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Pioneer Squad Icon COH2 Ostheer
Pioneer Squad
Pioneer Squad picture COH2 Ostheer
Pioneers behind sand bags
Role Multi-purpose repair and construction infantry
Men per Squad 4
Unit Cost 200Icon Manpower COH2 Small.png 200
6Icon PopCap COH2 Small.png 6
Upkeep per Minute -9Icon Manpower COH2 Small.png -9
Produced By Kampfgruppe Headquarters
Cost to Reinforce 25Icon Manpower COH2 Small.png 25
1Icon PopCap COH2 Small.png 1
Health per Man 80Icon Health Small.png 80
Basic Weapon 4x MP40
Open Weapon Slots 2
Max. Speed 3 m/s

The Pioneer Squad are basic troops for the Wehrmacht in Company of Heroes 2. Their primary task are building structures, creating or clearing battlefield obstacles, and attacking enemy defensive positions. They move primarily behind the front line constructing buildings, re-crewing support weapons, capping points, and sweeping mines. They perform poorly in direct combat but the flamethrower upgrade can make them a valuable asset in assaulting structures.

Overview Edit

Pioneers were originally part of the artillery branch of European armies. Subsequently, they formed part of the engineering branch, the logistic branch or part of the infantry. Historically, the primary role of pioneer units was to assist other arms in tasks such as the construction of field fortifications, military camps, bridges and roads.

All Skirmish/Multiplayer battles begin with one Pioneer Squad ready to go. More can be constructed at the Kampfgruppe Headquarters for the price of 200Icon Manpower COH2 Small.png 200, 6Icon PopCap COH2 Small.png 6. They are armed with four MP 40 submachine guns that are effective in close-combat only. Combined with poor accuracy there are few situations where this squad should engage the enemy alone.

Throughout the game pioneers are used to construct all production buildings after escalating through the three battle phases. On the battlefield itself Pioneers can construct defensive structures like bunkers, mines, sandbags and barbed wire. They also have the ability to build Munitions- and Fuel Caches to boost income.

An important part of their duties is repairing friendly vehicles or structures. Their repair rate is rather slow, so it can be wise to call in an extra squad of pioneers in the late game to support your heavy tanks.

Pioneer Squads can be upgraded with one of two different weapon packages, specializing in either mine detection or anti-building activities. Nonetheless, they will never be a true combat unit, lacking the survivability and firepower to stand up to any other core infantry squad. Fortunately, since they are very cheap to construct, the loss of an Pioneer Squad is considered only a minor setback.

Weapons Edit

Pioneer Squads are equipped with Maschinepistole 40 (MP 40) submachine guns. These rapid-firing weapons are all but useless in anything except very close combat.

MP 40 SMG Edit

Info here.

Flammenwerfer 35 Edit

Info here.

Production Edit

Icons building german bunker Bunker Edit

  • Cost 150Icon Manpower COH2 Small.png 150
  • Requires friendly and connected territory.
  • Build Time: 20 seconds

Pioneers can construct an empty Bunker, giving Cover Heavy.png Heavy Cover for the squad inside it. An empty bunker can be upgraded to a MG Emplacement, Healing Station or Reinforcement Point for 60Icon Munition COH2 Small.png 60.

MG Emplacements are generally placed on the map covering points, lanes of attack or other important areas. Healing Stations station three medics that heal friendly infantry in its vicinity. These are most commonly placed at your HQ or retreat point to heal infantry that is reinforcing. Reinforcement Points can reinforce nearby infantry and are a good way to keep pressure on your opponent by circumventing the need to retreat to your HQ.

Icons buildings building barbwire Barbed Wire Edit

  • Build Time: 4 seconds per piece

Barbed Wire is an anti-infantry obstacle. Infantry cannot pass through a piece of Barbed Wire, and have to go around it.

Place Barbed Wire along infantry approach-routes to funnel them into a killing zone, i.e. an area covered by machine guns and/or mortars. This ensures that the enemy cannot flank your positions, and has to come straight into your line of fire.

