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On troop creation :
 
On troop creation :
 
{{cite|Panzer grenadiers, ready for battle.}}
 
{{cite|Panzer grenadiers, ready for battle.}}
  +
{{cite|Refreshed and ready for combat.}}
  +
{{cite|Panzer grenadiers, in the field.}}
  +
{{cite|Panzer grenadiers have taken the field.}}
   
 
On unit selection :
 
On unit selection :
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{{cite|Ready to pass on orders.}}
 
{{cite|Ready to pass on orders.}}
 
{{cite|Infantry section, ready to move out!}}
 
{{cite|Infantry section, ready to move out!}}
  +
{{cite|Send your mission orders.}}
  +
{{cite|We are standing by!}}
   
 
On halt order :
 
On halt order :
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{{cite|There is no time to waste, let us move!}}
 
{{cite|There is no time to waste, let us move!}}
 
{{cite|Marching order, spread out.}}
 
{{cite|Marching order, spread out.}}
{{cite|Dress up for march.}}
+
{{cite|Dress off for march.}}
 
{{cite|Grenadiers moving out.}}
 
{{cite|Grenadiers moving out.}}
 
{{cite|Squad, move orders.}}
 
{{cite|Squad, move orders.}}
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{{cite|Moving under contact!}}
 
{{cite|Moving under contact!}}
 
{{cite|Cease fire, deploy into new location!}}
 
{{cite|Cease fire, deploy into new location!}}
  +
{{cite|Break contact, priority move orders!}}
  +
  +
On attack move :
  +
{{cite|Understood, Schützentrupp being organized.}}
  +
{{cite|Combat mission, dress off.}}
  +
{{cite|Kampfauftrag, dress off.}}
   
 
On garrison order :
 
On garrison order :
 
{{cite|Prepare the building for actions.}}
 
{{cite|Prepare the building for actions.}}
 
{{cite|Defend from the inside!}}
 
{{cite|Defend from the inside!}}
  +
{{cite|Move, quick, get in!}}
  +
{{cite|Defensive positions in there!}}
  +
{{cite|Load up!}}
   
 
On withdraw order :
 
On withdraw order :
 
{{cite|Outside, let us go!}}
 
{{cite|Outside, let us go!}}
  +
{{cite|Time to leave, men.}}
  +
{{cite|Assemble outside, quickly!}}
  +
{{cite|Outside, move, move!}}
  +
{{cite|We have no sign über here.}}
  +
  +
On vehicle mount order :
  +
{{cite|In you go!}}
  +
{{cite|Load up.}}
  +
{{cite|Firing positions inside that halftrack.}}
  +
{{cite|Into the halftrack, move.}}
  +
{{cite|Load up, men.}}
  +
{{cite|Defensive position in there.}}
  +
{{cite|Find a seat.}}
  +
{{cite|Insides, squad.}}
  +
{{cite|Get into that halftrack.}}
  +
{{cite|In you go, move.}}
  +
{{cite|Load up into that halftrack.}}
  +
{{cite|Inside.}}
  +
  +
On vehicle dismount order :
  +
{{cite|Dismount, guns at the ready.}}
  +
{{cite|Reinhart, finish that outside, off we go.}}
  +
{{cite|Fall out, assemble there.}}
  +
{{cite|Thanks for the ride.}}
  +
{{cite|Outside, let us go!}}
  +
{{cite|Let us go, on your feet.}}
  +
{{cite|Quickly, men!}}
  +
{{cite|Squad, deploy into skirmish line.}}
  +
{{cite|Driver, hold! Squad dismounting.}}
  +
{{cite|Time to leave, men.}}
   
 
On attack order :
 
On attack order :
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{{cite|Deploying into skirmish line, open fire!}}
 
{{cite|Deploying into skirmish line, open fire!}}
 
{{cite|Stellung, open fire.}}
 
{{cite|Stellung, open fire.}}
  +
{{cite|Adjust fire, adjust fire!}}
  +
{{cite|Feuer frei, infantry in open.}}
  +
{{cite|Hit that target!}}
  +
{{cite|Angreifen!}}
  +
{{cite|New target, angreifen!}}
  +
  +
On kill report :
  +
{{cite|Target knocked out!}}
   
 
On retreat order :
 
On retreat order :
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{{cite|We need to regroup on command post.}}
 
{{cite|We need to regroup on command post.}}
   
On building order :
+
On construction order :
 
{{cite|Grenadiers, we must build the logistics Kompanie.}}
 
{{cite|Grenadiers, we must build the logistics Kompanie.}}
 
{{cite|Start building.}}
 
{{cite|Start building.}}
 
{{cite|Grenadiers, it is time to build the Panzerjäger command.}}
 
{{cite|Grenadiers, it is time to build the Panzerjäger command.}}
 
{{cite|Get the panzer support command ready.}}
 
{{cite|Get the panzer support command ready.}}
{{cite|Let us get started on the build, men.}}
+
{{cite|Let us get started on the builds, men.}}
 
{{cite|Let us get a panzer support command up and moving.}}
 
{{cite|Let us get a panzer support command up and moving.}}
 
{{cite|Breaking into constuction details.}}
 
{{cite|Breaking into constuction details.}}
  +
  +
On construction order :
  +
{{cite|Orders complete, squad ready to deploy.}}
  +
{{cite|Build complete, Nikolas, dress off for move.}}
   
 
On repair order :
 
On repair order :
 
{{cite|Repairs, we will do what we can.}}
 
{{cite|Repairs, we will do what we can.}}
 
{{cite|Come on men, let us start repairs.}}
 
{{cite|Come on men, let us start repairs.}}
  +
  +
On repair complete report :
  +
{{cite|Grenadiers have repaired the Auto.}}
   
 
On booby trap order :
 
On booby trap order :
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{{cite|Structure noted, deploying charges.}}
 
{{cite|Structure noted, deploying charges.}}
 
{{cite|Rig charges everywhere you can, men!}}
 
{{cite|Rig charges everywhere you can, men!}}
  +
  +
On booby trap complete report :
  +
{{cite|The trap is set for tommy!}}
  +
{{cite|Ready for redeploy.}}
  +
  +
On scorch order :
  +
{{cite|Take out that fuel point, men, now!}}
  +
{{cite|Understood, commander, we will take out that munitions point.}}
  +
{{cite|Scorch the ground, move.}}
  +
{{cite|Yes, sir, we will disable the point!}}
  +
{{cite|Quickly, burn everything, and regroup for orders.}}
  +
{{cite|We will disable that munitions depot.}}
  +
{{cite|We have our orders, we have to disable the fuel depot!}}
  +
{{cite|We have to burn everything, and prepare for contact.}}
  +
{{cite|With me, men, we need to take out that point!}}
   
 
On throw incendiary grenade order :
 
On throw incendiary grenade order :
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{{cite|Handgranaten.}}
 
{{cite|Handgranaten.}}
 
{{cite|Prepare grenades.}}
 
{{cite|Prepare grenades.}}
  +
{{cite|Squad, Handgranaten!}}
   
 
On throw anti tank grenade order :
 
On throw anti tank grenade order :
 
{{cite|Prepare grenades.}}
 
{{cite|Prepare grenades.}}
  +
  +
On sprint order :
  +
{{cite|Move as fast as you can, men!}}
  +
  +
On weapon upgrade order :
  +
{{cite|Squad upgrading.}}
  +
{{cite|Improvements on the way.}}
  +
  +
On weapon upgrade complete report :
  +
{{cite|We upgraded our status.}}
  +
{{cite|MP-forty-fours are issued.}}
  +
{{cite|Panzerschreck is here, at long last.}}
  +
{{cite|Upgraded unit ready.}}
   
 
On capture order :
 
On capture order :
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{{cite|Squad, advancing on target.}}
 
{{cite|Squad, advancing on target.}}
 
{{cite|Orders received, we will advise once victory point captured.}}
 
{{cite|Orders received, we will advise once victory point captured.}}
  +
{{cite|Understood, moving to capture}}
  +
{{cite|Target seen, moving to secure.}}
  +
{{cite|Schützentrupp, moving on objective!}}
  +
  +
On capture complete report :
  +
{{cite|Target has been secured, squad ready for orders.}}
  +
{{cite|We have secured the target.}}
  +
{{cite|Capture order successfully completed!}}
  +
{{cite|Munition secured.}}
  +
{{cite|Munitions point secured, ready for orders.}}
  +
  +
On veterancy upgrade order :
  +
{{cite|Improvements on the way.}}
  +
{{cite|Schützentrupp upgrading!}}
  +
  +
On underattack report :
  +
{{cite|Under attack, return fire!}}
  +
{{cite|They are shooting at us!}}
  +
{{cite|Contact, infantry!}}
  +
{{cite|Taking fire from enemy infantry!}}
  +
{{cite|Under fire!}}
  +
  +
On pinned report :
  +
{{cite|We are pinned down!}}
  +
  +
On reinforcement complete report :
  +
{{cite|Welcome to our schützentrupp, grenadiers}}
   
