Heroes & Generals

Heroes & Generals

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The Definitive Guide to the Paratrooper Unit (German Faction oriented)
By Bad Wolf
In this guide you may find everything there is to know about the paratrooper unit, both on how to properly use it and be effective while doing so. NOTE: Some parts, as the weapon customization or the camo selection are german faction specific.
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Opening Remarks
Why I am making this guide
The Paratrooper Unit can be a very effective one not to mention a force that can really turn the battle around when used correctly. This is why I am making this guide, to pass my knowledge down to all you new paratrooper recruits, so that you all may be of use to the Reich, the Union or the States.
Table of Content
Here is the table of content that the guide will consist off, so that you may skip to a certain part if you may want to.

  • INTRODUCTION
    A few words about the unit.
  • PARACHUTING: ON THE PLANE
    Everything about the preparation before your fall
  • PARACHUTING:THE FALL
    Everything about your fall
  • COUNTERING THE AA DEFENCES
    How to prevent your demise from ground defences
  • DEPLOYMENT:WHERE AND WHY
    What roles you should carry out as a paratrooper and where you should place yourself to do so
  • ON THE GROUND:CORSE OF ACTION
    The actions you should take once on the ground
  • WEAPONRY AND MODIFICATION THEREOF: INTRODUCTION
    A few words about the available weaponry and the modification procedure
  • WEAPONRY AND MODIFICATION THEREOF: SMGs
    Everything you need to know about the submachineguns
  • WEAPONRY AND MODIFICATION THEREOF: RIFLES
    Everything you need to know about the rifles
  • WEAPONRY AND MODIFICATION THEREOF: LMGs
    Everything you need to know about the LMGs
  • WEAPONRY AND MODIFICATION THEREOF: PISTOLS
    Everything you need to know about the pistols
  • OTHER EQUIPMENT: INTRODUCTION
    A few words on the available equipment, other than the firearms.
  • OTHER EQUIPMENT: GRENADES
    Everything you need to know about fragmentationgrenades
  • OTHER EQUIPMENT: MINES
    Everything you need to know about mines
  • OTHER EQUIPMENT: AT GRENADES
    Everything you need to know about Ant-tank grenades
  • OTHER EQUIPMENT: MELEE
    Everything you need to know about the melee weapons
  • COMBAT BADGES (PERKS)
    Everything you should now about the perks you should use as a paratrooper
  • CAMOUFLAGE SELECTION
    Everything you should now about the camouflage selection.
Introduction
A little about the unit
The paratrooper unit has always been used as infantry that can directly be delpoyed on the objectives of the battle or behind enemy lines, therefore essentialy skipping over the enemy defences and attacking them directly or even from behind, and eventualy overwelming them. In the game the paratrooper does act in that sence, but not quite. The roles the paratrooper unit can carry out in this game will be explained later on in the

guide. For now let us indulge on taking you through the corse of how to properly land on the objective from your plane by performnig the fall.

Parachuting: On the Plane
The Transport vehicle that will be delivering you to the battlefield is the Junkers JU .52/3M a reliable german trimotor aircraft. Both an inside view from 1st person and outside view from 3rd person are available to you. It is highly advised you stay on the 3rd person view at all times, as that view provides you with the most awareness of the battlefield and the dropzones possible. By default the plane will be going over a set of dropzones ( including some set directly on the cap zones ) marked with the symbol

Once you choose a location you want to deploy on from the tactical map and spawn on the plane, the pilot will make plans to fly over the dropzone you want to deploy on. The location you want to deploy on will be marked with the symbol
.
Note that if more than one troopers are on the plane and they dont have the same location requested as you, the pilot will be flying through all of the destinations requested. This means you will oftentimes have to wait some time for the plane to fly over your destination. You can tell over which location the plane is currently attempting to fly over by the flashing symbol
.
As the plane gets closer it will start to count down the distance from the target in the following fashion up to 350 meters after which it will tell you jump. ( NOTE: If the location is the one you opted for to deploy, it will say Nearing Chosen Dropzone, if it is another random one it will just say Nearing Dropzone. Do not get confused and jump over the wrong location. ). However if you jump right when it advices you to (I.E. right above the dropzone) you will be landing way ahead of the actual location due to the momentum of the free fall, which is something that might be desired or not, depending on what role you want to carry out when on land ( See DEPLOYMENT part for the roles). If it is something not desired and you actualy want to land on the specified dropzone my advice is to jump at the 350 meters notice. If you jump then, you will fall almost directly above the objective.

USEFULL TIPS
  • Inspecting your Plane
    It is adviced that you don't instantly and mindlessly spawn on your plane, as it might be under heavy fire, and on the verge of being shotdown and so spawning in it will resort to certain death. Instead you should inpsect it from the tactical map, and if it is indeed ready to be shot down, wait for it to be destroyed and deploy in a bran new plane. You have unlimited plane tickets (I.E. Plane lives) so theres really no reason not to perform this precautionary step.

  • Bailing
    If your plane is below 2/5ths of its health (as shown in the picture) and is not on the final line to pass above your chosen dropzone, you should bail immediatly. yes it will be a walk to the nearest objective but if you choose to stay in the plane it most likely will be shot down outside the limits of the map, preventing you to bail and leading to your certain demise.

