Sturmpionere (SS)

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Sturmpioneers are the core engineer unit of the Waffen SS. Well trained and well equipped, Sturmpioneers are highly effective engineer units that can carry out a wide array of both engineering and combat duties.

## Overview

Sturmpioneers are the starting unit available to the Waffen SS and are effectively the only engineer unit that the faction has access to. When compared to the other starting engineer units, Sturmpioneers are the best straight-up combat unit of the bunch by a sizeable margin thanks to their powerful armament and high skill level. This does come with the unfortunate downside of also being the most expensive to produce and maintain which can make them somewhat difficult to effectively integrate into unit lineups.

That said, their usefulness in early-game engagements cannot be understated. Having a free unit that is effectively superior to most Allied mainline squads right at the start of the match will give Waffen SS a significant leg up over their opponents in the early-game. This advantage is one major contributing factor that makes the SS a very strong aggressive faction with tons of snowball potential. However, losing this unit in the early-game can be a massive blow since the manpower required to replace them is much higher than other factions, especially for a faction as manpower hungry as the Waffen SS.

## Gameplay Usage

As for their use in matches, Sturmpioneers are a somewhat straightforward combat unit in most regards. Their strong weaponry and skill level makes them just as effective as Sturmgrenadiers in up-front combat and allows them to beat most Allied mainline units in combat. However, they do suffer somewhat in close-quarters combat due to their bolt-action armament can put them at a disadvantage against certain squads in close-quarters combat. One benefit that they have over other engineer units is their ability to have two weapon upgrades instead of just one. This combined with their useful doctrinal upgrades further enhances their combat capabilities as the match goes on.

In the early-game, Sturmpioneers can act effectively as a front-line combat unit alongside Sturmgrenadiers and other units. Apart from the fact that they don't have any (non-doctrinal) AT abilities, their anti-infantry firepower is effectively identical to that of most other SS mainline units. While certain Allied units such as Riflemen will be able to do a lot of damage at close-range, the fact that they have an Stg-44 by default can let them rip through units at most combat ranges. However, in spite of these strengths, Sturmpioneers shouldn't be used as a highly aggressive squad in most cases. Their very high cost and the fact that the Waffen SS has almost no other engineer units that can repair vehicles makes them an very important unit to have around. If the squad dies in the early-game, it will cost a sizeable amount of manpower to replace them once tanks hit the field; manpower that the Waffen SS does not have to spare. For these reasons, it is very important to avoid loosing this squad, so measures should be taken to use them in a manner that doesn't put them at risk of being out-right wiped out.

As the game progresses into the later stages, their role more or less transitions to that of a normal engineering unit. Though their combat power remains good, they will start to lose their edge and will start to become inferior to other SS squads as a front-line unit. That said, their Panzershreck upgrade does make them a functional anti-tank unit if there aren't more suitable options available. As for whether or not it is a good idea to build a second Sturmpioneer squad (assuming that your starting one is still alive), that largely comes down to how many tanks you have on the field and whether or not you find yourself having trouble maintaining them.

### Doctrinal Changes

Sturmpioneer doctrinal upgrades are entirely focused on improving the direct combat capacity of the squad. While engineers for other factions often have upgrades that give them additional non-combat flexibility, Sturmpioneer upgrades for the most part either focus on improving the close-quarters anti-infantry effectiveness of the squad or giving them access to anti-tank weaponry. More specific details about these upgrades can be found in the Upgrades and Abilities sections of this article.

**Panzerjager** - Panzerjager Doctrine Sturmpioneers are from the 17th SS Panzergrenadier Division and have access to the Granatebüchse 39 upgrade. This upgrade is quite unit since it allows the squad to effectively function as a (very) light indirect-fire unit. Though the Granatebüche isn't as strong as it used to be, it can still be a useful upgrade to have, especially when facing entrenched or static enemies.

