Stoßtruppen (SS)

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Stoßtruppen are an Elite assault unit available to the Waffen SS. Highly trained and rmed with a vast arsenal of close-range weaponry and explosives, Stoßtruppen are well suited for close-quarters battles with enemy infantry and hardpoints.

## Overview

Stoßtruppen are an elite-infantry unit available to the Waffen SS and are rather unique since they are the only non-doctrinal 'Elite' unit in the entirety of Spearhead Mod. As far as infantry units go, Stoßtruppen are one of the most effective ones at decimating enemy infantry. Thanks to their skill level and powerful automatic weaponry, Stoßtruppen can effectively dominate all but the strongest enemy infantry at close-mid range. Additionally, their powerful explosives make them very effective against fortified enemies and stationary vehicles, though the short range of their abilities does make it risky to use them in many cases.

However, these strengths are largely kept in check by their heavily limited anti-tank abilities and relatively mediocre (at least compared to other Elite Infantry) long-range capabilities combined with their high-cost makes them a relatively tricky unit to use effectively. This combined with their rather high Command Point requirement of 4 makes them a rather niche unit that typically is only deployed in small numbers as opposed to other Elite Infantry which can often be deployed in greater numbers thanks to their versatility.

## Gameplay Usage

In-game, Stoßtruppen generally work best when used in limited numbers as a supporting unit if your main force is struggling to compete with enemy infantry. Though they cannot have much of an impact on the early-game engagements, they work very well as a reactive measure to counter Allied Elite Infantry that get deployed around the 2 CP mark if you find them to be too difficult for your less potent units to handle. Additionally, they can work very well as an assault unit in most cases, though their relatively late deployment combined with their lack of effective AT options makes them far less versatile than most mainline units.

As for their deployment, Stoßtruppen generally work best when deployed in limited numbers as a response to enemy infantry forces. Due to their very powerful weapon upgrades, upgraded Stoßtruppen can beat out almost every enemy infantry unit they will encounter in close-mid range combat. This advantage makes the squad very good for securing or regaining an advantage in the final stages of the early-game if the match hasn't been going well up to this point. Additionally, getting a squad in order to further press an existing lead can also be a good idea, though the manpower might be better saved to unlock tanks and other anti-tank units to counter the enemy tanks that will become available shortly after Stoßtruppen are unlocked.

In spite of these strengths, Stoßtruppen do remain a rather niche unit in many cases. Their primary weakness ultimately does come down to the fact that their rather limited window to truly reign above other units that is put to an end as soon as enemy armored vehicles hit the field. Though the squad obviously doesn't become useless after this point, the fact that the Waffen SS is a very manpower-hungry faction that has to spend lots of Manpower on reinforcement costs and vehicles often means that spending 360 Manpower on a unit that doesn't really have much of a window to perform optimally can be a bad investment. Additionally, the squad's rather mediocre base-line performance compared to other elite infantry is a rather large weakness since it costs upwards of 100 Munitions to get the squad into a state where they can effectively fight enemy infantry. This massive investment required can often be a dealbreaker, especially in games where munitions are not ready available.

Overall though, Stoßtruppen remain a rather interesting an often useful unit. Though their usefulness does largely depend on the battlefield situation, these units can be a major boon if the conditions are right.

### Doctrinal Changes

Most doctrines gives Stoßtruppen access to more close-range upgrades to provide alternatives to the rather basic "wait until vet 1 to get the 2x Stg-44 upgrade" strategy. That said, there are some doctrines that give the squad upgrades that improve their effectiveness at mid-long range or even give them an effective means to counter enemy armor.

**Panzerjager** - Panzerjager Doctrine Stoßtruppen are from the 17th SS Panzergrenadier Division and have access to the Panzerfaust-100 upgrade. This is a very good doctrine for Stoßtruppen since it effectively nullifies one of their core downsides. Having the ability to replace the impotent HHL-3 ability with a much more powerful Panzerfaust-100 allows the squad to effectively ward off vehicles, making the unit far more versatile in late-game situations.

**Propaganda** - Propaganda Doctrine Stoßtruppen are from the 3rd SS Panzer Division and have access to the ZB vz. 30 Light Machine Gun upgrade. This doctrine doesn't really have that much of an impact on how Stoßtruppen are used. Though the ZB vz. 30 isn't a bad upgrade, it isn't really strong enough to be a gamechanger like many of the other ones available to the squad. Additionally, the [INSERT SQUAD] Elite squad that the doctrine has access to generally fulfills the 'limited but powerful Elite unit' role a bit better, though the margin between the performance of the two squads isn't so big that Stoßtruppen are rendered obsolete.

**Mechanized** - Mechanized Doctrine Stoßtruppen are from the 9th SS Panzer Division and have access to the Leichtes MG-34 (50 Round) upgrade. This is another doctrine overall doesn't change Stoßtruppen in any meaningful way. Though the MG-34 upgrade does have its uses as a long-range weapon, it isn't really powerful enough to truly give the squad a unique role since Sturmgrenadiers already fulfill the long-range fire support role while being far more accessible.