  • Target of Opportunity
    Choosing to deploy on a certain dropzone does not bind you in any way to go through with it. If along the lines, you see from above an objective that now needs your attention more, or if you think you can successfully deploy on your chosen location without having the pilot fly directly above it you can and should take initiative.
Parachuting: The Fall
You are now out of the plane and are performing the fall that will get you on the ground. First of all, what you should know is that the fall consists of two parts, the free fall and the parachute maneuvering. The free fall is performed without the parachute opened, during which you have no control over your movement and will be able to travel the longest distance at the fastest speed, while at the same time being next to impossible to shoot down, since you 'll be to small and too fast of a target to take out either by AA or small arms fire. The parachute maneuvering is performed at about 50 meters above the ground, when your parachute will automaticly open. During this step you 'll have full control of your characters movement, allowing you to make the final adjustments to safely and accurately land in the desired loaction. However during this step you are very easy to shoot down. Travelling at very low speed and clearly visible by your now vertical silhouette and big parachute you are an easy prey for the aformentioned ground defences.
Countering the AA Defences
Introduction to the AAs
First of all some information on the AAs themselves. There are three dfferent AA turrets in the game, one belonging to each faction.
These are:
  • 2 cm Flakvierling 38
    The most powerfull Anti-aircraft gun in the game, the Flak fires 2 shots at ince and is only limited by its very low firing speed and lack of precise sights. Therefore it is the easiest AA to dodge fire from as the paratrooper




  • M55 Quad
    The Quad, is the american AA gun in the game, sporting generaly low damage but being able to dish out significant DPS thanks to its high rate of fire. Its precision scope combined with the high firerate make this a deadly weapon against paratroopers





  • Maxim M4 Quad
    A compromise between the american and german counterparts, the Maxim, the russian anti air gun in the game, has a decent fire rate and does good damage. Its lack of precision scope and slower fire rate (in contrast to the Quad) make it less lethal than the Quad, but is still more fearsome than the Flak, as far as paratroopers are conserned, and is a force to be reckoned with.



Countering them

There are several way to counter the defences against paratroopers.
  • The Free Fall Badge
    Equiping this badge (obtainable easily at Parachute Ribbon 1) will allow you to decide when to iniciate the maneuvering part of your fall, allowing you to greatly extend the free fall part of the fall and in this way minimize the time of exposure to ground defences.

  • Fancy Maneuvering
    By moving unpredictively in the maneuvering part of your fall, you 'll be successfully throwing ground defences off their aim, preventing them in this way to take you out before you can land. The two techniques I have found to be the most effective are: a) leaning towards left and then suddenly changing to leaning right, alternating this pattern constantly.b) keep moving your mouse left or right, making your character perform a litle circle that is sure to make the AA or footsoldier work for their kill.

  • Taking Advantage of the AAs lack of FOV
    The AAs unless put in 3rd person view (where they also can not shoot) will have a very limited field of view. If you see an AA firing at a certain direction and you try and land somewhere behind it, it is very likely it will not notice you. Here is a relevant picture indicating the line of sight of an AA.













  • Tree-Hugging
    Another unconventional tactic you can use to prevent the AAs from shooting you down is that of Tree-Hugging. As soon as your parachute opens, you should look for the nearest tree near you, and then proceed to stick yourself against it and descent parallely to its trunk. In this way, the folliage of the tree along with the tree's trunk will completely cover you and render the AA unable to shoot you down. The fact that most trees are quite tall in the game, and the fact that you open your parachute and become exposed at a mere altitude of 50 meters, means that if you employ this tactic, you will only be exposed for mere seconds, making this tactic very effective.
Deployment: Where and Why
The paratroopers are the most flexible unit in H&G when it comes to where they can deploy and go, being able to reach unreachable otherwise locations like rooftops and deploy behind enemy lines as well as safely deploy within objectives that are seeing heavy combat. There are 4 deployment points ( and 1 wildcard ), I have found, that make the most out of the paratroopers usefullness, not only providing him with the ability to help the team but also achieve a high personal score. These are the following as indicated in the picture below

  • Defence
    The optimal deployment for defending the objective from incoming enemies. Just a little further from the actual objective and hidden in a descrete place you 'll be able to take out enemies that are arriving at the doorstep of the ovjective either by vehicles or on foot.

  • Emergency Defence
    The deployment you are going to be opting for when your team has been pushed back from your team-controlled point and the enemy is attempting to cap it. Landing inside the objective on a discrete place will stop the attempted cap of the enemy or stall it, giving your team time to reach the objective and recap it and also provide you with the ability to take out unsuspected enemies, that didnt expect anyone to be in the point, something that will also hinder the enemy from successfully capping as they ll be running out of combat power.

  • Offence
    The optimal position to take in order to assist your team take controll of an enemy-controlled point. Similar to the "Defence" placement, taking a stand a bit ahead of the objective that your team wants to cap, will grant you the ability to take out incoming enemies, coming to reinforce their point, giving therefore your team advantage in man power and ultimately granting your team a succussfull cap. NOTE: The further you position yourself the more unprepaired the enemy will be but the closer to their spawn you 'll be, making you more of a target.

