Prizyvniki

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Prizyvniki, often referred to as Conscripts, are one of the core infantry squads available to the Soviet Union. Comprised mostly of freshly conscripted troops, these squads are poorly trained and poorly equipped, but are nevertheless a valuable battlefield asset thanks to their cheap cost and good utility.

## Gameplay Usage

### Doctrinal Change

**Strelkovaya Diviziya (Rifle)** - Rifle Division Prizyvniki are from the 13-ya Gvardeyskaya Strelkovaya Diviziya and have access to the Building Repair upgrade, are produced 50% faster, and have their production cost reduced by 20 manpower (160) once the player reaches 3 CP.

**Artilleriyskaya Diviziya (Artillery)** - Artillery Division Prizyvniki are from the 1-ya Artilleriyskaya Diviziya and have access to the 2x Captured MP-40s upgrade and are able to construct a variety of field defenses and mines.

**Udarnaya Diviziya (Shock)** - Shock Division Prizyvniki are from the 150-ya Motorstrelkovaya Diviziya and have access to the 2x Sudayev PPS-43 Sub-Machine Gun upgrade.

**Istrebitel Tankovaya Diviziya (Tank Destroyer)** - Tank Destroyer Division Prizyvniki are from the 67-ya Gvardeyskaya Strelkovaya Diviziya and have access to the Captured Panzerfaust-100 ability upgrade.

**Tankovaya Diviziya (Armored)** - Armored Division Prizyvniki are from the 112-ya Tankovaya Brigada and have access to the PPSh-41 (35 rd.) upgrade.

**Motorstrelkovaya Diviziya (Motorized)** - Motorized Division Prizyvniki ae from the 69-ya Motorstrelkovaya Diviziya and have access to the Rudimentary Repair ability upgrade.

## Pros-and-Cons

**Pros**

* Powerful offensive abilities
* Cheap to produce
* Large squad size

**Cons**

* Poor survivability
* Poor firepower without upgrades

## Upgrades

### Default Upgrades

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

* 20 Munitions; Requires Vet 1

Replaces two of the squad's Mosin-Nagants with SVT-40 Semi-Automatic Rifles, marginally improving the squad's damage output at all ranges. This upgrade isn't as effective as the other upgrades but its cheap cost and early availability makes it a good option to get in many cases. While it may be tempting to save the upgrade slot until the squad is up to a veterancy level that allows them to get a more potent upgrade, this can often be difficult due to the poor combat power of the squad which can make getting XP difficult in many cases.

#### **Degtyarov DP-28**

* 50 Munitions; Requires Vet 2

Replaces one of the squad's rifles with a DP-28 Light Machine Gun, increasing the squad's long-range damage output. This upgrade is decently effective as a long-range weapon but overall this isn't a terribly useful upgrade in many cases. Though the damage increase is nice, the squad will still be beat out by most other Axis squads and the long-range playstyle that this upgrade promotes does not mesh well with the more aggressive attacks that Prizyvniki are best at. If long-range combat power is something that is called for in a match, use Frontoviki instead, since they are far better suited for long range engagements thanks to their superior skill level and more readily available upgrades.

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

* 45 Munitions; Requires Vet 3

Replaces two of the squad's rifles with PPSh-41 Sub-Machine Guns, massively improving the unit's close-range combat effectiveness and allowing them to suppress enemy infantry. This upgrade is by far the most effective upgrade available to this squad. The damage boost it provides combined with the suppressive effect that the massive magazine size provides makes the squad highly effective against enemy squads at close-mid range. However, the obvious downside that this upgrade has is its high veterancy requirement which makes it quite hard to effectively get the squad to a point where they can actually unlock the upgrade. Unless the squad is able to get a lot of kills with grenade abilities, it will almost always take a considerable amount of time to get enough XP to veterancy three, meaning that it can often be a good idea to simply trade some long-term power to gain short-term effectiveness by getting a more readily available upgrade such as the SVT-40s.

#### **RGD-33 Grenade Assault**

* 10 Munitions

Replaces the squad's default Molotov Cocktail ability. Like many ability upgrades, this is rather situational and its effectiveness will vary a lot. While the RGD-33 Assault costs considerably more to use than the Molotov Cocktail, it is far more effective against garrisoned units since the blast radius will often just outright kill every unit in the structure and it is far more effective against targets outside of cover. That being said, this ability is far less useful in the early-game due its high cost and due to the fact that Molotovs are often crucial for forcing enemies out of cover in early-game engagements.

### Doctrinal Upgrades

#### **Building Repair**

* 10 Munitions

Replaces the squad's Merge ability with a Building Repair ability.

#### **2x Captured MP-40s**

* 30 Munitions; Requires Vet 2

Replaces two of the squad's rifles with two captured German MP-40s, improving the unit's close-range combat effectiveness.

#### **2x Sudayev PPS-43s**

* 30 Munitions; Requires Vet 2

Replaces two of the squad's rifles with PPS-43 Sub-Machine Guns, improving the unit's close-range damage output.

#### **Panzerfaust-100**

* 15 Munitions; Requires Vet 2

Replaces the default RPG-40 AT Grenade ability with a far more powerful Panzerfaust-100 ability.

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

* 35 Munitions; Requires Vet 2

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

#### **Rudimentary Repair**

* 10 Munitions

Replaces the squads Merge ability with the Rudimentary Repair ability.

## Side-tech Changes

**RG-42 Mass Production**

* Replaces the default Molotov Cocktail ability with the RG-42 Fragmentation Grenade ability for all squads; locks out RGD-33 Assault.

**RGD-33 Assault Training**

* Removes the need to upgrade every individual squad with the RGD-33 Grenade Assault.

**RPG-6 Mass Production**

* Replaces the default RPG-40 AT Grenades with the far more effective RPG-6 model, vastly improving the anti-armor capabilities of all squads.

## Abilities

### Default 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.

#### **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.

#### **Merge**

This ability allows the squad to 'split off' squad members to reinforce depleted infantry units. Note that transferred models will retain their 'Poor' quality received accuracy and HP stats, so be wary when Merging with more potent infantry squads.

#### **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 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.

#### **RGD-33 Grenade Assault**

*35 Munitions*: Each member of the squad throws an RGD-33 Sleeved Grenade at the target location, decimating any enemy infantry caught in the kill zone.

#### **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.

#### **Building Repair**

I have no clue what this does or if it even works.

#### **Fire Panzerfaust-100**

*30 Munitions*: A squad member fires a captured Panzerfaust-100 at the target vehicle, dealing damage and causing critical damage if it successfully hits.

#### **Rudimentary Repair**

Allows the squad to repair damaged vehicles at a rate of about 1.5 HP/s.

## 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.