 
==Gallery==
 
==Gallery==

Revision as of 04:56, 18 January 2013

Veterancy Panzer Grenadiers 0
Panzer Grenadiers
Unit Panzer Grenadiers
A basic squad of Panzer Grenadiers
Army Panzer Elite
Role Multi-Purpose Assault Infantry
Men per Squad 3 or 4
Unit Cost 255Icon Manpower Small 255
3 or 4Icon PopCap Small 3 or 4
Upkeep per Minute -2Icon Manpower Small −2 (per man)
Prereq. None
Produced By Panzer Elite Headquarters
Cost to Reinforce 45Icon Manpower Small 45
1Icon PopCap Small 1
Health per Man 55Icon Health Small 55
Infantry Type Soldier
Basic Weapon Karabiner 98 Kurz Bolt-Action Rifle
Open Weapon Slots 2
Max. Speed 3 m/s
Produces (6)
Production Logistik Kompanie
Logistik Kompanie
  • A scout-vehicle production facility.
  • Costs 220Icon Manpower Small 220, 20Icon Fuel Small 20
  • Takes 29 to 39 seconds to construct


Production Kampfgruppe Kompanie
Kampfgruppe Kompanie
  • A basic support-unit production facility.
  • Costs 220Icon Manpower Small 220, 20Icon Fuel Small 20
  • Takes 29 to 39 seconds to construct


Production Panzer-Jager Kommand
Panzer-Jäger Kommand


Production Panzer-Support Kommand
Panzer-Support Kommand


Production Road Block
Road Blocks
  • A line of impassable barriers that can only be destroyed by direct firepower.
  • Requires Scorched Earth Tactics: Roadblocks
  • Costs nothing.
  • Takes 10 seconds per piece to construct


Production Barbed Wire
Barbed Wire
  • A line of light barriers that prevent passage by infantry.
  • Requires Scorched Earth Tactics: Roadblocks
  • Costs nothing
  • Takes ~2 seconds per piece to construct
Abilities (11)
Ability Repair
Rudimentary Repair
  • Repairs a vehicle or structure up to 100% Maximum Health, at a slow rate.
  • Costs nothing
  • Reduces manpower income by about -5Icon Manpower Small −5 while active.


Ability Over Repair
Advanced Repair
  • Repairs a vehicle or structure up to 100% Maximum Health almost three times faster than normal repair.
  • Requires the Advanced Repair upgrade at the Kampfgruppe Kompanie
  • Replaces the Rudimentary Repair ability.
  • Costs nothing
  • Reduces manpower income by about -5Icon Manpower Small −5 while active.


Ability Convert To Reinforce Point
Upgrade to Reinforce Point
  • Turns a neutral building into a Reinforcement Point that can reinforce and (potentially) heal infantry units.
  • Requires the Panzer Grenadiers to garrison the target structure.
  • Requires the target structure to be inside captured and connected territory.
  • Costs 260Icon Manpower Small 260
  • Takes 30 seconds to complete
  • Cooldown: None


Ability Throw Incendiary Grenade
Throw Incendiary Grenade
  • Throws a grenade that does constant damage over time. Will kill infantry, especially those garrisoned in buildings.
  • Requires the Incendiary Grenades Global Upgrade from the Panzer Elite Headquarters.
  • Costs 15Icon Munitions Small 15
  • Cooldown: 240 seconds


Ability Throw Anti Tank Grenade
Throw Anti Tank Grenade
  • Throws a powerful grenade with 100% chance to penetrate armor.
  • Requires the Anti Tank Grenades Global Upgrade from the Logistik Kompanie.
  • Costs 20Icon Munitions Small 20
  • Cooldown: 240 seconds


Ability Throw Anti Tank Grenade
Throw Two Anti Tank Grenades
  • Throws two powerful grenades in rapid succession, with 100% chance to penetrate armor.
  • Requires the Anti Tank Grenades Global Upgrade from the Logistik Kompanie.
  • Requires Tank Destroyer Tactics: Double Infantry AT Efforts
  • Replaces the Throw Anti Tank Grenade ability.
  • Costs 20Icon Munitions Small 20
  • Cooldown: 240 seconds


Ability Suppressive Volley Fire
Suppressive Volley Fire
  • Increases firing rate and causes more Suppression per shot for a short duration (but less damage).
  • Also reduces the target infantry unit's speed by 2 m/s.
  • Requires the Gewehr 43 upgrade.
  • Costs 20Icon Munitions Small 20
  • Duration: 20 seconds*
  • Cooldown: 240 seconds


Ability Sprint
Sprint
  • 50% resistance to Suppression. The squad moves at running speed regardless of cover.
  • Requires almost all infantry-related upgrades from the various Panzer Elite Base Structures. (see text)
  • Costs nothing.
  • Duration: 15 seconds.
  • Cooldown: 60 seconds.


Ability Booby Traps Building
Booby Traps (basic)
  • Plants a bomb in a neutral building, which is automatically triggered when an enemy unit tries to garrison that building.
  • Requires Scorched Earth Tactics: Booby Trap Building
  • Costs nothing.
  • Takes ~10 seconds to complete
  • Cooldown: None


Ability Booby Traps
Booby Traps (enhanced)
  • Plants a bomb in a neutral building, which is automatically triggered when an enemy unit tries to garrison that building.
  • Alternately, plant a bomb on a Strategic Point, which detonates when the enemy tries to take that point.
  • Requires Scorched Earth Tactics: Booby Trap Strategic Point
  • Replaces the Booby Traps (basic) ability.
  • Costs nothing.
  • Takes ~15 seconds to complete
  • Cooldown: 25 seconds


Ability Scorched Earth
Scorched Earth
  • Renders a sector point completely useless. Some engineer-type units can undo this, given time.
  • Requires Scorched Earth Tactics: Scorched Earth
  • Costs nothing.
  • Cooldown: None
Upgrades (3)
Upgrade Gewehr 43
Gewehr 43 Package
  • Equips the unit with two Scoped Gewehr 43 rifles.
  • Enables the Suppressive Volley Fire ability.
  • Costs 50Icon Munitions Small 50
  • Takes 30 seconds to install.


Upgrade MP44 Sturmgewehr
MP44 Sturmgewehr (Assault Rifles)
  • Equips the unit with four MP44 Assault Rifles, making it excellent at close-range combat.
  • Costs 75Icon Munitions Small 75
  • Takes 30 seconds to install.


Upgrade Panzerschreck
Panzerschreck
  • Equips the unit with a Panzerschreck anti-tank launcher.
  • Equips two Panzerschrecks if you have Tank Destroyer Tactics: Double Infantry AT Efforts.
  • Costs 75Icon Munitions Small 75
  • Takes 30 seconds to install.

The Panzer Grenadiers squad is the core Infantry unit fielded by the Panzer Elite in Company of Heroes: Opposing Fronts. A small unit of 3 men, it is initially both very expensive and very vulnerable. However, the number of available Global and Local Upgrades for improving the effectiveness of this infantry squad is truly staggering, and by the time they are all researched the Panzer Grenadiers become one of the best infantry units in the game, and can specialize in anti-infantry or anti-vehicle combat as well. They are excellent in large groups, and are often used in support of (or supported by) the various Panzer Elite vehicles.

Overview

The Panzer Elite army is unique among other factions in that it fields a large variety of vehicles, but only one type of infantry. These are the Panzer Grenadiers, a squad of elite soldiers who alone must simultaneously fill all the infantry roles in their army. They are the core infantry unit, the engineers, the tank busters and assault riflemen... whatever must be done at any given moment.

Initially, the Panzer Grenadiers are a 3-man unit, fielded from the Panzer Elite Headquarters for the price of 255Icon Manpower Small 255, 3Icon PopCap Small 3. They are outfitted with Kar98k bolt-operated rifles, which have good accuracy at long range but an abysmally slow reloading speed. With only 3 men per squad, a single squad of Panzer Grenadiers is no match for the average core infantry fielded by other factions.

As the primary engineers of the Panzer Elite force, Panzer Grenadiers are responsible for constructing all four Panzer Elite Base Structures. They also have the ability to repair vehicles and structures, which they do at a significantly-reduced speed compared to normal engineering units. Furthermore, while they can capture Strategic Points, they do so at only half the speed of other infantry units, making them unsuitable for early expansion. That task is often relegated to the fast-moving Panzer Elite scout vehicles.

Nonetheless, each Base Structure the Panzer Grenadiers build has at least one Global Upgrade that enhances the effectiveness and versatility of the squad. Among other things, it is possible to unlock no less than 3 different combat abilities, 2 weapon upgrade packages, increase the size of the squad to 4 men, and apply a large number of interesting bonuses to increase the performance of all Panzer Grenadier squads. Additional combat abilities and construction options may become available through the purchase of Tactical Doctrine Command Upgrades. By the end of the upgrading process, a squad of Panzer Grenadiers will have become one of the best core infantry units in the game - and in large groups they are even individually deadlier.

Panzer Grenadiers also accumulate Veterancy like all other Panzer Elite units, and benefit quite a lot from each level they receive. A Panzer Grenadier squad with full veterancy can often destroy a basic infantry unit twice their size.

Furthermore, the game also allows purchase of pre-upgraded Panzer Grenadier squads called the Tank Buster Heavy Infantry and Assault Grenadier Heavy Infantry. These are variants of the basic Panzer Grenadiers that come with a weapon upgrade already installed, costing 105Icon Manpower Small 105 more than the basic unit but removing the need to purchase a 75Icon Munitions Small 75 upgrade which takes 30 seconds to install. They are otherwise the same as any other Panzer Grenadier unit. These variants are purchased directly from the appropriate base structures.