  • Assault Offence
    When your team is on the verge of capping the objective, being hindered by some last defence forces, you should be opting to land directly on the objective to provide more man power and potentialy take out enemies located in unreachable places to your team such as attics

  • Wildcard: Saboteur
    Within this role instead of helping your team with the defence or offence of the objectives you 'll be helping your team get an overall advantage over the enemy by eliminating enemy armor and enemy transport units, weakening in this way the enemys momentum and supressive abilities. To carry out this role you should be either deploying directly on enemt armor positions and taking them out with mines or AT grenades or deploying on the enemy spawn (usually is the objective right behind the enemy objective that your team is currently trying to cap ) and placing mines on the roads to destroy enemy transport vehicles as well as spawning armor.
On the Ground: Corse of Action
1. Choosing a droppoint
As mentioned multiple times in the previous part it is importnant that you land in an area that is
relatively descrete and that wil provide you with a clear sight of the enemy. Such loactions are
Rooftops, behind fences or trees etc.













It is also important to have an exit plan, as these positions will a) most likely wont last you long before the enemy becomes aware of you, b) the enemy might even spot you trying to get there before you even land and will therefore start shooting right away. It is also important to be ready to change your drop location based on enemy ground movement. If you notice too many enemies accessing the location you want to drop on it is better you opt to drop somewhere else. This decision should be immediate and based on constant observation of the battlefield under you.



2.Choosing a position
The location on which you will drop will serve well for taking out some few unaware enemies, but sooner or later given its open nature you are going to be made and without much cover get killed. This is why after successfully landing and maybe taking out some targets of opportunity you should proceed to finding a more descrete location that will serve your purpose to the outmost while providing at the same time good cover. These locations can vary depending on what role you are currently trying to pull off. So for example a good position for the "Defense" role would be in a bush and a good position for the "Emergency Defense" role would be an attic or behind a door.
























3. Choosing your battles and picking your fights
As a paratrooper, a man on a mission, usually operating alone in the midst of enemies ( in the game at least ) it is important that you do not get made and also do not get outgunned. This is why you must choose your targets carefully. If you see someone on a motorbike for example already gaining momentum, shooting at him will serve no purpose as you will most likely not get enough hits on him to kill him and the sound you made might alert enemies. The risk as you can see is not worth the gain. Picking your fights is also important. For example, if you catch a tank at the enemy spawn, even if the tanker opens his hatch for a short time you shouldnt attempt to kill him as he 'll most likely respawn right back there, and start shooting at you with his tank, thereby outgunning you, and also alerting his nearby allies. Similarly if you see a group of enemies you shouldnt attempt to engage them unless you are sure taking out some of them wont alert the rest to your presence or at least wont let them know your exact position. Of course this advice should be taken with a grain of salt. The more careful you are, the better chances of surviving you 'll have but at the same time, you wont achieve an exceptionaly high score. The more careless you are the more kills you 'll get overall, thereby achieving a better score. You will be dying alot more however. Depending on whether you are more intrested in overall kills/score or a better K/D you shoud adjust your actions accordingly.

4. Controlling the recycling of enemies
You made a successfull landing, have now found a good position and are taking out enemies. Sooner or later all the enemies that you have killed because they were unaware of you will have respawned and will be coming bck, aware of your position now ,thanks to the killcam, seaking revenge. It is therefore vital that after you kill 5 or 6 enemies you relocate to a new position that will provide you as much cover and the same line of sight to your objective as the previous one. From now on you should also be looking back at your previous locations from time to time to see if any enemy is under the impression you are still there and is trying to flank you. Repeat this pattern after each 5 or 6 kills and you should be golden.

5. Switching roles; Moving
During the battle you will find yourself multiple times required to perform a new role before you have to respawn. This will often times require you to leave your position and move somewhere else to perform your new role. Luckily all possible role-points are located quite near to one another, but should you find yourself in need to move a substantial distance, or travel very quickly a short disance so that you dont get shot, you should find yourself a vehicle. The best vehicle in the game is the Motorbike as it provides speed and also makes you a difficult target to shoot at. You may either scavange an enemy motorbike or get a ride from an ally. Same you can do with the cars, however they are slower and a bulkier target, therefore they are not as prefered. Should you be unable to get a ride or scavange an enemy vehicle theres still the last ditch option of using one of the neutral vehicles either the bike or the civilian truck. Both are highly ineffective however as the truck is too easy of a target for enemy armor and the bike too easy of a target for enemy infantry. You should for this reason only resort to them at the highest of emergencies.



6. Resuplly Locations:Be Aware
GIven the low amount of ammunition you are allowed to carry as the paratrooper and the fact that you might get badly injured by enemies while trying to land, it is vital that you know where default supply crates are located but also keep an eye out for supply crates of opportunity that may be found on vehicles.

