :
 
On barrage order under attack :
  +
 
{{cite|Hammer that position!}}
 
{{cite|Hammer that position!}}
 
{{cite|Barrage on my target!}}
 
{{cite|Barrage on my target!}}
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On casualty report :
 
On casualty report :
  +
 
{{cite|Nebelwerfer, reporting casualties!}}
 
{{cite|Nebelwerfer, reporting casualties!}}
 
Other:
 
Other:
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Nebelwerfer Cross Holder.jpg|A Nebelwerfer crewed by Knight's Cross Holders.
 
Nebelwerfer Cross Holder.jpg|A Nebelwerfer crewed by Knight's Cross Holders.
 
</gallery>
 
</gallery>
 
==References==
 
An article about this unit in real life can be found [http://en.wikipedia.org/wiki/15_cm_Nebelwerfer_41 here].
 
 
[[Category:Weapon Teams]]
 
[[Category:Weapon Teams]]
 
[[Category:Wehrmacht Units]]
 
[[Category:Wehrmacht Units]]

Revision as of 01:46, 6 March 2020

Nebelferwer150mmveterancy0
Nebelwerfer 41
Nebelwerfer 00
15 cm Nebelwerfer 41
Army Wehrmacht
Role Mobile artillery support
Men per Squad 3
Unit Cost 325Icon Manpower Small 325
5Icon PopCap Small 5 (total)
2Icon PopCap Small 2 (gun)
3Icon PopCap Small 3 (crew)
Upkeep per Minute -1.344Icon Manpower Small −1.344 (gun)
-1.344Icon Manpower Small −1.344 (each crewman)
-4.032Icon Manpower Small −4.032 (full crew)
-5.376Icon Manpower Small −5.376 (gun and full crew)
Prereq. None
Produced By Sturm Armory
Cost to Reinforce 65Icon Manpower Small 65
1Icon PopCap Small 1
Health per Man 70Icon Health Small 70 (each crewman)
250Icon Health Small 250 (gun)
Infantry Type Infantry
Basic Weapon 1x 150mm Nebelwerfer Rocket Battery
1x Luger P08 9mm Pistol
Max. Speed 2.75 m/s (gun)
3 m/s (crew)
Abilities (3)
Ability Field Medical Kit
Medical Kit
  • The entire squad will slowly heal.
  • Can only be used in friendly territory
  • Costs 30Icon Munitions Small 30 to activate
  • Duration: 60 seconds
  • Cooldown: 60 seconds
  • Requires researching Escalate to Skirmish Phase from the Reich Headquarters
  • Replaced with Field Medical Kit after Escalate to Battle Phase is researched


Ability Field Medical Kit
Field Medical Kit
  • The entire squad will slowly heal.
  • Can be used anywhere
  • Costs 30Icon Munitions Small 30 to activate
  • Duration: 60 seconds
  • Cooldown: 60 seconds
  • Requires researching Escalate to Battle Phase from the Reich Headquarters
  • Replaces Medical Kit


Nebelwerfer Barrage
  • Barrage an area with six 150mm incendiary Nebelwerfer rockets that can cause burn damage to infantry and structures.
  • Costs nothing
  • Cooldown: 90 seconds

The Nebelwerfer is an Axis Weapon Team used by the Wehrmacht, featured in Company of Heroes.

Overview

The Nebelwerfer 41 (English: Fog thrower) is a mobile artillery platform used by the Wehrmacht during World War II. It is a light Rocket Artillery piece, firing High-Explosive rockets at enemy positions (in-game it ahistorically uses Incendiary rockets instead).

In-game, the Nebelwerfer is a support weapon, with a 3-man crew- two men carrying, aiming, and reloading the weapon, and an Unteroffizer armed with a pistol. If one of the weapon operators is killed, the Unteroffizer will take his place. If two crew members are killed, the third will automatically die as well unless an existing reinforcement is about to complete, and the weapon will become unmanned. After the crew's death, it can be re-crewed by any Infantry squad with at least two members.