On the battlefield, Panzer Grenadiers are used in many different ways depending on their selected weapon package (or lack thereof). They often accompany vehicles, or are supported by vehicles, especially Infantry Halftracks which allow them to move around faster and reinforce out in the field. Panzer Grenadiers can also create stationary Reinforcement Points by converting neutral buildings into outposts. Tactically, Panzer Grenadiers like to swarm their targets, rather than fighting face-to-face. Panzer Elite armies that focus on Panzer Grenadiers will tend to create large groups of them, splitting the group up as a combat situation evolves to present more targets coming from more directions, thus using the small size of these units to their advantage.

Weapons

Initially, all three members of a Panzer Grenadier squad are armed with Karabiner 98 Kurz bolt-action rifles, the same weapon used by the Axis Grenadier Squad.

Three weapon upgrade packages are available, for increasing the combat potential and/or tactical use of the Panzer Grenadiers. They can be outfitted with Scoped Gewehr 43 semi-automatic rifles for better long-range combat, carry MP44 Sturmgewehr assault rifles for fast destruction of enemies at medium and close range, or a set of Panzerschreck anti-tank launchers for destroying vehicles and damaging the rear armor of tanks.

As with most other Infantry units, the Panzer Grenadiers have the ability to pick up abandoned weapons (including heavier Team Weapons) from the field, as long as they have sufficient Open Weapon Slots.

Karabiner 98 Kurz

This bolt-action rifle, though called "short" (Kurz), is nonetheless the standard long-range weapon of the Wehrmacht (and vicariously, the Panzer Elite).

Among other standard long-range rifles in the game, the Kar98k is one of the best. Compared to the American M1 Garand, the Kar98k is both significantly faster and more accurate.

The weapon inflicts 12 points of damage per shot, taking about 5 shots to kill an enemy infantryman. At a medium range (17 meters) every second shot will hit an exposed infantry unit, giving a total kill rate that is quite remarkable for a long-range weapon. This decreases to one hit per every 3 shots at the weapon's maximum range of 35 meters (sight-range). Even shots that fail to hit have some effect, as this weapon is relatively good at suppressing enemy infantry.

Like all other small-arms, this rifle is largely useless against armored vehicles and structures. Additionally, at close range it will easily be outdone by Light Machine Guns and Sub Machine Guns.

Scoped Gewehr 43

The Scoped Gewehr 43 is a magazine-fed semi-automatic long rifle with a small scope attached. Two of these are added to the unit upon installation of the Gewehr 43 Package upgrade. This package comes with the ability to use Suppressive Volley Fire to knock the sense out of enemy infantry, slowing them down and rapidly suppressing them.

Even without the special ability, the Gehewr 43 is slightly faster and more accurate than a Kar98k, though it is also slightly less useful at close-range. Otherwise, both weapons are very similar in all statistics.

MP44 Sturmgewehr

The MP44 Sturmgewehr, famously known as the "StG 44", is the world's first assault rifle. Firing rapidly from a 30-round magazine, this weapon is superior to all Sub Machine Guns featured in the game, and is by far the best close-combat weapon available.

MP44s fire in quick, 5-10 round bursts. Compared to the American M1 Thompson, they are quicker in both firing rate and reloading speed, more accurate (especially at close distances, where only 1 of every 10 bullets is a miss), and cause 7 points of damage per bullet compared to the Thompson's 5. The MP44 is even more stable than a regular SMG when the unit is moving, allowing it to remain accurate during a fast charge. In other words, any infantry unit caught in short-range of the MP44-wielding Panzer Grenadiers will be destroyed very rapidly.

MP44s acquired by the Panzer Grenadiers through their weapons upgrade package do not drop when the unit dies.

Panzerschreck

The Panzerschreck is a portable rocket-propelled-warhead launcher. The powerful explosive charge at the tip of the warhead is designed to punch through a vehicle's armor and explode inside - and that is exactly what it does, very well.

The Panzerschreck is quite accurate up to about 20 meters. The warhead it fires will deliver around 130 points to damage to anything it hits directly. A Panzerschreck Warhead is sufficiently powerful to penetrate an M4 Sherman's front armor 4 out of 5 times, and significantly more-so against the rear armor. Needless to say, it has a 100% penetration rate against lighter vehicles like the M8 Greyhound or M10 Tank Destroyer.

One Panzerschreck is added to a squad of Panzer Grenadiers when the Panzerschreck upgrade is installed. If the player has purchased the Tank Destroyer Tactics: Double Infantry AT Efforts Command Upgrade, two launchers are added instead.

When a Panzerschreck-wielding infantryman is killed, there is a 30% chance to drop the Panzerschreck. It can then be picked up by other infantry units.

Note: When an infantryman holding a Panzerschreck is killed, and there is no other squad-member available to pick the weapon up, there is a 30% chance of the weapon being dropped and becoming abandoned. Other infantry squads (friendly or enemy) can pick this weapon up if they have at least 1 Open Weapon Slot.

Production

As the Panzer Elite's only basic infantry unit, the Panzer Grenadiers are responsible for all base construction. They can build 4 different types of structures, all of which must be placed within your HQ Territory. Initially, only two of these structures are available; as soon as one is built, all four structures become available.

With the Scorched Earth Tactics doctrine, Panzer Grenadiers gain the ability to construct very resistant obstacles to prevent enemy movement.

Production Logistik Kompanie Logistik Kompanie

  • Costs 220Icon Manpower Small 220, 20Icon Fuel Small 20
  • Takes 28 or 38 seconds to construct, depending on the size of the Panzer Grenadiers squad.

The Logistik Kompanie is a base structure capable of producing light support vehicles. Best when constructed early, it offers a good way to quickly capture more ground and/or disrupt enemy resource production.

The three units available through the Logistik Kompanie are the Scout Car, Munitions Halftrack and Funkwagen Vampire Halftrack. All three are light vehicles, with little or no weaponry, but with impressive and unique non-combat abilities that make them extremely useful for supporting your overall strategic goals.

The Scout Car, armed with an LMG, can capture Strategic Points and secure them against enemy counter-attacks. While it is set up in a friendly sector, no enemy unit can take that sector at all. The Funkwagen Vampire Halftrack provides the opposite function, by driving into enemy sectors and siphoning resources out of them, potentially decreasing the enemy's resource production in several adjacent sectors as well. Finally, the Munitions Halftrack significantly reduces the cooldown period of all abilities with a Munitions-based activation cost for all units within 20 meters of itself.

Furthermore, the Logistik Kompanie offers two Global Upgrades that are absolutely essential to the Panzer Grenadiers: The Anti Tank Grenades upgrade which allows the Grenadiers to throw powerful anti-tank grenades, and the Increase Squad Sizes upgrade that turns Panzer Grenadiers into 4-man squads, essentially increasing their effectiveness by 33%. Both these Global Upgrades are required for unlocking the Panzer Grenadiers' Sprint ability.

Finally, as with all other Panzer Elite base structures, the Logistik Kompanie can reinforce infantry units within a 20 meter radius.

Production Kampfgruppe Kompanie Kampfgruppe Kompanie

  • Costs 220Icon Manpower Small 220, 20Icon Fuel Small 20
  • Takes 28 or 38 seconds to construct, depending on the size of the Panzer Grenadiers squad.

The Kampfgruppe Kompanie is a base structure capable of producing light support vehicles and an anti-tank infantry squad. These units generally remain useful throughout the entire battle.

Initially, the Kampfgruppe Kompanie can only produce the Infantry Halftrack and Mortar Halftrack. The Infantry Halftrack is excellent for transporting up to two infantry squads around the battlefield, and also offers a mobile reinforcement point for replenishing lost infantry units while on the move. The Mortar Halftrack is a fast-moving light artillery unit with the capability of launching both regular and incendiary shells at enemy targets within a large radius.

With the purchase of this structure's Kampfgruppe Kompanie Upgrade, the purchase of the Panzerschreck upgrade is enabled for all Panzer Grenadier squads. In addition, it allows the structure to produce a unit of Tank Buster Heavy Infantry. These are essentially Panzer Grenadiers with the Panzerschreck upgrade pre-installed. They cost 105Icon Manpower Small 105 more than a regular unit of Panzer Grenadiers, but save the Munitions and time otherwise required to install the upgrade. They are otherwise identical to a Panzerschreck-equipped Panzer Grenadiers squad.

Furthermore, the Kampfgruppe Kompanie has two Global Upgrades that are essential to Panzer Grenadiers. The Field Craft upgrade allows the Grenadiers to capture Strategic Points at a much faster rate (actually faster than all other infantry units in the game), and allows them to detect enemy Mines while standing still. The other upgrade, Advanced Repair, improves the Panzer Grenadiers' repair ability substantially, making them some of the best engineering units available anywhere. Both upgrades are requires for enabling the Panzer Grenadiers' Sprint ability.

Finally, as with all other Panzer Elite base structures, the Kampfgruppe Kompanie can reinforce infantry units within a 20 meter radius.

