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Sniper | |||
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A sniper firing from cover | |||
Army | Wehrmacht Ostheer | ||
Role | Stealthy scout and marksman | ||
Men per Squad | 1 | ||
Unit Cost |
360 9 | ||
Upkeep per Minute | −13.5 | ||
Produced By | Infanterie Kompanie | ||
Health per Man | 82 | ||
Build Time | 36 seconds | ||
Received Accuracy | 1.15 | ||
Basic Weapon | 1x G43 | ||
Firing Range | 50 | ||
Sight Range | 45 | ||
Max. Speed | 3 m/s | ||
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The Sniper is a well-trained long-distance sharpshooter. Armed with an accurate G43 rifle with high-quality ZF4 optics, and issued specially made explosive ammunition for improved hit probability.
Like the Soviet Counterpart, the German Sniper can camouflage himself in cover. The German sniper enjoys a higher rate of fire than the Soviet Scout Sniper squad. However, being a 1 man unit makes him more vulnerable to attacks, particularly counterattacks from enemy snipers.
Abilities[]
Hold Fire[]
- Activation: toggle ability
Holds fire until explicitly ordered to attack.
Fire Incendiary Explosive Round[]
The sniper fires the "B.-Patronen", a special explosive incendiary round of such violence effectiveness that it can stun nearby squad mates of the unfortunate target. Effective against infantry.
Camouflage[]
- Passive ability
- Activation: Light Cover, Heavy Cover
When in cover the sniper will camouflage themselves from their enemies. Enemy units can detect snipers, but only if they come in very close range.
Sprint []
- Requires the Encirclement Doctrine.
- Cost 10 to activate
- Duration: 5 seconds
- Cooldown: 35 seconds
The Sprint ability gives all infantry (including Snipers, Mortar teams and the MG 42 Heavy Machine Gun team) the possibility to move very quickly for a short period of time. Infantry squads can use this to dodge artillery or set up a flanking move. Likewise, weapon teams or snipers can use this to get out of harms way.
Infantry is not able to fire their guns while sprinting, stopping enables them to fire again even while the ability is still active.