Barbed Wire can be run over by almost all Vehicles without a moment's thought, so avoid placing it in areas where vehicles (both yours and the enemies) are likely to pass, or place Tank Traps in front of the wire to block vehicles as well.

In high-level games it is sometimes build direct onto objects that give cover, from the enemies perspective. For example: a vehicle wreck that can be used by the enemy to shoot at you from heavy cover is rendered useless if that side of the wreck is covered by barbed wire.

Also, remember that enemy Pioneer Squads can dismantle Barbed Wire.

Icons abilities ability german anti personnel mines Teller Mines Edit

  • Cost 50Icon Munition COH2 Small.png 50
  • Activation: Select Area
  • Takes 8 seconds to place

The anti-tank Teller Mine is commonly placed on choke points around high-traffic areas, on roads or other common paths for vehicles. This mine is only triggered by vehicles but does major damage to nearby infantry units.

Pioneer Squad S Mines picture COH2 Ostheer

Warnings signs surrounding S-Mine fields

Icons buildings building german mine field S-Mine Field Edit

  • Cost 60Icon Munition COH2 Small.png 60
  • Activation: Select Area
  • Takes ~25 seconds to place

Pioneers can lay down an Anti-Personnel S-Mine field, covering a large area. Very effective against infantry, but can be triggered by vehicles who are all but immune to it. Comes with warning signs on boundaries of the radius.

Icons buildings building west german sandbags Sand Bags Edit

  • Build Time: 17 seconds

Sand Bags are man-made cover for infantry. Infantry units behind sand-bags are said to be in Cover Heavy.png Heavy Cover , making them less vulnerable to direct damage and suppression. However, they are just as vulnerable to explosives and artillery fire as troops in the open.

Sand-Bags can be run over all medium and heavy vehicles without a moment's thought, so avoid placing it in areas where vehicles (both yours and the enemies) are likely to pass. Sand-Bags are also quite easily destroyed whenever anything explodes near them.

Icons vehicle german howitzer leFH 18 Artillery Edit

Info here. Info from the page itself, needs to be created.

Icons commander cmdr german pak 43 at gun Pak 43 Emplacement Edit

The Pak43 an immobile anti-tank emplacement armed with an 88mm gun that boasts extreme range and punching power against even heavy tanks as well as the enemy base if built close enough. However, it is quite vulnerable to infantry and indirect fire units, often requiring protection by friendly units and bunkers. If the crew is killed, it can be manned by infantry like any other field weapon.

Icons building german slit trench Trench Edit

The Trench is much like the Bunker, as it provides Cover Heavy.png Heavy Cover in a rough slit in the ground. The Trench has no upgrades, it can only be used as cover for infantry inside it. Often placed at important points or areas where heavy fighting can be expected.

The Trench can be built free of charge.

Icons buildings Infanterie Kompanie Infanterie Kompanie Edit

  • Cost 80Icon Manpower COH2 Small.png 80 10Icon Fuel COH2 Small.png 10
  • Building Time: 15 seconds

This base structure produces Grenadiers, Mortar teams, and snipers.

Icons buildings Leichte Mechanized Kompanie Leichte Mechanized Kompanie Edit

  • Requires Battle Phase 1
  • Cost: 200Icon Manpower COH2 Small.png 200 20Icon Fuel COH2 Small.png 20
  • Building Time: 20 seconds

This base structure produces panzergrenadiers, 222 scout cars, halftracks, and Pak 40 AT guns.

Icons buildings Support Armor Korps Support Armor Korps Edit

  • Requires Battle Phase 2
  • Cost 240Icon Manpower COH2 Small.png 240 60Icon Fuel COH2 Small.png 60
  • Building Time: 30 seconds

This base structure produces Stug III assault guns, Flakpanzer IV Ostwinds, and Panzer IV medium tanks.

Icons buildings Heavy Panzer Korps Heavy Panzer Korps Edit

  • Requires Battle Phase 3
  • Cost 200Icon Manpower COH2 Small.png 200 50Icon Fuel COH2 Small.png 50
  • Building Time: 30 seconds

This base structure produces Sturmpanzer IV assault guns, Panther medium tanks, and Panzerwerfer rocket halftracks.