Production Panzer-Jager Kommand Panzer-Jäger Kommand

  • Costs 220Icon Manpower Small 220, 20Icon Fuel Small 20
  • Requires either a Logistik Kompanie or Kampfgruppe Kompanie to already exist on the battlefield.
  • Takes 28 or 38 seconds to construct, depending on the size of the Panzer Grenadiers squad.

The Panzer-Jäger Kommand is considered the core production structure for the Panzer Elite. It creates three very different heavy-hitting units designed to tackle specific types of threats.

The first available unit is the Assault Grenadier Heavy Infantry. These are essentially Panzer Grenadiers with the MP44 Sturmgewehr upgrade pre-installed. They cost 105Icon Manpower Small 105 more than a regular unit of Panzer Grenadiers, but save the Munitions and time otherwise required to install the upgrade. If Panzer Grenadiers are equipped with MP44s they will still wield one Kar 98k whilst on the other hand each member of the Assault Grenadier squad will hold MP44s. The construction of the Kampfgruppe Kompanie also enables the purchase of the MP44 upgrade for all basic Panzer Grenadier units.

The Panzer-Jäger Kommand can also construct an SdKfz 222 Armored Car, a light vehicle with a rapid-fire 20mm cannon that can destroy enemy infantry and light vehicles with ease. Once the Jager Kommand Upgrade is purchased at this structure, it can also produce a Marder III Tank Hunter, a powerful anti-tank vehicle with a massive cannon that often forms the Panzer Elite's main anti-tank weapon.

Furthermore, the Panzer-Jäger Kommand offers a Global Upgrade called Group Zeal. When purchased, this upgrade causes each individual Panzer Grenadier to radiate a small bonus which is applied to all other infantry units in his vicinity. The bonus increases survivability and weapon accuracy by a tiny amount. These bonuses are cumulative, so the more Panzer Grenadiers there are in close proximity to each other, the larger the bonus. As a result, large groups of Panzer Grenadiers (and their derivative squads) become significantly more effective than individual squads. This upgrade is also essential for unlocking the Panzer Grenadiers' Sprint ability.

Finally, as with all other Panzer Elite base structures, the Panzer-Jäger Kommand can reinforce infantry units within a 20 meter radius.

Production Panzer-Support Kommand Panzer-Support Kommand

The Panzer-Support Kommand is a base structure that can produce three different advanced support vehicles.

The most basic of these is the Light AT Halftrack, a light vehicle with a 37mm cannon installed on top. It can do serious damage to enemy light and medium vehicles, and is so accurate it can even reliably snipe off infantry units. Next up is the Bergetiger Repair and Recovery Vehicle, an unarmed Tiger tank which has the highest repair speed of all vehicles in the game, and can even restore destroyed Axis vehicles to fully-operational status.

Once the Support Kommand Upgrade is purchased at this structure, it can begin producing Panzer IV Infantry Support Tanks. This is basically a Panzer IV tank armed with a short-barreled cannon that fires high-explosive shells. It can take out infantry with ease, and does some damage to structures as well - though is largely unsuitable for tank combat. It is often used for soaking up damage from enemy vehicles while other Panzer Elite units move to the flanks.

Furthermore, the Panzer-Support Kommand offers a very useful Global Upgrade called Veteran Sergeant that affects all Panzer Grenadier squads: it reduces the amount of Suppression they receive from all sources by 25%, and increases the rate at which they attain Veterancy by 25% as well. This makes Panzer Grenadiers much more survivable during close combat, and lessens the impact of losing a veteran squad. This Global Upgrade is also essential to unlock the Panzer Grenadiers' Sprint ability.

Finally, as with all other Panzer Elite base structures, the Panzer-Support Kommand can reinforce infantry units within a 20 meter radius.

Production Road Block Road Blocks

  • Costs nothing.
  • Requires the Scorched Earth Tactics: Roadblocks Command Upgrade
  • Takes 10 seconds to produce per piece.

A Road Block is essentially a set of Tank Traps - an obstacle that tanks and other vehicles cannot move through. However, unlike the ordinary Tank Traps and Dragon's Teeth produced by other factions, Road Blocks cannot be crushed by any vehicle, even the heaviest ones like M26 Pershing, Tigers or Bulldozer-equipped M4 Crocodile Shermans.

Road Blocks provide heavy cover, and might come in handy as a means of defense, as Panzer Elite troops do not otherwise have any basic defense structures, surch as Sandbags or Trenches.

To get around this obstacle, the enemy has to destroy it by attacking it directly with heavy firepower. Along with the Road Blocks, this upgrade also enables the construction of Barbed Wire, which complement each other perfectly for denying access by enemy units.

As a result, this can be used to prevent enemy vehicles from using a particular passageway, forcing them to use other routes (preferably ones protected by anti-vehicle units) or waste time destroying the Road Blocks, giving you time to mount a response.

Production Barbed Wire Barbed Wire

  • Costs nothing.
  • Requires the Scorched Earth Tactics: Roadblocks Command Upgrade
  • Takes ~2 seconds to produce per piece.

Barbed Wire is an obstacle that is impassable to infantry. Infantry units that want to get to the other side must go around the obstacle. Some engineering units can cut through Barbed Wire, and most vehicles can drive straight through it (destroying it in the process).

This is useful for preventing infantry from moving through a particular passageway, forcing them to use other routes (preferably ones protected by anti-infantry units). This obstacle is best placed behind Road Blocks or other Tank Traps, to prevent vehicles from simply running over the Barbed Wire.

Abilities

Panzer Grenadiers are by far the unit with the most Special Abilities available in the entire game. Initially having no abilities other than Rudimentary Repair and Convert to Reinforce Point, they begin acquiring abilities as more and more Global Upgrades are purchased from the various Panzer Elite base structures.

Additional abilities are acquired from Tactical Doctrine Command Upgrades, and one ability becomes available thanks to the Gewehr 43 Package upgrade.

Once all available infantry-related upgrades have been purchased from the various base structures, the Sprint ability will also become unlocked.

Ability Repair Rudimentary Repair

  • Costs nothing
  • Activation: Select Damaged Vehicle or Structure
  • Reduces manpower income by about -5Icon Manpower Small −5 while active.
  • Remains active until repairs are complete or interrupted.

By default, all Panzer Grenadiers and their derivatives squads can conduct repair on friendly vehicles and structures. To do so, either click the ability button and select the target to be repaired, or right-click on the target directly. The Panzer Grenadiers will move to close proximity and begin to repair the target. This continues until the target reaches 100% health, is destroyed, or moves sufficiently far away from the Panzer Grenadiers to discontinue the action automatically.

Rudimentary Repair is a very slow repair ability compared to that of other engineering units. The Panzer Grenadiers will repair 2.25 points of damage per second, less than half as fast as an Engineer Squad or Pioneer Squad, making them (together with the Kettenkrad) the slowest repair unit in the game.

While they are repairing, the Panzer Grenadiers are three times more vulnerable to damage. Therefore, if you must make repairs during combat, try to retreat the damaged vehicle away from the fighting before administering repairs. Also note that during repairs, your Manpower income is decreased by about -5Icon Manpower Small −5 per minute, a negligible amount overall, unless performing repairs on many vehicles simultaneously.

This ability allows Panzer Grenadiers to repair the Panzer Elite vehicle fleet. Since they usually accompany other vehicles into combat, once the fighting is over they can start repairing all surviving vehicles in preparation for the next attack. It is often best to keep one or more Panzer Grenadiers on an Infantry Halftrack so that they can reach damaged vehicles at the front lines quickly, though a Kettenkrad will perform the same function with just 1Icon PopCap Small 1 consumed.

Ability Over Repair Advanced Repair

  • Requires the Advanced Repair Global Upgrade from the Kampfgruppe Kompanie.
  • Replaces the Rudimentary Repair ability.
  • Costs nothing.
  • Activation: Select Damaged Vehicle or Structure.
  • Reduces manpower income by about -5Icon Manpower Small −5 while active.
  • Remains active until repairs are complete or interrupted.

Once the Kampfgruppe Kompanie's Advanced Repair Global Upgrade has been purchased, this ability will replace the Rudimentary Repair ability on all Panzer Grenadier units and their derivatives.

Functioning the same way as Rudimentary Repair (see above), Advanced Repair is simply faster - much faster. The Panzer Grenadiers will repair 6.8 damage points per second, making them almost 40% faster than an Engineer Squad or Pioneer Squad!

Remember that while repairs are underway, the Panzer Grenadiers are 3 times more vulnerable to damage.

With this ability, Panzer Grenadiers can quickly return your vehicle fleet to combat readiness after a fight, in lieu of Kettenkrads or a Bergetiger Repair and Recovery Vehicle. This makes them useful both during combat and after it.

Ability Convert To Reinforce Point Upgrade to Reinforce Point

  • Requires the Panzer Grenadiers to garrison a neutral structure inside captured and connected territory.
  • Costs 260Icon Manpower Small 260 to activate
  • Activation: Through the target structure's menu.
  • Takes 30 seconds to complete.
  • Permanent until structure is "un-converted" or destroyed.
  • Cooldown: None.