**Propaganda** - Propaganda Doctrine Sturmpioneers are from the 32nd SS Pioneerbattalion and have access to the 2x MP 3008 upgrade. This upgrade is pretty bland for all intents and purposes and essentially exists to allow the squad to have a full loadout of automatic weapons. Though the 2x MP 3008s are strictly inferior to the 2x MP-40s, having two upgrade slots allows both to be taken at once which makes the squad quite fearsome in close-range combat.

**Mechanized** - Mechanized Doctrine Sturmpioneers are from the 9th SS Panzer Division and have access to the Panzerbüchse 39 AT Rifle upgrade. This upgrade allows the squad to function well as an early-game anti-tank unit. Though the Panzerbüche is functionally worthless against actual tanks, it works quite well as an early-game counter to Allied light armor.

**Jäger** - Jäger Doctrine Sturmpioneers are from the 1. Pioneer-Kompanie des Heeres and have access to the Panzerfaust-30 upgrade and have increased sight range (+15) but have a 25% slower reinforcement time. The Panzerfaust-30 upgrade gives Sturmpioneers an effective anti-tank ability and the +15 sight range is quite useful in certain situations. Though the Panzerfaust-30 is inferior to the Panzerfaust-100 that other engineers gets, it's still better than nothing and allows Sturmpioneers to function better in the mid-late game.

**Sturm** - Sturm Doctrine Sturmpioneers are from the 2nd SS Panzer Division and have access to the 2x Stg-44 upgrade. This upgrade is very powerful and makes Sturmpioneers lethal in close-quarters combat, especially when combined with non-doctrinal 2x MP-40 upgrade.

**Panzer** - Panzer Doctrine Sturmpioneers are from the 1st SS Panzerpionierbattalion and have access to the 2x MP-40/I upgrade. This upgrade is effectively identical to the basic 2x MP-40 upgrade apart from the fact that these MP-40s can fire 64 shots before reloading as opposed to the 32 for the basic MP-40s. Though this isn't as scary as the 2x Stg-44 upgrade that Sturm Doctrine gets, it still can make the squad a deadly close-range combat unit, though the fact that SS Panzer Doctrine already has access to a dedicated CQB squad that has access to a 4x MP-40 upgrade does make this somewhat questionable.

## Pros-and-Cons

### Pros

* Strong combat power
* Versatile upgrades
* Wide array of support abilities

### Cons

* Expensive to produce and maintain
* Very punishing if lost due to high cost

## Upgrades

### **Default Upgrades**

#### **2x MP-40**

* 30 Munitions

Replaces two of the squad's rifles with MP-40 Sub Machine Guns, improving the squad's close-range damage output. This upgrade is somewhat bland in nature but nonetheless gives the squad a large boost to their close-quarters combat power, especially when combined with a doctrinal upgrade that gives the squad access to more even more automatic weapons.

#### **Flammenwerfer 41**

* 50 Munitions
* Improves close-range damage against fortified enemies

Replaces one of the squad's rifles with a Flammenwerfer 41 flamethrower, improving close-range damage against fortified enemies. This is a very useful upgrade to have on urban maps and when facing entrenched enemies but isn't all that effective on open maps. This has incredible meme-potential when combined with a doctrine that grants access to the Sd.Kfz 250 Armored Car since it can fire while inside vehicles.

#### **RPzB 54 Panzershreck**

* 90 Munitions; Requires Vet 2

Replaces one of the squad's rifles with a RPzB 54 Panzershreck AT weapon, vastly increasing the squad's anti-armor effectiveness. This upgrade is useful to have if an anti-tank unit is needed without having to spend additional manpower on a dedicated squad such as Panzerjagers or a Pak-40. Though it is somewhat inconsistent due to its questionable accuracy values, the Panzershreck has the potential to be a very potent anti-tank weapon due to its high penetration and damage.

#### **Demolition Kits**

* 10 Munitions

Replaces the Destroy Cover ability with a Demolition Charge ability. This is a good ability to have if you are facing opponents with poor situational awareness, but it isn't really a mandatory ability to have.