The weapon itself is operated very much like an Anti-Tank gun- it is hauled into position by its operators, before being deployed (which takes a second). The weapon has a large, but not total, "cone of fire", allowing it to turn drastically horizontally, though requires repositioning to be fired behind where it's facing. Picking up the weapon is also a relatively fast process.

When the weapon is ordered to fire, the weapon fires six rockets at the targeted area (aimed vertically as to fall on the target) at a rate of about a rocket per second. The rockets "disappear" once fired, meaning as soon as they go off screen the first time, they're no longer effected by obstructions. After a short travel time effected by distance, they fall on the target, dealing major damage to Infantry and Buildings- especially unarmored buildings like the Machine Gun Emplacement, Observation Post, or garrisoned neutral buildings. The rockets have a high chance of killing whatever they hit directly, and leave the ground burning for a few seconds afterwards, damaging unarmored units. These rockets are fully capable of Friendly Fire as well.

When fired, the Rockets will leave a distinctive smoke trail and the process will produce a loud sound which led Allied troops in the war to dub it the "Screaming Mimi". As a result, the Nebelwerfer is not a weapon of subtlety. It will even appear in the Fog of War when fired.

Note that, contrary to what logic would dictate, the Barrage ability reloads even when the unit is on the move. Also note that the Rockets has a slightly higher chance to be accurate when the target is within vision.

Strategy

The Nebelwerfer in use should be considered as almost a heavier version of the Mortar, trading the ability to do consistent damage and passave overwatch for a much more deadly payload. As such, it is best used against static targets, especially in terms of defenses.

Buildings and Emplacements should be the first priority for any Nebelwerfer- not only will a barrage from this weapon do considerable damage to any building it hits, the residual burn damage will not only do even more damage but ensure that builder units attempting to repair the building will be forced to either wait or risk meeting their own fiery death. This is especially true for the three British emplacements- the Howitzer, 17 Pounder, and Bofors, which take high damage from the Nebelwerfer and, outside of the Howitzer (which isn't able to fire back nearly as often without use of Counter-Battery from Royal Artillery), are unable to respond.

Garrisoned buildings should be the weapon's second priority- while no longer able to instantly kill any unit inside since a bugfix, Infantry inside will still take considerable damage from both impact and burn, and prolonged barrages will quickly bring any neutral building down outright- useful for a building armed to the teeth with MGs and Bazookas or Recoilless Rifles.

Finally, but perhaps most commonly, the Nebelwerfer shines against enemy Support Weapons. While a Nebelwerfer Barrage is unlikely to outright hit a Support Weapon, and in fact, most are able to move out of the way in time for the barrage, an enemy will be most likely forced to reposition or retreat outright to avoid the fury of a rocket barrage, giving your units some time to operate before the enemy weapons can return to an area.

While a Nebelwerfer can hit Infantry and light vehicles on the move, it is highly unlikely to do so without impeccable prediction skills or high amounts of luck. As such, prefer Mortar Fire with a suppressing weapon for this occasion- though a particularly predictable enemy can be punished with Rockets.