This ability is available whenever a unit of Panzer Grenadiers or its variant squads enters a neutral structure situated inside friendly territory connected to your supply lines. It appears in the structure's own abilities menu. To activate the ability, simply click it.

After 30 seconds, the building will be converted to a Reinforcement Point. Nazi flags will be hung from the sides, and a large Panzer Elite emblem will float above it. This conversion is permanent until the structure is destroyed, though it can be "un-done" by enemy infantry.

The primary benefit of a Reinforcement Point is that any Axis Infantry unit within 25 meters of the building can be reinforced, in the same manner as infantry units near your own base structures. An additional benefit is that enemy infantry cannot garrison this structure, since it now belongs to the Panzer Elite.

An additional bonus can be unlocked by the Defensive Operation Global Upgrade, purchased at the Panzer Elite Headquarters. With this upgrade, the Reinforcement Point will automatically heal any infantry within its reinforcement radius.

Enemy infantry can "un-convert" a Reinforcement Point back to a neutral building. This process takes 30 seconds. Enemy vehicles can attack the structure and potentially destroy it.

This ability allows Panzer Grenadiers to create a forward outpost to which they can withdraw to replenish lost men (and heal injuries, if this ability is unlocked). This saves a lot of time sending troops back to home base for reinforcements.

Ability Throw Incendiary Grenade Throw Incendiary Grenade

  • Requires the Incendiary Grenades Global Upgrade from the Panzer Elite Headquarters.
  • Costs 15Icon Munitions Small 15 to activate
  • Activation: Select Ground
  • Cooldown: 240 seconds.

When this ability is activated, select a ground target. The Panzer Grenadiers will move to within 21 meters of the target, and then lob a single incendiary grenade at it.

The grenade detonates with a force of 10-15 damage points, barely enough to hurt an infantryman. However, it will spray a burning substance in an area of 5 meters around the impact site, which will inflict continuous damage over a period of about 15 seconds. It takes about 10 seconds to kill an infantryman if he stays inside the radius of the fire.

Incendiary grenades are useful against Weapon Teams and Infantry in buildings, since these can't get away from the flames very quickly. While they can also damage structures and vehicles, incendiary grenades are not terribly useful against such targets.

Due to the long cooldown time of this ability, it's recommended to escort your Panzer Grenadiers with a Munitions Halftrack, which will cut that cooldown time to mere seconds. The same effect is bestowed inside your HQ Territory once the Defensive Operations Global Upgrade has been purchased at the Panzer Elite Headquarters.

Ability Throw Anti Tank Grenade Throw Anti Tank Grenade

  • Requires the Anti Tank Grenades Global Upgrade from the Logistik Kompanie.
  • Costs 20Icon Munitions Small 20 to activate
  • Activation: Select Ground
  • Cooldown: 240 seconds

When this ability is activated, select a ground target. The Panzer Grenadiers will move to within 20 meters of the target, and then lob a single anti-tank grenade at it.

The Anti-Tank grenade explodes with concentrated force, causing between 100 and 150 points of damage to whatever it hit. Due to the contained nature of the explosion, it will only cause damage within a small radius - preferably to an enemy vehicle.

This explosion has a 100% chance of penetrating the armor of the struck target. This makes it a very useful weapon to lob at enemy tanks, even though it would take several of these grenades to destroy a tank. With several Panzer Grenadiers throwing Anti-Tank Grenades at an enemy tank, it is sure to be destroyed or at least heavily damaged.

Unfortunately, the small explosive radius means that the Anti-Tank Grenade is not useful against buildings, and rarely against infantry in the open.

Due to the long cooldown time of this ability, it's recommended to escort your Panzer Grenadiers with a Munitions Halftrack, which will cut that cooldown time to mere seconds. The same effect is bestowed inside your HQ Territory once the Defensive Operations Global Upgrade has been purchased at the Panzer Elite Headquarters.

Ability Throw Anti Tank Grenade Throw Two Anti Tank Grenades

  • Requires the Anti Tank Grenades Global Upgrade from the Logistik Kompanie.
  • Requires the Tank Destroyer Tactics: Double Infantry AT Efforts Command Upgrade
  • Replaces the Throw Anti Tank Grenade ability.
  • Costs 20Icon Munitions Small 20 to activate
  • Activation: Select Ground
  • Cooldown: 240 seconds

This ability is identical to the Throw Anti Tank Grenade ability, except when this one is used, two grenades will be thrown at the target, one after the other.

This increases the damage potential of the ability from 100-150 damage points to 200-300 damage points. This means that two or three uses of this ability are enough to take down the average medium tank. The only caveat is that it requires the tank to be holding still, since it takes more time to throw two grenades than just one.

Fortunately, this ability also costs the same amount of Munitions as Throw Anti Tank Grenade, meaning that nothing is lost by obtaining this ability.

Due to the long cooldown time of this ability, it's recommended to escort your Panzer Grenadiers with a Munitions Halftrack, which will cut that cooldown time to mere seconds. The same effect is bestowed inside your HQ Territory once the Defensive Operations Global Upgrade has been purchased at the Panzer Elite Headquarters.

Ability Suppressive Volley Fire Suppressive Volley Fire

  • Requires the Gewehr 43 Package upgrade
  • Costs 20Icon Munitions Small 20 to activate
  • Activation: Select Infantry (enemy)
  • Duration: 5 seconds (see text)
  • Cooldown: 240 seconds

When activating Suppressive Volley Fire, select a target enemy Infantry unit. Your Panzer Grenadiers will move to within 35 meters of the target unit, and open fire at it with their weapons.

Once this occurs, for a period of 5 seconds the target unit will receive a -2 m/s penalty to its movement speed, forcing it to move very slowly if at all.

Additionally, the Panzer Grenadiers receive a set of modifications to their combat statistics for a period of 15 seconds:

  • They will fire their weapons 9 times faster than normal (though still reload at the normal rate).
  • The target will become immediately Suppressed. This is in addition to the slowing effect.
  • All shots that hit any enemy target during this time will inflict only 15% the normal damage. Hovewer, because the firing speed is 900%, activating this ability will still increase overall damage per second(to about 135% of normal).

As a result, the target unit will be unable to return fire or move away to cover. This naturally works best when the target unit is in the open, and not in cover or garrisoned inside a building (where it receives protection from suppression).

You can capitalize on this by moving another unit to flank the target and destroy it (MP44-equipped Grenadiers or Assault Grenadier Heavy Infantry work best for that). This is called "Fire and Maneuver", and is one of the most basic infantry tactics in real world infantry combat. Mortar Halftrack can also be used, as it's great against stationary targets.

Due to the long cooldown time of this ability, it's recommended to escort your Panzer Grenadiers with a Munitions Halftrack, which will cut that cooldown time to mere seconds. The same effect is bestowed inside your HQ Territory once the Defensive Operations Global Upgrade has been purchased at the Panzer Elite Headquarters.

Ability Sprint Sprint

The Sprint ability is one of the last abilities to become unlocked for the Panzer Grenadiers, if for no other reason than the fact it requires 6 Global Upgrades to be purchased from the various Panzer Elite base structures.

When Sprint is activated, for a period of 15 seconds the unit will receive only 50% Suppression from any source. In addition, it will not react to large explosions (where normally the soldiers would hit the ground or escape the explosive radius), and the soldiers will run at full speed regardless of terrain constraints or group formation.

Use these 15 seconds to either run past or directly into a source of suppressive fire, like an enemy Machine Gun. While the soldiers are not made vulnerable to incoming fire, they'll be able to reach cover or assault the suppressing unit in short order, lessening the casualties they would otherwise sustain. This ability can also be used to withdraw to a safer position without having to hit the "retreat" button.

Ability Booby Traps Booby Traps (Basic)

  • Requires the Scorched Earth Tactics: Booby Trap Building Command Upgrade.
  • Costs nothing.
  • Activation: Select Neutral Building
  • Takes ~10 seconds to complete
  • Cooldown: 10 seconds

When the Booby Traps (Basic) ability is activated, select a target neutral building. The Panzer Grenadiers will enter the building, and set up two packs of explosives rigged to a booby trap. This process takes about 10 seconds to complete. They will then exit the building automatically. A bomb icon will appear over the building, and be visible to all Axis players, but not Allied ones.

If at any time an enemy infantry unit enters the building to garrison it, a message will notify all players than a Booby Trap has been triggered. Each of the explosive devices rigged to the trap will explode within 2-6 seconds of this message (each explosive gets its own random delay time).

The explosive charges are rather small - with a 6 meter radius, but causing only 60 damage - just powerful enough to kill an average infantryman. Therefore, each bomb will usually kill one or two enemy soldiers standing close together inside the building - if there are that many. The bombs will do almost no damage to the structure itself. A building can be rigged repeatedly every time it becomes neutral.

Note that the cooldown time is so short, it's likely that the ability will be available again as soon as you're done installing the explosives. You can wire a whole row of buildings in about a minute.

Ability Booby Traps Booby Traps (Advanced)

  • Requires the Scorched Earth Tactics: Booby Trap Strategic Point Command Upgrade.
  • Replaces the Booby Traps (Basic) ability
  • Costs nothing
  • Activation: Select Neutral Building or non-enemy Strategic Point.
  • Takes ~15 seconds to complete (see text)
  • Cooldown: 25 seconds

This ability will replace the Booby Traps (Basic) ability once unlocked. It functions almost exactly the same as the basic ability, with one important difference: You may now booby trap friendly or neutral Strategic Points. These booby traps will detonate whenever an enemy unit attempts to capture the wired point. Friendly units will not trigger the explosives.