**Jäger** - Jäger Doctrine Stoßtruppen are from SS Panzer-Brigade 150 and have access 2x Gewehr 43, have additional sight range (+15), and have 25% slower reinforcement times. All things considered, Jäger Doctrine is probably the worst doctrine to use Stoßtruppen in for a number of reasons. Firstly, their doctrinal upgrade is without a doubt the worst out of the six due to the fact that it simply doesn't mesh with the squad's playstyle and doesn't offer nearly as big of an improvement as the other upgrades. Secondly, the aggressive playstyle that Stoßtruppen are best as does not work as well in a doctrine that is primarily focused on long-range engagements and wearing enemies down via favorable trades. While the squad still retains its very strong firepower thanks to the 4x Stg-44 upgrade, its general playstyle just isn't as useful as it would be in other doctrines. Lastly, the [INSERT SQUAD] Fallschirmjägers that the doctrine has access to are generally a superior elite unit for all intents and purposes thanks to their longer effective range and more versatile abilities.

**Sturm** - Sturm Doctrine Stoßtruppen are from the 2nd SS Panzer Division and have access to the 2x Machinenpistole 717r (71rd.) and Satchel Charge upgrades and do not require Veterancy One to unlock the 4x Stg-44 upgrade. Sturm Doctrine is probably the best doctrine for Stoßtruppen by a long shot. Though the two added upgrades are nice, the biggest bonus is that it removes one of the major barriers that hampers the squad by removing the Veterancy One requirement for the 4x Stg upgrade. Doing this allows the squad to get up to full combat capacity right off the bat, especially since the Munitions Blitz ability that the doctrine has access to allows the player to get a large flat-sum of munitions. As for the other upgrades, the 2x PPSh-41 upgrade is strong when combined with the default 2x Stg-44 upgrade since it requires less of an up-front investment than the 4x Stg upgrade and isn't that much worse in most situations thanks to its baked-in suppression ability. Lastly, the Satchel Charge upgrade unlock allows the squad to replace the mostly obsolete HHL-3 AT mine with a Satchel Charge which is functionally better in every situation, even for anti-tank purposes.

**Panzer** - Panzer Doctrine Stoßtruppen are from the 1st SS Panzer Division and have access to the FmW 41 Flamethrower upgrade. This doctrine doesn't really do much for Stoßtruppen apart from giving them access to a slightly improved flamethrower upgrade. Though this upgrade isn't bad in its own right, it isn't all that unique when compared to the default FmW 35 and as a result is only really useful for double-flamethrower strategies.

## Pros-and-Cons

### Pros

* Very good close-mid range combat power
* Devastating weapon upgrades
* Powerful explosive abilities

### Cons

* High production and reinforcement costs
* Reliant on upgrades to perform adequately
* High CP requirement compared to other Elite infantry
* Bad anti-tank capabilities\*

*\*Without Panzerjager doctrine*

### 4x Stg-44

* 100 Munitions; Requires Vet 1 (unless Sturm Doctrine)
* Provides a massive boost to overall damage output; takes up both weapon slots.

Replaces all of the squad's rifles with four Stg-44 Assault Rifles. This upgrade is more or less the defining upgrade that Sturmgrenadiers have access to. While it is gated behind veterancy and have a large munitions cost to go along with it, this upgrade by far has the most 'bang-for-your-buck' attached to it. The sheer damage increase it provides lets the squad outgun almost every single infantry unit they will encounter and in most situations is practically mandatory in order to get the most use out of the squad.

### 2x Stg-44

* 60 Munitions
* Improves mid-range damage output

Replaces two of the squad's rifles with two Stg-44 Assault Rifles. This upgrade primarily exists to compliment doctrinal weapon upgrades if one decides to forego the standard practice of getting the 4x Stg upgrade as quickly as possible. Due to the versatile nature of these weapons, they compliment pretty much every other weapon upgrade, be it a close-range Sub Machine Gun package or a long-range Light Machine Gun.

### 2x MP-40

* 30 Munitions
* Improves close-range damage output

Replaces two of the squad's rifles with MP-40 Sub Machine Guns. This upgrade is flat-out not worth getting. Though it does provide a decent close-range damage boost and is cheaper than most other upgrades, it is simply a better investment to spend a bit more munitions on getting the 2x Stg-44 upgrade since it is just so much more powerful. The only real situation this might be worth getting is if you are playing a doctrine that doesn't have a proper weapon upgrade and for whatever reason have also decided to not just go for the classic "wait for vet 1 and get 4x Stg" strategy.

### Flammenwerfer 35

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

Replaces one of the squad's rifles with an FmW 35 Flamethrower.

### Model 24 Grenade Assault

* 10 Munitions; Locked out when Sturm Doctrine is picked
* Replaces the 'Bundle Grenade' ability

Replaces the default Bundle Grenade ability with a Grenade Assault ability.