Weaponry & Modification Thereof: Introduction
Introduction to the weaponry
A variety of firearms is available to the german paratrooper, each with its own pros and cons providing you with a suitable choise for every situationyou may find yourself in. Each weapon has the ability to be modded with special parts that may increase or dicrease some of the following weapon atributes:


Damage

Range
Accuracy

Stability
Rate of Fire

This modiciations are Divided in Categories, which are:




For a weapon to reach its full potential and effectiveness it must be modified to its fullest and in a correct manner, an an incorrect combination of modifications may result in the weapons performance not improving drasticly, while still comsuming big amount of points.
Weaponry & Modification Thereof: SMGs
Available Submachineguns:




Most Suitable for the Role: Emergency Defence , Assault Offence

The subamchineguns are the paratroopers best bet for when it comes to close range engagements. With both submachineguns of the german faction being significaly more accurate and stable than their counterparts they can also be very deadly in mid-range, proving therefore an overall good all-rounder choise with an inclination for close-range combat. THe modifications available for the SMGs are as followed:






DMW FUCHS
A modification that buffs the weapons range, accurasy and stability at the cost of soem minor damage.




WULFF ENGEL
A modification that buffs the weapons damage at the expense of some stability, range and accuracy.




WULF FAUST
A modification that significaly buffs the weapons damage at the cost of significant range, stability and accuracy decrease.










FIELD ADJUSTED SIGHT
A modification that outright increases the accurasy of the weapon without having any sideeffects











FIELD TRIGGER JOB
A modification that increases rate of fire at the cost of some stability.




MARKSMAN TRIGGER JOB
A modification that increases the fire rate of the weapon even more than the Field Trigger Job, this time at the cost of accurasy.










HEAVY SPRING
A modification that increases stability and at the same time decreases fire rate.





LIGHTENED SPRING
A modification that decreases stability but increases fire rate.





LIGHTENED BOLT
A modification that at the expense of range increases fire rate.











STAINLESS STEEL BARREL
A modification that increases range but subtracts from stability





  • MODDING THE MP34

    The MP34, while boasting good accurasy, control, and rate for fire for a starter SMG, lacks in ammo capacity, with only 20 rounds per magazine. This is why its best moded for making the most out of these few rounds. First of all you should apply the Field Trigger Job and the Lightened Spring to increase the weapons rate of fire from the laughable 514 rpm up to the very decent ( For an SMG ) 654 rounds. Applying the Field Adjusted Sight will equalize the accurasy decrease you got from the Lightened Spring, leaving you with only a negative effect of some stability, something not really important for an SMG. Moving on giving the weapon the Wulff Engel ammunition will drasticly improve the weapons damage, allowing you to make the most out of the weapons very small ammo capasity of a mere 20 rounds.Further adding the Stainless Steel Barel on the weapon, will make it so that the damage drop off is extended, allowing you to quickly take down enemies up to 25 meters. The barel does come at the cost of some stability however, so if you find that the weapon becomes too unstable for you, feel free not to not use this modification. Just make sure that in this case, you stick to really close range engagements. To sum up your fully modded weapon should now look like this:
    Economy Order:
    If you find fully modding your weapon is too costly for you, here is the order of importance on what modifications you should go for before the rest: Field Trigger Job > Lightened Spring > Field Adj. Sights > Wulff Engel > Stainless Steel Barel


    ALSO NOTE: The Lightened Spring, while superior to the Lightened Bolt, comes really late in the Weapon ribbon, so it will be quite a while before you gain access to it. Until then, feel free to use the Lightened bolt instead, as it acts almost identicaly, with the only exception being that id adds some loss in range. This is also valid, when moding the MP40




  • MODING THE MP40

    The MP40, being the top-tier SMG of the german faction, can be one of the deadliest and best weapons in the game if modded correctly. I have personaly found it is most effective when moded in either of the following fashions:

    DAMAGE BUILD

    This Build focuses on maximazing damage output while at the same time keeping a good balance between the other stats. First of all you must apply the Field Trigger Job and the Lightened Spring to increase the rate of fire to 720 rpm. Moving on to the ammo type, Wulff Faust should be used, to increase the damage to the outmost. The Field Adj. Sights should also defenetely be added, to even out some of the accurasy lost to the Faust ammo and the Lightened Bolt. Lastly, adding the Stainless Steel Barrel is also very important, to secure a 3 hit kill, up to a decent range. This is how the weapon should look using the build:
    Ecomony Order: Field Trigger Job > Lightened Spring > Wulff Faust + Field Adj. Sights ( Without the Sights using Faust ammo will result in underwelming resuts ) > Stainless Steel Barrel


    PRECISION BUILT

    This Built aims for maximazing precision, making the weapon ideal for mid-range but also very viable for close-range due to the high chance of bullets finding the target. Once again, apply the Field Trigger Job and the Lightened Spring to achieve an RPM of 720m, most optimal for an SMG. Then proceed to add the DMW Fuchs, which will benefit the accurasy, stability and range of the weapon, at the cost of some minor damage. Due to the high accuracy provided by this ammo type, the Field Adj. Sights become optional, but still retain their usefullness non the less. The Stainless Steel barrel, also becomes completely useless, as the slight range buff it provides to an already range heavy build, does not offset its inpact on stability, so do not use it.
    This is how the weapon should look when it is modded
    Economy Order:
    Marksman TriggerJob > DMW Fuchs > Field Adj. Sights
Weaponry & Modification Thereof: Rifles
Available Rifles:

















Most Suitable for the Role: Defence , Offence

The only rifle available to the german paratrooper is the G43. For those mid-range firefights the paratrooper will find himself engaging in on the defence or offence role the G43, especially when moded, truly shines. However its performance even when moded is underwhelming at close range, and therefore such situations should be avoided as much as possible when using this weapon. The modifications available for this weapon are as followed:






S.m.K. HART
This modification offers the boggest damage buff, at the cost of significant range, accurasy and stability.




s.S PATRONE
This modification offers some basic damage and range increase at the cost of some accurasy and stability.