This ability uses the same explosive devices for Strategic Points as it uses for buildings. It will generally kill at least a few of the soldiers attempting to capture the point.

The increased installation and cooldown times are negligible in most cases, though they may make booby-trapping an entire set of buildings take more time.

Once this ability is enabled, your Panzer Grenadiers can spread out through your territory to booby trap all sector points you control. You may even use Infantry Halftracks to get them to neutral strategic points closer to the enemy's base, and booby trap those. By killing enemy infantry so early in the game, and denying points to the enemy, you can earn a significant early advantage.

Ability Scorched Earth Scorched Earth

  • Requires the Scorched Earth Tactics: Scorched Earth Command Upgrade
  • Costs nothing
  • Activation: Select Strategic Point (Friendly or Neutral)
  • Cooldown: None

When the Scorched Earth ability is activated, select a neutral or friendly Strategic Point. Your Panzer Grenadiers will move to that point, and when they reach it they will blow it up. As a result, the sector becomes permanently neutral, providing resources to no one.

Some enemy engineering units (including the Panzer Grenadiers themselves) can undo the effect of the Scorched Earth ability, by approaching the target point and repairing it. However, it takes 40 seconds to return the Strategic Point to a workable state, and then more time has to be spent to actually capture it.

There are several uses for this ability. Firstly, if your infantry needs to withdraw from a sector, you can Scorch the point to make sure the enemy can't easily take it, while you organize a counter-offensive. You can also do this pre-emptively, creating a "no man's land" between yourself and the enemy's front lines, or disabling a high-value resource point to prevent the enemy from benefitting from it. This sort of strategic engineering fits very well with overall Panzer Elite operations.

Just make sure you don't scorch too many points - you do need some resources, after all.

There's an interesting combination you can attempt, between this and the Booby Traps (Advanced) ability. You can render a point neutral, then quickly booby trap it before retreating. When the enemy sends his units to "un-scorch" the point, they will be killed by the trap, further prolonging the effort required by the enemy to restore and re-take the point. You may even get the chance to booby trap the point again before the enemy sends another unit to repair it. Note that scorching and booby-trapping can take in excess of 20 seconds to complete - it should not be attempted during battle.

Upgrades

On top of their wide variety of combat abilities, the Panzer Grenadiers can specialize further by acquiring one of three weapons upgrade packages. The first upgrade, the Gewehr 43 Package, is available to any new Panzer Grenadiers squad, and enables the squad to serve as a fire team for pinning down enemy troops. The other two upgrades, MP44 Sturmgewehr and Panzerschreck, only become available when the player acquires specific base buildings and/or Global Upgrades, and provide anti-infantry and anti-tank specialization, respectively.

A squad of Panzer Grenadiers may only purchase one of these upgrades, at which point it becomes permanent until the unit is destroyed.

There is also an alternative method to purchase a Panzer Grenadiers squad with an upgrade already installed. See more on this below.

Upgrade Gewehr 43 Gewehr 43 Package

Veterancy Panzer Grenadiers Gewehr 43 Package 0
  • Costs 50Icon Munitions Small 50
  • Requires 3 Open Weapon Slots
  • Takes up 3 or 4 Weapon Slots
  • Takes 30 seconds to install.

This upgrade is available from the start of the game. When installed, it will add two Scoped Gewehr 43 long-range rifles to the unit's equipment, replacing two of the Kar98k rifles the squad carries by default.

These long-range weapons are slightly more accurate than the default weapons, and since there are only two of them the performance of the squad is not significantly increased. Still, this cements the Panzer Grenadiers squad as a long-range anti-infantry unit.

More importantly however, this upgrade unlocks the Suppressive Volley Fire ability for the unit. It can use this ability to quickly suppress any enemy infantry unit, forming the "fire" part in the "Fire and Maneuver" tactic by pinning down the enemy while other units (preferably MP44-equipped Grenadiers) moves in the destroy the pinned enemies.

Note that after (or before) this upgrade is selected, the unit can still pick up one more abandoned weapon with an Open Weapon Slot requirement of 1. It's best to seek out an LMG to increase the squad's long-range performance, if you can find one.

Upgrade MP44 Sturmgewehr MP44 Sturmgewehr (Assault Rifles)

Veterancy Panzer Grenadiers MP44 Sturmgewehr 0
  • Costs 75Icon Munitions Small 75
  • Requires 4 Open Weapon Slots
  • Takes up 4 Weapon Slots
  • Takes 30 seconds to install.

This upgrade becomes available once a Panzer-Jäger Kommand structure has been built. When installed, it will add four MP44 Sturmgewehr assault rifles, better known as "StG 44", replacing all of the unit's default Kar98k rifles. Although four MP44s are added, the fourth weapon will only appear once squad sizes are increased.

With this awesome assault rifle, the unit becomes extremely useful against other infantry squads in close-range combat. Coupled with high Veterancy and other performance-enhancing upgrades purchased at the various Panzer Elite base structures, these MP44-equipped Panzer Grenadiers can easily wipe out any other infantry unit in the game simply by rapidly closing the distance with them. At close-range, the Panzer Grenadiers will almost always come out victorious.

There is an alternative to acquiring this type of squad without paying for this upgrade: recruit a unit of Assault Grenadier Heavy Infantry from the Panzer-Jäger Kommand structure. This creates a unit of Panzer Grenadiers with the MP44 Sturmgewehr upgrade already installed - though it costs 105Icon Manpower Small 105 more.

Note that this upgrade leaves you with one Open Weapon Slot. However, picking up an additional weapon after purchasing this upgrade will get you nothing - it will not appear on any of the men. However, if you pick up a 1-slot weapon before purchasing this upgrade, you'll get to keep it (with the rest of the men receiving MP44s). Again, an LMG is the most suitable choice, if you can find one.

Upgrade Panzerschreck Panzerschreck

Veterancy Panzer Grenadiers Panzerschreck 0
  • Costs 75Icon Munitions Small 75
  • Requires 3 Open Weapon Slots
  • Takes up 3 or 4 Weapon Slots
  • Takes 30 seconds to install

This upgrade becomes available once the Kampfgruppe Kompanie Upgrade has been purchased at the Kampfgruppe Kompanie. When installed, it will add a single Panzerschreck anti-tank launcher to the squad, replacing one of the default Kar98k rifles.

This accurate and hard-hitting anti-tank launcher can easily take out enemy light vehicles, and a few shots will destroy a medium vehicle. Additionally, it has a fairly good chance to penetrate a tank's front armor, not to mention the sides or rear. With a few Panzerschreck-equipped Grenadiers surrounding an enemy tank, it will quickly be destroyed.

There is an alternative to acquiring this type of squad without paying for this upgrade: recruit a unit of Tank Buster Heavy Infantry from the Panzer-Jäger Kommand structure. This creates a unit of Panzer Grenadiers with the Panzerschreck upgrade already installed - though it costs 105Icon Manpower Small 105 more.

This upgrade only takes up 4 weapon slots, so you can pick up an additional 1-slot weapon before or after acquiring this upgrade. A second launcher, if you can find one, would usually do best.

Note that if you take the Tank Destroyer Tactics: Double Infantry AT Efforts Command Upgrade, the Panzerschreck upgrade changes a little. If you have 5 weapon slots available, the upgrade will add two Panzerschreck launchers to your team, taking up all 5 of those slots. If the unit is already holding some 1-slot weapon, only one Panzerschreck will appear.

Other Global Upgrade Effects

Alongside all the abilities and upgrades unlocked for the Panzer Grenadiers through Global Upgrades purchased from base structures, the Grenadiers also receive several passive bonuses. These are meant to slowly improve the effectiveness of the Grenadiers, turning them from one of the weakest infantry units in the game to one of the strongest.

This section covers the various Global Upgrades that grant these bonuses.

GlobalUpgrade Increase Squad Sizes Logistik Kompanie: Increase Squad Sizes

This is perhaps the most important Global Upgrade for the Panzer Grenadiers, and becomes available very early on.

This Global Upgrade increases the Maximum Squad Size of all Panzer Grenadier squads and their variants. Instead of 3 men per team, they may now contain 4 men per team, which means a 33% increase in their combat effectiveness - not to mention the survivability of these squads.

New Panzer Grenadier squads will come with 4 men by default. The price of purchasing a squad does not change at all, still costing 255Icon Manpower Small 255 per squad (360Icon Manpower Small 360 for specialist squads). The Population Cap requirement, however, is increased to 4Icon PopCap Small 4 per team.

Existing 3-man Panzer Grenadier teams do not automatically receive a 4th man, only the potential to reach 4 men. In other words, they must be reinforced by moving them to a Reinforcement Point, Infantry Halftrack or any other reinforcing structure, and paying the normal 45Icon Manpower Small 45, 1Icon PopCap Small 1 to add the extra man.