**Doctrinal Upgrades**

*Unless otherwise specified, all doctrinal weapon upgrades will be analyzed with the assumption that they are being paired with the 2x Stg-44 upgrade in mind.*

### Panzerfaust-100

* 15 Munitions
* Replaces the 'HHL-3 Panzerknacker' ability

The Panzerfaust-100 is so superior to the HHL-3 in every aspect that this upgrade simply has no downsides and is one of the only upgrades that is ALWAYS worth getting. Simple as.

### ZB vz. 30 LMG

* 45 Munitions
* Improves mid-long range damage output

Replaces one of the squad's rifles with a ZV vz. 30 Light Machine Gun. This weapon is very similar to the Bren in terms of functionality. Though it deals less consistent damage output than bigger LMGs, it is able to fire on the move, making it more flexible in most situations. Ultimately though, as with most Stoßtruppen upgrades, it has to compete with the 4x Stg-44 upgrade for relevance, and unfortunately, this upgrade just doesn't bring enough to the table to justify picking it over the former.

### Leichtes MG-34 (100rd.)

* 55 Munitions
* Improves stationary damage output at all ranges

Replaces one of the squad's rifles with an MG-34 Light Machine Gun that is fed from 100 round belts. This upgrade isn't that relevant but it does provide the squad a decent boost to their long-range damage when combined with the 2x Stg-44 upgrade. Though the actual DPS of the upgrade seems to be somewhat lower than that of the 4x Stg upgrade, the ability to suppress squads does come in handy at times. Overall though, the fact that Sturmgrenadiers do the whole "long range fire support squad" role better does ultimately make this upgrade feel a bit pointless.

### 2x Gewehr 43

* 20 Munitions
* Increases close-mid range damage output

Replaces two of the squad's rifles with Gewehr-43 Semi-automatic Rifles. This ability just isn't worth it in any case. It's effectiveness is dubious at best when compared to basically every other weapon upgrade available to the squad. Not only that, the [INSERT SQUAD] are far better at the mid-long range role than Stoßtruppen, so getting this upgrade to attempt to make the squad better at the longer ranges is just never going to be worth it.

### 2x Machinenpistole 717r (71rd.)

* 45 Munitions
* Greatly improves close-range DPS

Replaces two of the squad's rifles with two captured PPSh-41 Sub Machine Guns. This is probably the best doctrinal weapon upgrade available to the squad. Though it does have to compete with the no-vet 4x Stg-44 upgrade, it actually acts as a viable side-grade in many cases. When combined with the default 2x Stg-44 upgrade, this loadout allows the squad to suppress enemy squads while still retaining the very high close-range DPS that the 4x Stg upgrade provides. Though taking this upgrade will leave the squad with somewhat worse mid-long range damage output, the ability to suppress squads more or less makes up for it and the damage difference isn't all that noticeable on urban maps.

### Flammenwerfer 41

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

Replaces one of the squad's rifles with a FmW 41 Flamethrower. This upgrade is effectively the same as the default FmW 35 but with slightly more range. There isn't that much of a reason to get this upgrade in most cases, though being able to have not one, but *two* flamethrowers on one squad can be quite amusing at times.

### Satchel Charges

* 10 Munitions
* Replaces HHL-3 'Panzerknacker' ability

This ability isn't quite as outright superior to the HHL-3 as the Panzerfaust-100 is but this upgrade is still worth getting in most cases. Due to the fact that the HHL-3 is only really useful against isolated and immobilized vehicles thanks to its incredibly short range, the Satchel Charge is more effective as an AT weapon simply for the fact that it can be thrown from a longer range. This isn't even mentioning how effective Satchel Charges are against fortifications and other structures, though this advantage isn't quite as meaningful since the basic Bundle Grenade is more than enough to take out all Allied fortifications that may be encountered.

## 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.

### Throw Geballte Ladung Grenade

**35 Munitions**: A squad member throws a massive bundle-grenade at the target location, dealing massive damage to any unit or structure caught in the blast.

### Throw Blendkorper 2H Flangible Smoke Grenade

**20 Munitions**: A squad member throws a Blendkoorper 2H Smoke Grenade at the target location, laying down a smoke cloud on impact that impedes line of sight and damages squads caught in the noxious fumes.

### Plant HHL-3 'Panzerknacker' Grenade

**30 Munitions**: The a squad member attempts to place an HHL-3 Magnetic Mine on the targeted enemy vehicle. If the charge successfully sticks to the tank, it will deal massive damage to practically any vehicle.

### Fanaticism

Upon activation, the squad fights more fiercely, increasing their rate of fire but increasing their change of being hit for 30 seconds.

### 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%.

**Upgrade-locked Abilities**

### 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.

### Throw Satchel Charge

**25 Munitions**: A squad member throws a satchel charge at the target location, dealing catastrophic damage to any enemy squad, structure, or vehicle unfortunate enough to be caught in the blast.

## Constructions

Field Defenses

Barbed Wire

Reinforced Barbed Wire

Sandbags

Sandbag Wall

Structures and Emplacements

Trench

Bunker

## 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.