Saperi

Quote

Saperi are the primary engineer unit of the Soviet Army. Poorly equipped and lacking proper combat training, these squads are ill-suited for frontline combat but are nonetheless capable of performing most engineering tasks and acting as a demolition unit in a pinch.

## Overview

Saperi are rather basic as far as engineer units go. Much like Rear Echelon Squads, their lackluster equipment and poor training makes them largely unsuited for combat operations, with their primary purpose being to carry out typical engineer tasks such as construction and repairs. Compared to other engineer units, Saperi are the weakest of the bunch in direct combat, with their only saving grace being their large squad size that makes them somewhat harder to wipe out. Fortunately, they have access to almost every single tool that an engineering unit would need to have to carry out practically every single task that such a unit needs to perform, ranging from repair speed enhancements to anti-fortification flamethrowers and explosives. This versatility makes them a very useful to have around since there will almost always be some task that an engineer unit is needed for that they will be needed to carry out, and the fact that they are capable of doing almost every single one of these *at the same time* makes them practically an essential unit in most army compositions.

## Gameplay Usage

Saperi generally function best when used as a non-combat unit. Though they can potentially be used as a flanking unit in some early-game fights, their poor armament and lack of an automatic weapon makes them ill-suited for any sort of confrontation against practically any Axis squad. Additionally, their role in base-building means that losing these units early in the match, though not a massive issue due to their low cost, will be detrimental since they will have to be replaced in order to tech up. This isn't to say that they are incapable of acting aggressively however, since their ability to demolish structures with flamethrowers and explosives is often valuable on many urban maps and when facing dug in enemies. Though they are quite vulnerable to incoming fire, they are able to decimate dug-in enemies if it is possible to use sight-blockers and flanking routes to close the distance.

Overall though, there isn't much to say about the base-line performance of these squads. Outside of their good demolition capabilities, they aren't a terribly nuanced unit as far as their in-game usage goes, with most of the unique aspects coming from the doctrinal upgrades that the squad has access to.

### Doctrinal Changes

**Strelkovaya Diviziya (Rifle)** - Rifle Division Saperi are from the 13-ya Gvardeyskaya Strelkovaya Diviziya and gain access to the 2x SVT-40s upgrade as well as having a 50% faster production time. This doctrine doesn't really impact the usefulness of the squad in most situations. The SVT-40s upgrade does provide the squad with a decent boost to damage output at practical combat ranges, but it doesn't make the squad a very good combat unit, so it's generally better to just save the munitions for more meaningful upgrades on other units.

**Artilleriyskaya Diviziya (Artillery)** - Artillery Division Saperi are from the 1-ya Artilleriyskaya Diviziya and have access to the Lend-Leased PIAT Anti-Tank Spigot Mortar upgrade. With this doctrine, Saperi are a bit less needed for construction purposes since all mainline infantry squads available to the doctrine are capable of putting down field defenses and linemines, though these squads will still be needed to construct artillery pieces. On a more interesting note, the upgrade provided by this doctrine gives the squad a useful niche as an anti-tank unit. Though the default Anti-Tank Team can work decently enough thanks to their good abilities, the doctrine (and admittedly the Soviet Army as a whole) lacks a truly effective infantry-based AT weapon to use against heavy armor. Since this upgrade is relatively cheap when compared to many other weapons such as the Bazooka and Panzershreck, it can sometimes be a good idea to arm a number of Saperi with PIATs to form a solid flexible AT base to ward off aggressive armored attacks that get past the artillery screen that the doctrine often relies on.

**Udarnaya Diviziya (Shock)** - Shock Division Saperi are from the 150-ya Motorstrelkovaya Diviziya and have access to the Booby Trap Point ability upgrade. This upgrade is effectively non-functional as of Spearhead II Version 1.0.1, meaning that this doctrine effectively provides nothing new for the unit.

**Istrebitel Tankovaya Diviziya (Tank Destroyer)** - Tank Destroyer Division Saperi are from the 67-ya Gvardeyskaya Strelkovaya Diviziya and have access to the PTRS-41 Anti-Tank Rifle upgrade. This upgrade is a somewhat decent counter to light armor that also doesn't significantly compromise the squad's anti-infantry capabilities. Though PTRS-armed Saperi obviously will have less longevity than a dedicated AT team would due to their lack of AT abilities, but it doesn't require as much of a manpower investment into a relatively in-versatile squad.

**Tankovaya Diviziya (Armored)** - Armored Division Saperi are from the 112-ya Tankovaya Brigada and have access to the 2x Lend-Leased M1A1 Thompsons upgrade. This doctrine puts Saperi in the spotlight in a number of ways. For one, their stellar repair abilities are incredibly useful due to the number of tanks that this doctrine fields in matches, meaning that it is often a good idea to get a large number of these squads in order to keep these tanks in fighting condition. In addition to this, the Lend-Leased Thompsons the squad has access to give the squad a very large boost to their close-quarters damage output. Though the upgrade is quite expensive as far as SMG upgrades go, the damage boost it provides allows the squad to decimate many other squads in close-quarters combat. This makes the squad useful in the early-game as a sort of ambush/assault unit, though their effectiveness will fall off as the game goes on as other squads get close-quarters upgrades of their own.