With this upgrade, Panzer Grenadier squads can remain in combat longer before having to retreat to avoid being destroyed. They have 33% more firepower too. Furthermore, thanks to the per-man bonus radiated by the Group Zeal upgrade (see below), that upgrade is significantly more useful now.

If you're going to base your strategy around the use of Panzer Grenadiers, consider getting this upgrade as early as possible.

GlobalUpgrade Field Craft Kampfgruppe Kompanie: Field Craft

As mentioned earlier, the Panzer Grenadiers are 50% slower at capturing Strategic Points than what is normal. Therefore, rushing your Grenadiers out to the field to capture points quickly may be problematic. Not only will it take them more time, but also means they need to remain vulnerable for longer periods while capturing.

The Field Craft Global Upgrade solves this issue to some degree. It increases the sector capture rate of Panzer Grenadiers to 83% of the normal infantry capture rate, which is still a little slow but definitely not as bad as their original 50% capture rate.

Furthermore, Field Craft grants Panzer Grenadiers the important passive ability of detecting Mines. Whenever a Panzer Grenadier unit stands still for 3 seconds, it will gain a mine detection radius of 10 meters around itself. This enables it to detect nearby minefields. As soon as the unit begins to move, the ability disappears. Note that the ability does not work for Panzer Grenadiers garrisoned inside buildings or vehicles.

This Global Upgrade is useful early on if you wish to concentrate on Panzer Grenadiers instead of Kettenkrads or Scout Cars for the task of quickly capturing territory - though both vehicles usually handle this task better. With the mine detection ability, the Grenadiers can periodically perform reconnaissance of enemy positions and major roads, to detect any minefields that may impede an advance.

GlobalUpgrade Group Zeal Panzer-Jäger Kommand: Group Zeal

The Group Zeal is a unique Global Upgrade, which is applied individually to each and every member of a Panzer Grenadier squad. When this upgrade is purchased, each infantryman will radiate a "Group Zeal" aura in a radius of 10 meters around himself. This aura augments the combat performance of every infantryman within the radius by a small amount.

Each soldier within the Group Zeal radius gains the following bonuses:

  • About 1% damage reduction
  • About 1% extra Maximum Health
  • +0.01Icon Health Small 0.01 regeneration per second.

Again, these bonuses are radiated by each individual grenadier, and apply to each individual grenadier within the radius. The bonuses are cumulative with each other, so a single infantryman receives the same bonus from each and every other infantryman within a 10-meter radius.

Examples:

  • In a single 3-man Panzer Grenadier squad operating alone, each member of that squad receives 2 Group Zeal bonuses: one from each other member of his squad.
  • With 2 squads of 3 men each, every infantryman receive 5 Group Zeal bonuses: two from his own squadmates, and three from the other squad.
  • With 3 squads of 4 men each, every infantryman receives 11 Group Zeal bonuses.

Note that some diminishing returns are involved, i.e. the more Group Zeal bonuses an infantryman receives, the less effective each bonus is, though by a very small amount.

With this bonus, large groups of infantry become significantly more survivable, so using your infantry in concentrations becomes quite advisable. However, this is a double-edged sword, because a large group of infantry is also very vulnerable to artillery shelling, which can easily wipe many of them out. Nonetheless, even a single squad of Grenadiers enjoys this bonus, as explained above, so there is little reason to avoid grabbing this upgrade.

GlobalUpgrade Veteran Sergeant Panzer-Support Kommand: Veteran Sergeant

This is a very straightforward upgrade that is immediately applied to all your Panzer Grenadier squads once purchased. It gives your squads the following bonuses:

The Suppression bonus should be pretty self-explanatory: it allows Panzer Grenadier squads to endure more suppressive fire before entering "Suppressed" or "Pinned-Down" state. Therefore they should have an easier time assaulting enemy Weapon Teams (especially Machine Guns) to kill them with MP44s or grenades - whatever's available.

The Veterancy bonus is also quite important, because it shortens the amount of combat the squad needs to do in order to attain the massive bonuses granted by the higher Veterancy levels. A squad reaching Veterancy level 3 is extremely potent, and thus more survivable. Additionally, this bonus means that the loss of a veteran Panzer Grenadier squad (a common occurence due to their small size) is a little less woeful because a new unit won't take as long to reach the same Veterancy level.

This upgrade becomes available later in the battle, since it is purchased from the Panzer-Support Kommand. Nonetheless, aiming to acquire it as early as possible may be a great boon, allowing you to create awesome veteran Panzer Grenadier squads at a time when enemy units are struggling to field anything larger than a halftrack. Even later, when tanks are on the field, suppression-resistant Veteran Panzer Grenadiers are still quite fearsome - especially Tank Buster Heavy Infantry or Panzerschreck-equipped Grenadier squads...

Veterancy

Like all other Panzer Elite units, the Panzer Grenadiers squad can attain 3 levels of Veterancy, by accumulating experience points from the killing of enemy units. As it gains levels, its performance will increase proportionally.

Accumulation

The Panzer Grenadiers use the Panzer Elite Shared Veterancy system to accumulate Veterancy points. In this system, units share experience from their kills with each other, within a certain radius.

Each kill the Panzer Grenadiers squad makes will grant it 100% of the experience value of the killed unit.

In addition, it will pass 50% of that value to any Panzer Elite units within 35 meters of itself.

Vicariously, the Panzer Grenadiers receive 50% of the experience value of kills made by other Panzer Elite units within 35 meters.

Bonuses

Every time the Panzer Grenadiers gain a level, you'll be asked to choose which Veterancy Upgrade you wish to apply to them - either a Defensive bonus or an Offensive bonus, but not both. You can choose a different bonus at each Veterancy level, if you want.

The bonuses described below are specific to each level. Due to the way they are applied on top of each other, when computed together (see below) they may or may not add up as you may expect.

Veterancy Panzer Grenadiers 0
No Veterancy:

Unit is at normal combat effectiveness.


Veterancy Panzer Grenadiers 1
Level 1 Veterancy:
Upgrade Defensive Bonus 1 Defensive Bonus 1
  • +15% resistance to Suppression
  • 5% damage reduction from all sources
  • +10% increase to Maximum Health
  • +0.07Icon Health Small 0.07 regeneration per second
Or
Upgrade Offensive Bonus 1 Offensive Bonus 1
  • +15% accuracy with all weapons
  • 10% faster firing rate with all weapons
  • 10% shorter reload times
  • +15% Penetration with all weapons


Veterancy Panzer Grenadiers 2
Level 2 Veterancy:
Upgrade Defensive Bonus 2 Defensive Bonus 2
  • +15% resistance to Suppression
  • 5% damage reduction from all sources
  • +10% increase to Maximum Health
  • +0.07Icon Health Small 0.07 regeneration per second
Or
Upgrade Offensive Bonus 2 Offensive Bonus 2
  • +15% accuracy with all weapons
  • 10% faster firing rate with all weapons
  • 10% shorter reload times
  • +15% Penetration with all weapons


Veterancy Panzer Grenadiers 3
Level 3 Veterancy:
Upgrade Defensive Bonus 3 Defensive Bonus 3
  • +15% resistance to Suppression
  • 5% harder to hit by any weapon
  • 5% damage reduction from all sources
  • +10% increase to Maximum Health
  • +0.07Icon Health Small 0.07 regeneration per second
Or
Upgrade Offensive Bonus 3 Offensive Bonus 3
  • +15% accuracy with all weapons
  • 10% faster firing rate with all weapons
  • 10% shorter reload times
  • +15% Penetration with all weapons

When these bonuses are computed together with each other as well as the unit's basic statistics, the results at each level are as follows:

Veterancy Level Selected Upgrades Suppression Resist Harder to hit by Damage Reduction Maximum Health Per Man Regeneration Accuracy Firing rate Reload Times Penetration
0 0% -- 0% 55Icon Health Small 55 -- -- 100% 100% --
1 Defensive Bonus 15% -- 5% 60Icon Health Small 60 +0.07Icon Health Small 0.07/s -- 100% 100% --
Ofensive Bonus 0% -- 0% 55Icon Health Small 55 -- +26% 123% 81% +32%
2 Defensive BonusDefensive Bonus 32% -- 10% 66Icon Health Small 66 +0.14Icon Health Small 0.14/s -- 100% 100% --
Ofensive BonusDefensive Bonus 15% -- 5% 60Icon Health Small 60 +0.07Icon Health Small 0.07/s +26% 123% 81% +32%
Defensive BonusOfensive Bonus 15% -- 5% 60Icon Health Small 60 +0.07Icon Health Small 0.07/s +26% 123% 81% +32%
Ofensive BonusOfensive Bonus 0% -- 0% 55Icon Health Small 55 -- +60% 152% 65% +74%
3 Defensive BonusDefensive BonusDefensive Bonus 52% 5% 15% 73Icon Health Small 73 +0.21Icon Health Small 0.21 / s -- 100% 100% --
Ofensive BonusDefensive BonusDefensive Bonus 32% 5% 10% 66Icon Health Small 66 +0.14Icon Health Small 0.14/s +26% 123% 81% +32%
Defensive BonusOfensive BonusDefensive Bonus 32% 5% 10% 66Icon Health Small 66 +0.14Icon Health Small 0.14/s +26% 123% 81% +32%
Ofensive BonusOfensive BonusDefensive Bonus 15% 5% 5% 60Icon Health Small 60 +0.07Icon Health Small 0.07/s +60% 152% 65% +74%
Defensive BonusDefensive BonusOfensive Bonus 32% -- 10% 66Icon Health Small 66 +0.14Icon Health Small 0.14/s +26% 123% 81% +32%
Ofensive BonusDefensive BonusOfensive Bonus 15% -- 5% 60Icon Health Small 60 +0.07Icon Health Small 0.07/s +60% 152% 65% +74%
Defensive BonusOfensive BonusOfensive Bonus 15% -- 5% 60Icon Health Small 60 +0.07Icon Health Small 0.07/s +60% 152% 65% +74%
Ofensive BonusOfensive BonusOfensive Bonus 0% -- 0% 55Icon Health Small 55 -- +102% 188% 53% +131%

*Click button at top right corner to expand.