ANSCHUSSPATRONE s.S.
This modification offers good damage, range and accuracy buffs at the cost of some stability.











FIELD ADJUSTED SIGHTS
This modification offers an increase in accurasy at no cost to other stats





ZF-4 SNIPER SCOPE
This modification applies a physical 4x magnification sniper scope onto the rifle, without it affecting any atributes of the weapon










FIELD TRIGGERJOB
This modification offers an increase in the rate of fire of the weapon at the expense of stability.











LIGHTENED SPRING
This modification gives a buff to the fire rate of the weapon while at the same time negatively affecting its stability.



HEAVY SPRING
This modification increases the stability of the weapon but decreases the fire rate.











STAINLESS STEEL BARREL
This modification offers some extra range but has a negative impact on the stability.





SCOUT II-s BARREL
This modification greatly enhances damage and range, at the cost of some precision and stability






Moding the G43

I have found two efficient ways to mod the G43, each focusing on different range scenarios. These are:

  • The Short- to Mid-Range Build
    The G43 is best moded in this case for maximum damage output while still maintaining a decent amount of precision and rate of fire. Firstly the Field TriggerJob along with the Lightened Spring should be applied so that the fire rate can be increased to its maximum, that of 342 RPM. If you find that the stability decrease with these modifications is too much, feel free to leave one out, but I personaly havent found myself minding it very much so I leave both on. In addition, the application of the Anschusspatrone s.S. ammunition should increase the damage quite extensively, while also giving added precision and range. Morever, adding the Scout II-s Barrel will bring the damage output way above 50 per hit, thus granting a certain 2-hit kill. Having the Field Adjusted Sights is optional, but the extra accuracy is useful in outweighing the precision loss from the addition of the Scout barrel, so if you can afford it add it as well.

  • The Mid- to Long-Range Build
    In this case we will focus around getting the most out of the scoped version of the G34. First of all it goes without saying the first modification you should apply to the weapon should be the ZF-4 Sniper Scope. Secondly, the Lightened Spring should be applied so that the fire rate can be increased to a point where you will be able to do quick follow up shots. The Field Trigger Job is not needed, as the extra fire rate will go to waste, and the stability debuff will affect the weapon too much for the little advantage it presents in this case. For the Ammo, the Anschusspatrone s.S. should be the brand you go for, is that presents the best range and accurasy buff, both stats very important for the build. Lastly, the addition of the Scout II-s Barrel will grant the rifle the ability to 2-hit kill, well up to 100 meters.

The weapon should look like this at its final moded form when modded in either of the fashions. The first picture shows how the weapon should look like when modded accoridng to the The Short- to Mid-Range Build, while the second one shows the weapon when modded according to the Mid- to Long-Range Build:
Economy Order:
Lightened Spring > Ansch. s.S. > Scout II-s Barrel > Field TriggerJob > Field Adj. Sights.














Economy Order:
ZF-4 Scope > Scout II-s Barrel > Ansch. s.S. > Lightened Spring
Weaponry & Modification Thereof: LMGs
Available LMGs:
















Most Suitable for the Roles: All Roles { - Saboteur }

The only LMG available for the paratrooper is the FG42, that in it of itself is not really a light machinegun but rather a rifle with the capasity for automatic fire. It was in such a way designed that it could fulfill the role of rifle for long-range engagements ( especialy when issued with a scope ), a lightmachinegun for when supression of the enemy way needed and a submachinegun for those close-range engagements. In the game the weapon is most effective at mid- to close-ranges with the ability pull its weight at very long or very close combat situations. It is a very effective all-rounder weapon. The available modifications for hte FG42 are as followed:






S.m.K. HART
This modification offers the greatest increase in damage, at the greatest cost of range, stability and accuracy.




s.S. PATRONE
This modification provides a reasonable damage and range buff at the cost of some stability and range.




Anschusspatrone s.S.
This modification offers an improvement upom damage, range and accuracy while having at the same time a negative effect on stability.










FIELD ADJUSTED SIGHTS
This modification inceases the accuracy of the weapon at no extra cost.





ZF-4 SNIPER SCOPE
This modification adds a physical 4x magnification sniper scope to the rifle, without affection any of its atributes










FIELD TRIGGERJOB
This modification increases the rate of fire and decreases stability.











HEAVY BOLT
This modification positively impacts damage and range at the cost of stability and rate of fire.