**Motorstrelkovaya Diviziya (Motorized)** - Motorized Division Saperi are from the 69-ya Motorstrelkovaya Diviziya and have access to the ZB vz. 30 Light Machine Gun upgrade. This doctrine doesn't really provide anything new for the squad. Though the ZB vz. 30 does provide the squad with a solid damage increase at all ranges, it isn't noteworthy in any way and doesn't make any core changes to the role of the squad.

## Pros-and-Cons

**Pros**

* Numerous supportive abilities
* Versatile doctrinal and non-doctrinal upgrades
* Large squad size

**Cons**

* Poor damage output without specific upgrades
* Poor survivability

## Upgrades

### **Default Upgrades**

#### **2x PPSh-41 (35 rd.)**

* 35 Munitions; Requires Vet 1

Replaces two of the squad's rifles with PPSh-41 Sub-Machine Guns, improving the unit's close-range damage output. This can be a useful upgrade to get in certain situations, but it is usually a better idea to simply save the munitions to get upgrades on more powerful units that are more suited for head-to-head combat against enemy infantry.

#### **ROKS-3 Flamethrower**

* 35 Munitions

Replaces one of the squad's rifles with a ROKS-3 Flamethrower, improving the unit's damage output against fortified positions. This is a useful upgrade to get on maps where structures and other hardened fortifications often become key locations and more potent anti-fortification units such as Shock Troops aren't available.

#### **Satchel Charges**

* 10 Munitions

Replaces the Demolition Charge ability with a thrown Satchel Charge ability. This upgrade is useful on many urban maps where opportunities to close in and blow up static enemies are more numerous. Though picking this will lock out the squad's 'trapping' potential, it allows the squad to be far more flexible in regards to which targets they can effectively neutralize.

#### **Repair Team**

* 10 Munitions

Replaces the squad's default repair ability with 'Advanced Repair', a more potent upgrade that recovers HP at twice the rate (3 HP/s --> 6 HP/s). This is always a good upgrade to get, especially if you have a large armored force on the field.

#### **VIM-203 Mine Detector**

* 10 Munitions

Replaces one of the squad's rifles with a VIM-203 Mine Detector, allowing the squad to detect and defuse landmines. This is good if you expect your opponents to build minefields, just do be aware that this upgrade reduces the damage output of the squad.

### **Doctrinal Upgrades**

#### 2x SVT-40

* 20 Munitions

Replaces two of the squad's Mosin-Nagants with SVT-40 Semi-Automatic Rifles, improving the unit's damage output at all ranges.

#### **Lend-leased PIAT**

* 60 Munitions; Requires Vet 2

Replaces one of the squad's rifles with a lend-leased PIAT, improving the unit's anti-tank capabilities.

#### **Booby Traps**

* 10 Munitions

Replaces the Destroy Cover ability with a currently non-functional Booby Trap ability.

#### **PTRS-41 Anti-Tank Rifle**

* 45 Munitions; Requires 3 CP

Replaces one of the squad's rifles with a PTRS-41 AT Rifle, improving the unit's anti-vehicle effectiveness.

#### **2x M1A1 Thompsons**

* 50 Munitions

Replaces two of the squad's rifles with M1A1 Thompson (20 rd.) Sub-Machine Guns, vastly improving the unit's close-range combat power. This upgrade is a very solid upgrade on any sort of map

#### **ZB vz. 30**

* 45 Munitions

Replaces one of the squad's rifles with a ZB vz. 30 Light Machine Gun, improving the unit's damage output at all ranges.

## Abilities

### **Default Abilities**

#### **Throw RG-42 Frag Grenade**

*15 Munitions*: A member of the squad throws an RG-42 Grenade at the target location, damaging any enemy infantry caught in the blast.

#### **Destroy Cover**

*5 Munitions*: The squad plants a small explosive charge at the target location, destroying obstructions such as fences and sandbags when it explodes. Doesn't deal meaningful damage to actual units.

#### **Demolition Charges**

*35 Munitions*: The squad plants a manually-detonated explosive charge at the selected location. This charge deals massive damage to any squad, vehicle, or structure caught inside the blast radius.

#### **Basic Repair**

Allows the squad to repair damaged vehicles and structures at a rate of about 3 HP/s. The squad is highly vulnerable to any incoming fire while carrying out repairs, so be careful when using this ability in a hot area.

#### **Oorah!**

The squad moves at maximum speed for 20 seconds; disables weapons and reduces sight range while moving but reduces the accuracy of incoming fire by 30% and increases the squad's suppression resistance by 60%.

### **Upgrade-locked Abilities**

#### **Advanced Repair**

Allows the squad to repair damaged vehicles at a rate of 6 HP/s, roughly 2x faster than the default repair ability.

#### **Throw Satchel Charge**

*25 Munitions*: A squad member throws a satchel charge at the target location, dealing catastrophic damage to anything caught in the blast radius.

#### **Booby Trap Point (BROKEN)**

*25 Munitions*: The squad places an explosive trap on the selected point that triggers when an enemy unit attempts to capture the point. The ability currently non-functional and the squad is unable to actually plant the charge.