Tactics

The Panzer Grenadiers are the core infantry unit of the Panzer Elite force. Unlike other armies' core infantry, the Panzer Grenadiers are pretty much the only infantry unit you can recruit (barring Luftwaffe Tactics infantry), which means they need to be able to handle all tasks often relegated several different infantry units in other armies.

As a result, each Panzer Grenadier squad is expected to be able to perform a wide variety of tasks. They must build base structures, repair damaged vehicles, capture sectors and defend them, and assault enemy positions alone or with armor support. To this end, Panzer Grenadiers are one of the most versatile infantry units in the entire game, and possess so many abilities that you may have had to scroll for 10 seconds just to get to this section of the article.

Furthermore, with each Weapons Upgrade you can give the Panzer Grenadiers, their function and application becomes very different. A Gewehr 43 squad is used very differently from a Tank Buster Heavy Infantry squad.

What this means is that any discussion of how to use Panzer Grenadiers can take forever - describing each variation of the unit and when to use any of the 11 special abilities that this squad can perform (not to mention construction...). Therefore, there is no point to attempt such a discussion here.

Instead, this tactical section describes how Panzer Grenadiers work as a group, and how they are used together with infantry. Read the various portions of the article above to learn more about special upgrades and abilities.

The Panzer Grenadier Platoon

One important difference between Panzer Grenadiers and other core infantry units is the size. Panzer Grenadiers are initially 3-man teams, and there's more to this numerical statistic than may seem obvious. But this doesn't necessarily mean that a Panzer Grenadier squad would always be outnumbered by its enemies. Instead, Panzer Grenadiers are best used when they are grouped together into Platoons.

A Platoon is a group of two or more (preferably more) squads of Panzer Grenadiers. Instead of roaming the map alone, they are grouped together, move together, and fight together.

The mentality behind this is that when they are treated as a single unit, two squads of Panzer Grenadiers cost about as much as another army's Elite Infantry unit (like a Ranger Squad or Commandos), have as many men, but have the "ability" to split up into two smaller groups when needed. Together the two squads can stand up to other core infantry units, but when necessary they can use this "splitting" to provide fire from two different angles, or use basic infantry tactics called "Fire and Maneuver" (explained below).

This approach to the use of Panzer Grenadiers is further supported by the fact that later on, Panzer Grenadiers receive additional bonuses simply for being close together (an ability called "Group Zeal"). Also, when squad sizes are increased from 3 to 4 men per team, the cost of each Panzer Grenadiers squad does not change, resulting in 33% larger platoons with no cost-related drawbacks.

By grouping your infantry squads together, you can also keep them all supported simultaneously - by attaching a Munitions Halftrack and/or Infantry Halftrack to the group. Munitions Halftracks will follow the platoon using their "Maintain Supply Range" ability, enabling your Panzer Grenadiers to recharge their grenade attacks much more often, and thus increasing overall offensive strength. The Infantry Halftrack provides the infantry with the ability to reinforce even during a battle, increasing the survivability of each squad within the platoon.

Fire and Maneuver

This is a basic infantry tactic that the Panzer Grenadiers are exceptionally useful for.

When a platoon makes contact with the enemy, one of the squads begins engaging the enemy from behind cover at long range. This squad is called the "Fire Team". The use of a Gewehr 43 team's Suppressive Volley Fire is especially recommended. An LMG-equipped squad is also terrific for this role, assuming you can find any LMGs lying around.

Once this starts, the other squad in the platoon can maneuver around the enemy unit, and attack it from a different angle - preferably one in which the enemy cannot hide. This is the "Assault Team", and for this role you'd want an MP44-equipped squad, though again LMGs seem to work fine too.

What happens is that the enemy unit, suppressed by the Fire Team, dives for cover and becomes unable to escape or return fire properly. The Assault Team can then safely flank its position, and quickly wipe it out.

While "Fire and Maneuver" can be executed by any two infantry squads, the advantage here is that you're using only two small squads with (relatively) minimal resource cost to get the same result that would otherwise require two expensive 5-man or 6-man squads. That is especially true thanks to the weapons available to your Panzer Grenadiers, since both the Gewehr 43 and MP44 are almost entirely designed to perform this maneuver. It shouldn't be surprising that due to the evolution of the MP44 design into all modern Assault Rifles, "Fire and Maneuver" is the most fundamental infantry tactic used by modern armies as well. It's a quick "one-two punch", and can easily allow a Panzer Grenadier platoon to take out infantry units much stronger than itself.

Note that the same tactic can be used against vehicles, provided you have a Panzerschreck (instead of MP44s) for the assault team. Try to get in real close with the target vehicle, to avoid missing with the Panzerschreck.

Always remember the Incendiary Grenades and Anti Tank Grenades, if you have them. Use these to handle unexpected problems during the assault, such as the enemy retreating into a building.

Weaknesses

Although they start out as a pretty basic infantry unit, with average weapons and statistics, the Panzer Grenadiers eventually become one of the best - if not the best - infantrymen in the game. However, the Panzer Grenadier squad has one lingering problem: it's small.

A 6-man unit, for example a Riflemen Squad or Commandos, that loses three men in combat can retreat to base and reinforce those men, without losing any upgrades or accumulated veterancy. A 3-man team however cannot afford to lose three men, as it will be destroyed, losing everything it has acquired up to that point. Therefore, while they may be fierce fighters, the loss of a Panzer Grenadiers squad is more frequent - especially when confronted against anti-infantry weapons or large explosive shells.

As a result, Panzer Grenadiers can be considered more vulnerable to all weapons that infantry normally fear. As a result, whenever a man or two are lost, the team needs to withdraw from combat immediately to avoid being destroyed.

Also, remember that Panzer Grenadiers have no counter-measure against Suppression after it has already been accumulated. They can use Sprint to avoid receiving suppression, but that's only useful as for prevention rather than treatment. If a squad is suppressed or pinned down, it may be better to retreat than lose the unit.


Variants

This article refers to the Panzer Grenadiers as both the core infantry unit of the Panzer Elite, and as the only infantry unit they can field apart from special Command Tree abilities. And yet as you play the Panzer Elite, you may notice that there are actually two other infantry units you can produce: the Tank Buster Heavy Infantry and the Assault Grenadier Heavy Infantry units.

The reason these are treated as "nonexistent" as far as this article is concerned is because both units are simply different ways to get the same result as an upgraded unit of Panzer Grenadiers, costing more Manpower but less Munitions and time.

For example, a unit of Panzer Grenadiers with the Panzerschreck weapon upgrade is for all intents and purposes identical to a unit of Tank Buster Heavy Infantry in terms of combat performance, weapons, etcetera. Once created, the only discernible difference between these two units (other than the name) are the uniforms they wear, with the Tank Buster Heavy Infantry in a slightly less visible brown outfit. The same goes for Assault Grenadier Heavy Infantry and a Panzer Grenadier unit with the MP44 upgrade.

Why do these "separate" units exist, then? The reason is the difference in resource costs. Remember that it costs 75Icon Munitions Small 75 to acquire the MP44 or Panzerschreck upgrade for a unit of Panzer Grenadiers. It also takes 30 seconds to install this upgrade. In contrast, both "heavy infantry" units come with the weapons upgrades already installed, saving time and valuable resources.

In return, you must pay more Manpower to recruit a Heavy Infantry squad. They cost 360Icon Manpower Small 360 each, compared to the Panzer Grenadier 255Icon Manpower Small 255 - a 105Icon Manpower Small 105 difference. It's up to circumstances to determine whether spending more Manpower is worth saving Munitions and time.

The end result is virtually identical, right down to special abilities, veterancy, and bonuses acquired from Global Upgrades. Everything in this article referring to Panzer Grenadiers can therefore be construed to refer to Heavy Infantry units as well.

Quotes

On troop creation :

On unit selection :

On halt order :

On move order :

On attack move :

On garrison order :

On withdraw order :

On vehicle mount order :

On vehicle dismount order :

On attack order :

On kill report :

On retreat order :

On construction order :

On construction order :

On repair order :

On repair complete report :

On booby trap order :

On booby trap complete report :

On scorch order :

On throw incendiary grenade order :

On throw anti tank grenade order :

On sprint order :

On weapon upgrade order :

On weapon upgrade complete report :

On capture order :

On capture complete report :

On veterancy upgrade order :

On underattack report :

On pinned report :

On reinforcement complete report :

Gallery