HEAVY SPRING
This modification buffs the weapons stability at the expense of the rate of fire.




LIGHTENED SPRING
This modification increases the firerate of the weapon at a small cost of some range.











STAINLESS STEEL BARREL
This modification offers some extra accurasy at no extra cost.




CHROME LINED BARREL
This modification buffs both the damage and the range of the weapon at the expense of no other atribute.



KOENICH FJ-S BARREL
This modification buffs both range and precision but decreases fire rate and stability.






Moding the FG42

I have personaly found 2 specific builds that make the most out of the Fg42, each specializing in difference situations and ranges. These are:

  • The Short- to Mid-Range Build
    The FG42, sporting a terribly low ROF by default for an automatic weapon, if intended for use in short to mid ranges, is best moded for better rate of fire while at the same time for better damage, with the lowest negative impact on the other atributes as possible. First of all, you must apply the Lightened Spring, a part that will bring the ROF to the decent and reasonable number of 600 RPM, at the mere cost of some range. Then, add the Fast Trigger which at the expence of some stability, will bring the fire rate to the most satisfactory 720 RPM. Moreover, adding the Chrome Lined Barrel will equalize the range reduction while at the same time providing the weapon with some extra damage. For the ammo type, you should go with Anschusspatrone s.S. as this brand will offer the most damage, range and accurasy increase. Adding the Field Adj. Sights sight will also increase the accuracy, a much wellcomed buff for an LMG. The weapon should now look like this:
    Economy Order: Lightened Spring > Fast trigger > Chrome Barrel > Ansch. s.S. > Field Adj. Sights.


  • The Mid- to Long-Range Build
    The FG42, if now intended for use in mid to long ranges, is best modded for accurasy so that you can be precise while using the sniper scope, low ROF so that it can be fired scoped while fully auto without having it jump all around, and for as much damage and stability as the build allows. First of all, it goes without saying that the first mod you should be applying is the ZF-4 Sniper Scope as that will allow you to take precise aim at targets both in mid and long ranges. In addition, applying the Stainless Steel Barrel while increase the much needed accurasy that this build relies on. Next up, going for the Heavy Bolt internal piece will increase the damage and the range, both much welcomed buffs, while at the same time bringing the ROF down to 423 Rpm, a very controlable fire rate that will allow you to shoot the weapon full auto while scoped. For the ammo, Anschusspatrone s.S. is again prefered as this brand will offer you accurasy, range and damage, all important to the build. Here I advice not to go with any trigger upgrades, as increasing the fire rate, especially at the cost of other atributes, will be counter intuitive to the build. This how the build shoud now look:
    Economy Order:
    ZF-4 Scope > Stainless Barrel > Ansch. s.S. > Heavy Bolt
Weaponry & Modification Thereof: Pistols
Available Pistols:


























Suitable for the Role: Wildcard

Pistols in this game are the definition of moderation. They are completely average, sporting only semi-auto fire, average damage, accuracy and range, and they will most likely get outclassed by any other weapon in their respective field of engagement. However when fully moded and used by an experienced shooter they can pull their weight, and oftentimes you can catch the enemy off guard with them not expecting you to pull such a weapon out. The main reason you 'll be using them possibly however is so that you can use the newly available extra space to carry AT gear, enabling you to become a saboteur. The available modifications for pistols are as followed:






WULFF FAUST
This modification offers the best damage increase, at the costly expense of accurasy, range and stability.




WULFF ENGEL
This modification offers lesser damage buff than the Wulff Faust, but also has a lesser impact on range, accuracy and stability.




DMW FUCHS
This modification boosts range, accuracy and stability but has some minor impact on damage.










FIELD ADJUSTED SIGHTS
A modification that offers a basic accuracy boost and has no negative impact on any other atribute.





MATCH SIGHTS
This modification offers an even bigger accuracy boost than the Adj. Sights and also has no negative effects.









FIELD ADJUSTED TRIGGER
This modification offers an increase in firerate but decreases the stability of the firearm,




HAIR TRIGGER
This modification is similar to the Field Adj. Trigger, but has a bigger positive impact on the firerate.



MATCH TRIGGER
This modification offers a ROF boost as well, but instead has an impact on accurasy.










PISTOL LIGHT BOLT
This modification offers an ROF boosr but takes a bit off from the effective range of the weapon.





PISTOL HEAVY BOLT
This modification offers a damage and range boost but decreases the fire rate of the weapon.





PISTOL LIGHT SPRING
This modification offers an upgrade over firing speed but decreases the weapons stability.





PISTOL HEAVY SPRING
This modification offers improved stability at the cost of some rate of fire










STAINLESS STEEL BARREL
This modification improves the range of hte weapon but has a negative impact on its stability.





CHROME LINED BARREL
This modification acts exactly like the Stainless Steel Barrel, but has bigger positive effects on the range.