Tips

  • Barrage, Barrage, Barrage- the Nebelwerfer's ability has absolutely no cost besides the time it takes you to switch to the unit and aim. As such, unless you have a very good reason not to, you should use the ability literally every time it's available.
  • Firing on a point an enemy is about to capture is even more effective than doing so with a Mortar, though the enemy is far more likely to run away (and the shots more likely to miss to boot). Still, on a High point in particular, this is still an idea with merit.
  • While enemies can see the Nebelwerfer firing, it's a lot more difficult to tell exactly what it's firing at compared to most artillery pieces. You can often use this fact to add a much-needed element of surprise to this other wise non-subtle piece.
  • Concentrate fire as much as possible when you have multiple Nebelwerfers- 6 rockets might all miss the priority target, but 12 will almost certainly not.
  • Positioning of a Nebelwerfer is important- keep them far enough behind the lines to stay out of danger of assault, but close enough that travel time is lower and accuracy is higher.
  • NEVER fire this weapon at a place Infantry are about to assault- the inaccurate, high-powered rockets are notorious for friendly fire.
  • If you have a unit that is able to do so, it might not be a bad idea to deliberately de- and re-crew a Nebelwerfer in a safe place, as not only will a new crew be able to protect itself slightly more effectively, in almost any case, they will actually take up less Population Cap than the original crew.
  • Spot your targets with cloaked Snipers or recon vehicles- the rockets will be more accurate, and you won't ever waste a barrage firing where you mistakenly thought enemies were.
  • A Halftrack with rockets is a great compliment to any Nebelwerfer- able to reinforce the Nebelwerfer if it comes under attack, any unit that would recrew the weapon, and adding to the potency of the barrage.

Veterancy

The Nebelwerfer gains veterancy through researching Support Team Upgrades in the Kampfkraft Center. These updates apply to existing and newly created Nebelwerfer teams. If the weapon is recrewed, the new crew will use these benefits.

Nebelferwer150mmveterancy0
No Veterancy:
  • Unit is at normal combat efficiency.
Nebelwerfer150mmveterancy1
Level 1 Veterancy:
  • Maximum speed increased by 35%.
  • Barrage recharge time -10 seconds (80 seconds total).
NebelwerferVeterancy2
Level 2 Veterancy:
  • Maximum health increased by 15%.
  • Barrage recharge time -10 seconds (70 seconds total).
NebelwerferVeterancy3
Level 3 Veterancy:
  • Damage increased by 15%.
  • Barrage recharge time -10 seconds (60 seconds total).

While the actual statistical buffs to the crew from Veterancy do next to nothing, a maximum of 30 seconds shaved off of the Nebelwerfer's reload time makes this weapon instantly more valuable. Support Weapon veterancy for the Wehrmacht is almost always valuable and the Nebelwerfer's upgrades are no exception to this rule.

Weaknesses

The Nebelwerfer is an Artillery piece and should not be expected to do anything in direct combat situations- if an enemy unit is firing upon a Nebelwerfer crew, the chances are better than not that the crew is already doomed. The basic crew's only direct method of defense is a single pistol, which is unable to even scare the weakest Allied units away- to make matters worse, all of the crew members are weak, falling quickly when fired upon.

As expected with a weapon crewed by Infantry, the unit is particularly weak to fire and Snipers- with enemy Snipers being able to completely silence a Nebelwerfer in only two shots, often meaning that if the first shot lands while the weapon is firing, the crew will die before the barrage is completed. Mortar Fire is also a nuisance, if the Nebelwerfer is unable to respond in kind- and while the weapon is too small for enemy heavy artillery units to deal with accurately, Counter Battery fire will almost always kill off a Nebelwerfer crew. Off-map artillery will do the same.

The Nebelwerfer is one of the worst units against enemy armor in the entire game, as there is no possible way the unit can have any sort of Anti-Tank power in the base game- it cannot even have its 3rd crewman carry a Anti-Tank weapon, as little help as that would be. The Rockets are almost never going to hit an enemy vehicle, and even when they do, they will, at most, just do engine damage without actually harming the vehicle. Only the very lightest vehicles, the least likely to take a hit, will actually take any damage from this unit.

Finally, the Nebelwerfer can easily be put into a situation where the weapon itself is of no tactical value- against an enemy unit fielding mobile defenses and able to keep Axis units too far away from their buildings to fire upon them, the weapon has absolutely no value whatsoever. This is a particularly big problem considering that it builds in a building containing the extremely high priority StuG IV and drains 5 population cap with the base crew- a bad Nebelwerfer investment can be a major game-ruining mistake.

Quotes

On unit creation :

On unit selection :

On move order :

On move order under attack :

On barrage order :

On barrage order under attack :

On casualty report :

Other:

Gallery