Standard infantry effective against infantry at medium-range with higher short-range performance than other standard infantry. Combined Arms bonuses when near combat vehicles.
Note: This page refers to the DAK unit. For the Wehrmacht version, refer to this: Panzergrenadier Squad
Despite sharing the same name, both units are fairly different and belong to different factions.
The Panzergrenadier Squad is the standard mainline infantry of the DAK. In skirmishes, they are produced from the Headquarters.
The DAK Panzergrenadiers are versatile infantry that are fairly expensive compared to other equivalent squads. Like most DAK infantry, they are capable of performing repairs (albeit at a reduced rate compared to Panzerpioneer Squad), and they also benefit from the passive Combined Arms, making it is ideal to use Panzergrenadiers near friendly vehicles for increased combat prowess.
DAK Panzergrenadiers have a damage curve that is very skewed towards close quarters, similar to USF Riflemen Squad. This means their damage per second (DPS) is highest at close range, and this effectiveness tapers off significantly at longer ranges. Perhaps unusual for units armed with bolt action rifles, they behave much like Riflemen and are surprisingly good in close quarters range in the early game.
By default they can be upgraded with an MG 34 Light Machine Gun, which improves their anti-infantry performance at all ranges especially at longer ranges.
Thanks to the numerous upgrades available to them from the Armory as well as Battlegroup perks, they can scale quite well given enough time and resources. This makes them capable of reaching similar durability and effectiveness of even some elite infantry. Examples of a few upgrades includes enabling grenades and anti-tank grenades, as well as increasing their squad size. More information about various upgrades and associated abilities can be found below.
Of special note: The Armory upgrade Veteran Squad Leaders will increase the squad size of Panzergrenadiers, but intentionally does not apply the combat bonuses to them.
900 XP
2700 XP
5400 XP
Focus Fire: Active ability gained upon reaching veterancy level 1. When an enemy is targeted with this ability, the Panzergrenadier squad will attack the target and initially gains +10% accuracy and +10% damage. A stacking additional +10% accuracy is added every 3 seconds while the ability is active. Once the ability is activated, ordering the squad to do anything else (such as move or attacking a different target) will cancel the ability and put it on cooldown. Essentially a straight combat buff that is best used when the squad itself does not need to move or use abilities. Especially useful on defence, but can be tricky to use offensively. Be wary that the Panzergrenadier will chase the target if they move out of range, so micromanagement is required to ensure they do not run off unintentionally.
100
MG 34 Light Machine Gun: Upgrades the squad with one MG 34 LMG, which significantly improves anti-infantry performance at all ranges. Unlike most LMGs, Panzergrenadiers can fire this weapon on the move.
Veteran Squad Leaders: Globally adds combat bonuses of +25% veterancy rate gain and -10% incoming damage to all infantry except Panzergrenadiers. Increases Panzergrenadier squad size by 1.
Advanced Field Repairs: Globally increases the repair speed of all infantry by +2.5 health a second.
25
30
180
30
45
Combined Arms: Passive ability. The squad will gain +10% accuracy, +15% movement speed, and -10% received accuracy when near friendly vehicles. This encourages fighting while near friendly vehicles due to substantial combat bonuses.
Rudimentary Repair: This unit by default uses Rudimentary Repair, allowing them to repair damaged vehicles albeit at a reduced rate (+6 health per second) compared to typical engineer squads (+8 health per second). When upgraded with Advanced Field Repairs from the Armory, their repair rate is increased by an additional +2.5 health per second for total repair rate of +8.5 per second.
Stick Grenade: Active ability. Available after either Fire Support Elements from the Light Support Kompanie is researched, or the Mechanized Kompanie is constructed. Throws a frag grenade at the target location which will explode after a short timer. Effective against infantry especially those clustered together or garrisoned in a structure.
Hafthohlladung Anti-Tank Grenade: Active ability. Available after either Fire Support Elements from the Light Support Kompanie is researched, or the Mechanized Kompanie is constructed. Throws an anti-tank snare at target vehicle, dealing damage and slowing it down to a crawl. After the ability is successfully cast, the explosive cannot be avoided and thus is guaranteed to 'stick' to a vehicle and explode. If the vehicle is healthy, it will cause the 'Crew Shocked' state, temporarily slowing its movement speed. If the vehicle is damaged to 50% or less from the snare, it will instead cause 'Engine Damaged', which permanently slows the vehicle until it is fully repaired. Useful to slow a vehicle down to ensure its destruction from other AT weapons. Multiple successive snares may be used to force Engine Damaged or to cause more damage.
This unit can benefit or unlock additional capabilities below:
Salvage Kits: Enables Panzerpioneers and Panzergrenadiers to use the Rapid Salvage active ability. Rapid Salvage will salvage a targeted vehicle wreck for resources, granting more fuel proportional to how expensive the wrecked unit was (i.e heavier tanks will salvage for more than light vehicles).
Vehicle Support - Secure Location: Passive ability. Increases both the capture and decapture rate of infantry when they are near vehicles by 25%.
Vehicle Support - Force Recon: Passive ability. Increases the vision range of infantry when they are near vehicles. This perk conflicts with the Breda Model 30 Light Machine Gun perk.
Intel Disruption Beacon: Enables Panzerpioneers, Panzergrenadiers and Funkpanzerwagens to construct Intel Disruption Beacons (Intel Radio Beacon). Intel Disruption Beacons camouflage infantry and team weapon units. Detects nearby enemy units on the mini-map. Enemies are warned when near a beacon. This perk conflicts with Sector Subterfuge.
Sector Subterfuge: Enables Panzerpioneers, Panzergrenadiers and Funkpanzerwagens to construct Siphon Radio Beacons (Sector Subterfuge Beacon). Siphon Radio Beacons reduce the income of enemy territory points and transfers the difference to the beacon's owner. Enemies in the sector also have reduced capture rates. This perk conflicts with Intel Disruption Beacon.
Plunder: Plunder a vehicle wreck for leftover weapons that is dependent on the wreck being an Allied or Axis vehicle. This perk conflicts with Transfer Depots.
Panzergrenadiers - M1918 BAR or Breda 30 Light Machine Gun.
Assault Grenadiers - Thompson SMGs or StG 44 Assault Rifles.
Panzerjäger Squad - Panzerbuchse AT Rifle or M9 Bazooka.
Panzerpioneers - M1919 Light Machine Gun or G43 Scoped Rifle.
Transfer Depots: Resource Caches are upgraded to the Transfer Depot that allow for the trade of Fuel or Munition for Manpower. Conversion rates are improved when placed on higher value resource points. Panzergrenadiers can also build Transfer Depots.
Advanced Ambush Training: Improves the First-Strike ambush accuracy bonus of infantry squads from +40% to +50%, damage bonus from +25% to +35%, and the duration is increased from 5 seconds to 7.5 seconds.
Kar98k Panzergrenadier Ak | Near | Mid | Far |
|---|---|---|---|
| Accuracy | 0.673 | 0.66 | 0.465 |
| Range | 7 | 22 | 35 |
| Penetration | 1.5 | 0 | 0 |
Perhaps unexpectedly, DAK Panzergrenadiers are most effective at close range, as their default weapons deal the most DPS at closer ranges and tapers off significantly at longer ranges. This damage curve is very similar to the damage curve of the USF Riflemen Squad.
Panzergrenadier
Accuracy increased from 0.538/0.528/0.372 to 0.673/0.66/0.465