  • Moding the C96

    The C96, while being the worst of all 3 pistols in atributes, is the only pistol to sport a 10 round capacity, making it the best at hip firing your way out of an engagement, so the build focuses on keeping high accurasy and fire rate, while also offering good damage. Firstly, you should choose the DMW Fuchs as your ammunition type as that will give you the much desired buffs in all important atributes for the build. For the internal, you should go with the Light Pistol Spring for that extra ROF, and for the same reason, for the trigger you should opt for the Match Trigger, which provides the best ROF buff, out of all the triggers . For the the sights, the Match Sights give the best accuracy. Finaly, for the barrel go with the Chrome Lined Barrel, to give you the ability to deal good damage, from safe semi-distant positions. This is how the weapon should now look:


  • Moding the Luger P-08

    The Luger P-08 is a direct improvement over the C96. Sporting better damage, better ROF and better range, its only disadvantages to the C96 are that is has 2 rounds less in the magazine and it has some more recoil. Therefore it is best modded for significant damage and good rate of fire. Firstly its vital you choose the Wulff Engel ammunition type as that will provide a good damage buff, with not too much of an effect in the other attributes. For the trigger the Match Trigger is again prefered, as it is the only one of the three trigger mods to incrase the weapons ROF to 600 RPM without hindering range or stability. For the internal go with the Light Pistol Spring, as it will provide you with even better ROF, only at the small cost of some range. For the sight, the Match Sights, again will prove the most helpful. For the barrel, go with the Chrome Lined Barrel, to offset some of the range losses due to the addion of the aformentioned enhancements Here is what the weapons should look now:
  • Moding the P38 Parabellum

    The P38 is the best out of all 3 pistols, boasting great damage, stability, range and accurasy. It is therefore viable in the following 2 customized builds:

    The damage build

    This build focuses on dealing the most damage possible with a handgun. First of, First of Wulff Faust should be used as the ammo type, along with the Pistol Heavy Bolt, to maximize the damage output. Additionaly, the Match Trigger should be applied, to offset the ROF decrease from the heavy bolt. The Match sights should also help with countering the accurasy loss form the Faust ammo. Lastly, applying the Chrome Lined Barrel, will give a much welcome buff in range, allowing you to shoot from further away at targets. This is how the end build should look like:
    The all rounder build

    This build will focus, in keeping a fine balance between all atributes, making the weapon, essentialy a poor man's SMG. It is a carbon copy of the Luger Build, except that it uses the Light Pistol Bolt and No Barrel, so as not to attract too much instability. This is how it should look in the end:
Other Equipment: Introduction
If equiped with a pistol, the paratrooper can now have access to a plethora of equipment that can aid him and his team in battle. This equipment consists of fragmentation grenades, especially useful for supressing the enemy, and clearing out buldings, AT mines and AT grenades, the perfect weapons to take out tanks, as well as melee weapons, useful for those close quarters engagements. We shall be going over each individual category below.
Other Equipment: Grenades
Grenades as in any other game are a great way to supress the enemy, clear out rooms infested with enemies and take out unsuspected enemies in a bulk. Your standard issue M24 grenade does the least default damage of all grenades, but can be thrown the furthest. To compensate for that, the 24 Fragsleeve is your next upgrade, and can be thrown just as far as the 24 grenade but also do the most damage of all grenades in the game. It is only limited by its small blast radious and its high maintenance cost. Eventually enemy grenades will also be made available to you. The russian RGD grenade has the second best damage in the game, right after the 24 fragsleeve, a moderately good throw distance, but also the second worst blast radious after the 24 fragsleeve. The american MK II grenade does a bit more damage than the german one, has the same blast radious with it, but has a very short throw-distance, the worst in the game. Depending on the use that you want to make of your grenades, you should pick one accordingly.
Other Equipment: Mines
Your standard issue mine is the Tellermine 42. Mines are a cheap and effective way to hinder enemy vehicle movement, by placing them on roads or enemy spawns. Alternatively you can put them near stationary vehicles ( as close as possible ) at a bulk and by shooting at them cause the vehicle to explode. They can therefore essentialy also act as a semi-effective way of destroying vehicles at will. The mines for all 3 nations share the exact same stats, so you should stick to the mine of your faction for economy.
Other Equipment: Anti-Tank Grenades
Anti Tank grenades are the most effective way infantry units have to deal with tanks, each faction sporting a unique design. Your german H3 grenade, has the ability to do garantied (a bit more than 1000 in number) damage to tanks, assuring you a 2-grenade kill on almost all tanks. Its only drawback being it must be placed directly on the vehicle and also charged for some seconds. The american No.74 Sticky grenades also do fixed damage ( a bit more than 500 in number ) to vehicles and can in the contrary to german grenades be thrown on the tank. The only disadvantage is they dont do that much damage and so multiple are required to take vehicles down. The russian RPG-43 grenades, while being able to be thrown on the tank like the stickies, do not do fixed damage but rather damage the vehicle in persentages based in its armor thickness. Therefore while only 1 might be required to bring down a light tank, up to 4 might be needed for a heavy tank. It really comes down to preference which one you use, as all can be effective.
Other Equipment: Melee
Melee weapons are a great way to silently kill enemies without their allies noticing their demise, as well as a usefull backup for when you run out of ammo in a CQC scenario. There are two melee weapons available to the german paratrooper:

  • The Schanzzeug Shovel
    Your Starter melee weapon, the shovel is a good way to get you started. All shovels, both your starting one and the enemy ones share the same values.










