Frontoviki

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Frontoviki are one of the core infantry squads available to the Soviet Army. These squads are a strong contrast to Prizyvniki, with their primary strengths lying in long-range combat as opposed to close-range assaults. That said, the squad is more than capable of acting as a normal unit thanks to their strong combat power and powerful abilities.

## Gameplay Usage

### Doctrinal Change

**Strelkovaya Diviziya (Rifle)** - Rifle Division Frontoviki are from the 13-ya Gvardeyskaya Strelkovaya Diviziya and gain access to the 40.8mm Dyakonov Rifle Grenade ability upgrade and have 50% faster production times.

**Artilleriyskaya Diviziya (Artillery)** - Artillery Division Frontoviki are from the 1-ya Artilleriyskaya Diviziya and have access to the Simonov PTRD Anti-Tank Rifle upgrade and can construct a variety of field defenses and mines.

**Udarnaya Diviziya (Shock)** - Shock Division Frontoviki are from the 150-ya Motorstrelkovaya Diviziya and have access to both the ROKS-3 Flamethrower and 2x PPSh-41 (35 rd.) upgrades.

**Istrebitel Tankovaya Diviziya (Tank Destroyer)** - Tank Destroyer Division Frontoviki are from the 67-ya Gvardeyskaya Strelkovaya Diviziya and have access to both the 2x PPSh-41 (71 rd.) and RPG-43 AT Grenade Assault abilities.

**Tankovaya Diviziya (Armored)** - Armored Division Frontoviki are from the 112-ya Tankovaya Brigada and have access to both the 2x SVT-40s and M1A1 Bazooka upgrades.

**Motorstrelkovaya Diviziya (Motorized)** - Motorized Division Frontoviki are from the 69-ya Motorstrelkovaya Diviziya and have access to the Concealment Training ability upgrade.

## Pros-and-Cons

**Pros**

* Good damage output at all ranges
* Strong long-range upgrades
* Large squad size

**Cons**

* Less utility than Prizyvniki
* Marginally worse damage output than comparable Axis units

## Upgrades

### Default Upgrades

#### Mosin-Nagant M91/30 PU

* 40 Munitions

Replaces one of the squad's rifles with a Mosin-Nagant fitted with a PU scope, improving the unit's long-range combat capacity. This upgrade is a solid choice for long-range combat thanks to the incredible boost to long-range trading power it provides. In most cases this is a safe upgrade to get, but it can be a disadvantage since it lessens the squad's effectiveness in close-quarters combat.

#### Degtyarov DP-28

* 50 Munitions

Replaces one of the squad's rifles with a DP-28 Light Machine Gun, improving the unit's long-range damage output. Though this upgrade isn't quite as powerful at range as the Mosin-Nagant PU, it is far more flexible at close-mid range and provides a nice buff to continuous DPS at all ranges. Ultimately this upgrade is generally the 'safest' upgrade to get for the squad and is great at making the squad better at the long-range fire support role.

#### RPG-6 Anti-Tank Grenade

* 5 Munitions

Replaces the squad's ineffective RPG-40 AT Grenade with the far more RPG-6 model. This upgrade vastly improves the squad's AT capabilities and is always worth getting.

#### RGD-33 Sleeved Frag Grenade

* 5 Munitions

Replaces the default RG-42 Grenade with the far more effective RGD-33 Sleeved Grenade. This is generally a good upgrade to get since the RGD-33 is a far more effective anti-infantry grenade than the RG-42 due to its massive blast radius.

### Doctrinal Upgrades

#### **40.8mm Dyakonov Rifle Grenades**

* 10 Munitions

Replaces the squad's default RG-42 Frag Grenade ability with a less powerful but longer-ranged 40.8mm Rifle Grenade.

#### **Simonov PTRD Anti-Tank Rifle**

* 35 Munitions

Replaces one of the squad's rifles with a single-shot PTRD Anti-Tank Rifle, improving the unit's effectiveness against light armor.

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

* 35 Munitions

Replaces one of the squad's rifles with an ROKS-3 Flamethrower, improving the unit's close-range effectiveness against fortified positions.

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

* 35 Munitions

Replaces two of the squad's rifles with PPSh-41 (35 rd.) Sub-Machine Guns, improving the unit's close-range damage output.

#### **2x PPSh-41 (71 rd.)**

* 45 Munitions

Replaces two of the squad's rifles with PPSh-41 (71 rd.) Sub-Machine Guns, vastly improving the unit's close-quarters combat power and allows the unit to suppress enemy infantry squads.

#### **RPG-43 Anti-Tank Grenade Assault**

* 10 Munitions

Replaces the default RPG-40 AT Grenade ability with a devastating RPG-6 AT Grenade Assault.

#### **2x SVT-40s**

* 20 Munitions

Replaces two of the squad's Mosin-Nagants with SVT-40 Semi-Automatic Rifles, marginally improving the unit's close-mid range damage output.

#### **Lend-Leased M1A1 Bazooka**

* 55 Munitions; Requires Vet 1

Replaces one of the squad's rifles with a lend-leased M1A1 Bazooka, improving the unit's anti-armor effectiveness.

#### **Concealment Training**

* 10 Munitions; Requires Vet 1

Allows the squad to hold fire and camouflage themselves when in cover.

## Side-tech Changes

**RGD-33 Requisition**

* Removes the need to unlock the RGD-33 upgrade each individual squad.

**RPG-6 Requisition**

* Removes the need to unlock the RGD-6 AT Grenade upgrade on each individual squad.

## 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.

#### **Throw RPG-40 Anti-Tank Grenade**

*30 Munitions*: A squad member throws an RPG-40 AT Grenade at the target vehicle, dealing significant damage and causing critical damage if it successfully hits. Does not track vehicles like most AT abilities.

#### **Throw Molotov Cocktail**

*10 Munitions*: A squad member lights and throws a Molotov Cocktail at the target location, incinerating any infantry caught in the flames.

#### **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%.

#### **Vodka**

For the 30 second duration of the ability, the squad has reduced accuracy (-25%) but becomes more resistant to incoming fire and is harder to hit for 30 seconds. Can only be activated while out of combat.

**Upgrades/Tech-Locked Abilities**

#### **Throw RGD-33 Sleeved Frag Grenade**

*25 Munitions*: A squad member throws an RGD-33 Frag Grenade at the target location, dealing damage and suppressing any infantry caught in its wide blast radius.

#### **RPG-6 Anti-Tank Grenade**

*25 Munitions*: A squad member throws an RPG-6 AT Grenade at the target enemy vehicle, dealing significant damage and causing critical damage if it penetrates. Unlike the RPG-40, this grenade tracks the target instead of being thrown in an arc, ensuring a hit if the grenade is thrown.

#### **Fire 40.8mm Dyakonov Rifle Grenade**

*35 Munitions*: A squad member fires an impact-fused 40.8mm Rifle Grenade at the target location, dealing damage to infantry caught in the blast.

#### **RPG-43 AT Grenade Assault**

*35 Munitions*: Each member of the squad throws an RPG-6 AT Grenade at the target vehicle, obliterating it if enough grenades penetrate.