#### **Frankfurt 42 Mine Detector**

* 10 Munitions

Replaces one of the squad's rifles with a Frankfurt 42 Mine Sweeper, allowing the squad to detect and defuse landmines. This is a good upgrade to get if your enemy is building mines and isn't terribly useful outside of that; simple as.

### **Doctrinal Upgrades**

#### **Granatebüchse 39 Grenade Launcher**

* 60 Munitions

Replaces one of the squad's rifles with a Granatebüchse 39 Grenade Launcher, improving the squad's long-range damage against static targets. This is one of the more unique upgrades in the mod due to how it effectively allows the squad to function as a light indirect-fire unit. Though this will reduce the up-front firepower of the squad, it allows them to put pressure on stationary units from long-range which makes it very good for harassing enemy defensive lines.

#### **2x MP 3008**

* 25 Munitions

Replaces two of the squad's rifles with MP-3008 Sub Machine Guns, improving the squad's close-range damage output. This upgrade is more or less an inferior version of the 2x MP-40, but it functionally fulfills the same purpose while costing *slightly* less. This upgrade also allows the squad to have a full loadout of automatic weapons which can make them quite powerful at close-range, though it is worth noting that this doctrinal upgrade is the least effective out of all of the direct anti-infantry upgrades that Sturmpioneers get.

#### **Panzerbüchse 39 Anti-tank Rifle**

* 40 Munitions

Replaces one of the squad's rifles with a Panzerbüchse 39 Anti-tank Rifle, improving the squad's effectiveness against light armor. This upgrade allows the squad to counter early-game light armor more effectively than more expensive and clumsier Panzershrecks and AT guns. Though it is obviously not going to be that useful past the early-game, it works well as a stopgap solution if you're getting overwhelmed by early-game Allied light vehicle spam and can still act as an immobilization-threat against larger vehicles.

#### **Panzerfaust-30**

* 15 Munitions

Replaces the Salvage ability with the Panzerfaust-30 ability. Though the Panzerfaust-30 is inferior to the Panzerfaust-100 in most regards, it is still better than nothing and allows Sturmpioneers to function better as a front-line unit once armored units hit the field.

#### **2x Stg-44**

* 60 Munitions

Replaces two of the squad's rifles with Stg-44 Assault Rifles, drastically increasing the squad's close-mid range damage output. This upgrade is probably the deadliest doctrinal upgrade that Sturmpioneers get due to the massive damage output increase it provides. When combined with the basic MP-40s upgrade, it allows Sturmpioneers can decimate almost every infantry unit they face in close-quarters combat at close range while still remaining competitive at mid-range.

#### **2x MP-40/I**

* 40 Munitions

Replaces two of the squad's rifles with MP-40/I Sub Machine Guns, improving sustained close-range damage output and allowing the squad to suppress infantry,. This upgrade is generally close to the basic MP-40 upgrade but has double the magazine capacity and is able to suppress enemy infantry squads. This isn't always a very important upgrade to get, but it does greatly enhance the close-range damage output of the squad and the added suppression can often be useful in pitched engagements.

## Side-tech changes

*This section details what side-tech options affect this squad.*

**Volksdeutche**

Decreases the build-time of new squads by 50% once unlocked.

**Indoctrination**

Unlocks the 'Fur Das Vaterland!' ability for all squads once unlocked.

### Model 24 Grenade Assault

**30 Munitions**: Every member of the squad throws a Model 24 Grenade into the target location, dealing massive damage to any enemy infantry units caught in the blast zone.

### 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.

### Conditioned Sprint

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%.

### Basic Repair

Allows the squad to repair damaged vehicles and structures at a rate of about 2.5 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.

### Salvage Operations

Allows the squad to salvage resources from functional team weapons and knocked out vehicles. Team Weapons recover munitions (15) and vehicles recover fuel (10 for light vehicles, 35 for medium tanks, 50 for heavy tanks; abandoned vehicles grant +33% to yields).