  • The Seitengewehr 98 Bayonet
    This bayonet is almost a direct upgrade fom the shovel. It does more damage and has a faster recover rate, meaning you 'll be able to spam it faster. However its one disadvantage when it compares to the shovel is the fact it has significaly less reach, something that you should take into consideration.

Combat Badges ( Perks )
INTRODUCTION
Many badges are available in the game, each granting the player a passive or not bonus, but only some of them are really of any use to the paratrooper. These are the ones I personaly have found to be the most worthy of using:





HEAVY SET
Heavyset, Especially when gold, can really be a great aid to up the odds of your survival in the battlefield. You 'll be able to more effectively survive AA fire during descent, not get one-shoted by OHK rifles and also last longer if you land in an area with no supply depots.










NIMBLE
Nimble can be a very usefull Badge for certain roles, as it will allow you to sneak more effectively and leave enemies completely unaware of your presense.












HOARDER
Hoarder can be a useful badge to the paratrooper as his limited equipment points mean he 'll be deploying with limied ammunition, and having this badge can greatly assist you hold your ground when ammo depots are not in the vicinity











POINTER QUICK FIRE
This badge can really make the difference between life and death in a CQC fight, as having the ability to hip-fire accurately and at the same time use footwork really gives you a big advantage. The badge is most useful with the pistols and the SMGs.










FAST RELOAD
This Badge can help you greatly avoid some ackward situations where you are cought reloading. It too can make the difference between life or death.












DYNAMITE LOVER
When going for the Saboteur Role, having access to mroe explosive equipment can greatly increase the damage you can do to enemy vehicle units.













IRON FIST
As the dynamity lover, this badge is of great use to paratroopers that act as saboteurs. Being able to output more damage means you 'll be needing less explosives for each vehicle kill and will therefore be able to use the spare equipment on other vehicles. It can also mean that you 'll be able to actually kill some vehicles with alll your equipment that you couldn 't before, because your explosives did too little damage







TIGHT GRIP
A badge especially useful for weapons with high recoil, like the FG42, this badge greatly aids you to keep your aim and precision.













PARA-TRAINING
This badge decreases the respawn time for your soldier (only for paratroopers). I personaly don't find the waiting too unbearable, but if you find the ability to spawn faster vital, by all means use it.












FREE FALL
Perhaps the most useful badge for the paratrooper. It will allow you to choose when to open the parachute instead of having the game do it automaticly at the fixed altitude of 50 meters. This can greatly help you maneuver your drop better (by opening the parachute early), avoid AA fire and also descend faster (by opening the paraachute late). Some will have you believe it is a must. While certainly a big help, I have found that an experienced paratrooper can cope quite well even withoout it, and so having some other badge that can not be replaced by skills is better overall. If however you have a veteran membership one of the 2 badges should definitely be this one.
Camouflage Customization
There are several camouflage patterns you can choose to outfit your paratrooper with. These are:














However I have found none to be of any particular use. Brown, Green and Grey Splinter offer little to no coverage, as the variety of different colours on them prevent you from blending in with any enviroment. The Tan camouflage can be useful on certain terrains, but can be a great hinderance in others, as it will make you immediatly stick out. This is why overall I prefer not to equip any of the camouflages. I have found the default skin to be the best all-rounder. However if you are going for the looks, then by all means pick whatever camouflage you want.
Closing Remarks
This about sums up the guide. Thank you for reading, and if you did find it helpful please rate it, and/or favourite it for future use. If you have any additional information you would like to be added, or if you found a mistake you wish to be corrected, by all means leave a comment down below.

Thank you again, and I hope to see you all in the battlefield.
BAD_WOLF.














96 Comments
KLMS 24 Nov, 2021 @ 10:40am 
It's very accurate !
MichaelTheM1A2Abrams 27 May, 2017 @ 11:31pm 
Tbh I owe my life (in game) to the Luftwaffe and Fallschirmjäger, I've been in games where it's just been my squad and I and we went up against a whole team of ruskie infantry and armor but they had no planes or paratroops… long story short we won the game spectacularly, BF-109s can bomb the hell out of anything and para troops are there whenever you need them.
JoYourBro 3 Mar, 2017 @ 7:47pm 
good job with this guide
kirk909 2 Nov, 2016 @ 10:45pm 
Very well done! Thank you for your effort!
Starson 12 Sep, 2016 @ 8:08am 
Feel free, we say it all the time in my FJ Regiment.
Bad Wolf  [author] 12 Sep, 2016 @ 8:06am 
Hehe, I might have to steal that :)
Starson 12 Sep, 2016 @ 8:04am 
Paratroopers have 12 slots natively, but we use up 6 slots carrying the rest of the team. :)

Great guide!
Bad Wolf  [author] 1 Aug, 2016 @ 4:14pm 
6 if memory serves.
SublimeSlimeTime 1 Aug, 2016 @ 3:26pm 
how many Equip. points does the para have?
Passance 29 Jul, 2016 @ 5:44am 
That was all I asked for. Well done on being mature enough to take advice.