Icons buildings building common munitions Munitions Cache Edit

  • Cost: 200Icon Manpower COH2 Small.png 200
  • Building Time: ? seconds

The Munitions Cache can be build over any territory point that is not a fuel or munition point. This will secure the point, preventing enemies from capturing it until it is destroyed.

It will increase your income by 5Icon Munition COH2 Small.png 5 p/m.

Icons buildings building common fuel Fuel Cache Edit

  • Cost 200Icon Manpower COH2 Small.png 200
  • Takes ? seconds to build

The Fuel Cache can be build over any territory point that is not a fuel or munition point. This will secure the point, preventing enemies from capturing it until it is destroyed.

It will increase your income by 3Icon Fuel COH2 Small.png 3 p/m.

Abilities Edit

Icons abilities repair Repair Edit

  • Cost nothing
  • Activation: Select Vehicle/Building

Demonstrating pure inginuity, Pioneers can repair any damaged structure, vehicle, or bridge.

Icons abilities ability german hazard removal Wire Cutters Edit

  • Requires Hazard Removal Package
  • Cost nothing
  • Activation: Select Barbed Wire
  • Duration: 5 seconds per piece

This ability comes with the Hazard Removal Package and lets Pioneers cut trough barbed wire fences or barbed wire fields. They can cut enemy and friendly barbed wire.

Icons ability german medkit Field First Aid Edit

  • Requires Veteran 1
  • Cost 20Icon Munition COH2 Small.png 20 to activate
  • Cooldown: 45 seconds

German infantry almost all have acces to the Field First Aid kit. This ability unlocks itself after reaching Veterancy 1. Important to remember is that the squad cannot heal itself, it can only be used on other friendly squads.

When you heal another squad, they have to be next to each other and it takes 5 seconds to complete the ability. After that healing takes place over a short period of time*. Be careful when you use this ability, as it takes both squads out of combat!*

*The Winter Balance Preview is testing to fully heal the squad, not over a period of time.

*The Winter Balance Preview is testing to cancel the ability free of charge whenever interrupted by combat or something else.

Icons ability german hull down set Hull Down Edit

Friendly vehicles can be set in an immobile Hull Down position in tactical places. While in Hull Down, vehicles cannot move but get defensive bonuses and on the offense increased accuracy and quicker loading times. It takes 15 seconds to be placed in a Hull Down position but vehicles can exit this position instantly to move again.

Upgrades Edit

Icons upgrades icon upgrade german flamethrower Flammenwerfer 35 Flamethrower Edit

  • Cost 60Icon Munition COH2 Small.png 60 to upgrade

One MP-40 is substituted with a flamethrower, a scary close-combat weapon. It has an area-effect attack that can engulf enemies in flames, rapidly dropping their health. This weapon is particular effective at clearing buildings, bunkers or trenches and can even destroy those or any other building over time.

Watch out for incoming projectiles like grenades, mortar shells and tank rounds, this can cause explosive death if hit. This destroys the weapon but if a squad goes down to bullet fire it has a chance to drop the flamethrower, leaving it open to anyone to pick it up.

Icons upgrades icon upgrade german minesweeper Hazard Removal Package Edit

  • Cost 30Icon Munition COH2 Small.png 30 to upgrade

This package exchanges one MP-40 for a mine detector, reducing the fire power a little bit. Pioneers gain the passive 'Battlefield Mine Detection' ability that lets them see enemy mines and disable them.

Veterancy Edit

Veterancy1 CoH2 Level 1 Veterancy:
  • Unlock the 'Field First Aid' veteran ability.
Veterancy2 CoH2 Level 2 Veterancy:
  • +20% weapon accuracy
  • +62.5% repair rate
Veterancy3 CoH2 Level 3 Veterancy:
  • +15% weapon accuracy
  • -15% weapon cooldown
  • No longer takes extra damage while repairing

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