**Upgrade/tech-locked Abilities**

### 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.

### Panzerfaust-30

**25 Munitions**: A squad member fires a Panzerfaust-30 Anti-tank Rocket at the targeted enemy vehicle, dealing significant damage upon penetration. While this is inferior to the Panzerfaust-100 due to its shorter range and damage (citation needed), it is better than not having an AT ability for sure.

### Für Das Vaterland!

The squad moves at maximum speed and is immune to incoming suppression for 30 seconds. This is a very powerful ability since it effectively allows the squad to break out of suppression in order to get to safety or to push through to attack an enemy position.

## Constructions

### Field Defenses

Barbed Wire

Builds a segment of basic barbed wire that impedes infantry movement and slows light vehicles. Provides light cover to squads behind it.

Reinforced Barbed Wire

Builds a segment of reinforced Razor Wire that impedes infantry movement and entirely blocks light armor; larger vehicles can still move through it but will be slowed.

Sandbags

Builds a segment of sandbag wall at the selected location; provides heavy cover to units behind it.

Dragons Teeth Tank Traps

Builds a concrete 'Dragons Teeth' tank trap at the selected location; impeding all tank movement until destroyed by concentrated explosives or cannon fire. Provides heavy cover to units behind it.

Roadblock

Builds a large barrier made of concrete and metal at the selected location; impeding all tank movement until destroyed by concentrated explosives or cannon fire. Provides heavy cover to units behind it.

### Mines

S-Mine 35 Field

**30 Munitions**: The squad lays down a field of S-Mine 35 personnel mines over a wide area, creating a killzone that shreds any infantry that walks into it; ineffective against all vehicles.

Tellermine 43

25 Munitions: The squad plants a Tellermine 43 Heavy Anti-tank Mine at the selected location. This mine only triggers on vehicles and will outright oneshot all but the most heavily protected vehicles.

Riegel 43 Anti-tank Mines

15 Munitions: The squad plants Riegel 43 Anti-tank Mine at the selected location. This mine doesn't deal as much raw damage as the Tellermine but costs less to build and has a very high chance to immobilize enemy vehicles.

### Structures and Emplacements

Trench

75 Manpower:

Bunker

100 Manpower:

MG42 GPMG Pillbox

180 Manpower, 50 Munitions, 15 Fuel, and :

Fortified Position

**150 Manpower** and **25 fuel**: Builds a forward observation tower on the selected standard resource point that can be garrisoned by infantry, increasing their sight and weapon range. Increasing Manpower Gain by 5%.

Fuel and Munitions Caches

200 Manpower: Builds a resource cache on the selected basic territory point; grants an additional 3 Fuel or 5 Munitions respectively.

Kampfgruppe Center

100 Manpower: Builds the Kampfgruppe Structure, a building that can be used to unlock permanent Veterancy Boosts for new units.

2 cm Flugzeugabwehrkanone 38 (Mechanized and Jäger Doctrines)

Costs 240 Manpower , 15 Fuel

10.5 cm leichte Feldhaubitze 18 (Sturm Doctrine)

380 Manpower, 40 Munitions, 50 fuel, and 5 Population:

15 cm schwere Feldhaubitze 18 (Mechanized Doctrine)

460 Manpower, 50 Munitions, 100 fuel, and 5 Population:

Forward Observation Bunker

Costs 380 Manpower , 40 Fuel

## Veterancy

Veterancy 1

+10% Increased accuracy, -6% reduced suppression, and 6% faster weapon reload speed.

Veterancy 2

+10% Increased accuracy, -5% received accuracy, -6% reduced suppression, and 6% faster weapon reload speed.

Veterancy 3

+20% Increased accuracy, -5% received accuracy, 12% reduced suppression, and 20% faster weapon reload speed.

Veterancy 4

+40% Increased accuracy, -12.5% received accuracy, -24% reduced suppression, 20% faster weapon reload speed, and 40% faster ability recharge time.

Veterancy 5

+40% increased accuracy , -15% received accuracy, -30% reduced suppression, 30% faster weapon reload speed, and 40% faster ability recharge time.