The Deutsches Afrikakorp has the most vehicle-orientated roster in Company of Heroes 3, with a wide range of light, medium, heavy, and support vehicles to choose from. To complement this playstyle, all of the faction's infantry squads can repair vehicles and gain benefits from fighting alongside them.
The Deutsches Afrikakorp Headquarters
The Headquarters is the starting building of the Deutsches Afrikakorp in Company of Heroes 3 and acts as the initial retreat and reinforcement point for the faction. It allows the construction of the following buildings:
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Light Support Kompanie (160 Manpower, 35 Fuel)
- Unlocks Tier 1 units and upgrades.
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Mechanized Kompanie (220 Manpower, 55 Fuel)
- Unlocks Tier 2 units and upgrades.
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Panzerarmee Kommand (350 Manpower, 130 Fuel)
- Unlocks Tier 3 units and upgrades.
As well as these buildings, the Headquarters also grants access to the first four Deutsches Afrikakorp units, a wider starting selection than any other faction in Company of Heroes 3:
Panzerpioneer Squad (200 Manpower, 4 Pop)
- The Deutsches Afrikakorp construction and repair unit is a 4-man team armed with Kar98k rifles for long-range combat.
- Can be upgraded with either Flamethrowers (50 Munitions) for Company of Heroes 3's new breaching mechanic and AoE damage, an Advanced Hazard Removal Package (45 Munitions) that allows the squad to spot/remove mines and improve repair speed, or a GrB 39 Grenade Launcher (85 Munitions) to increase ranged damage and grant the Smoke Rifle Grenade ability.
- Can build Sandbags for heavy cover, Barbed Wire to block infantry, general-purpose Mines (30 Munitions each), or a Resource Cache (200 Manpower), which can protect and boost the income from a capture point.
- Has the ability to throw a Stun Grenade (35 Munitions), damaging and debilitating enemy infantry.
Kradschützen Motorcycle Team (200 Manpower, 3 Pop)
- A light scouting and harassment vehicle, roughly equivalent to the Wehrmacht's Kettenkrad or US Force's 1/4-Ton Truck.
- One of the fastest vehicles in Company of Heroes 3, making it ideal for quickly seizing territory or harassing the enemy backline.
- Can capture points and defend itself with its MG 34, but has low armor and HP, leaving it vulnerable to both infantry and vehicles.
- Has increased line of sight when stationary, extending its usefulness as a scouting unit for vehicles or heavy weapons.
- Has the ability to Self-Repair (15 Munitions) but needs to be stationary throughout.
Panzergrenadier Squad (300 Manpower, 8 Pop)
- The core infantry unit of the Deutsches Afrikakorp in WW2 is a 5-man squad armed with long-range Kar98k rifles.
- Best used for capturing territory and long-range engagements in the early game, then shifting into a vehicle-support role in the mid to late-game.
- Can be upgraded with an MG 34 Light Machine Gun (100 Munitions) for greatly increased firepower at all ranges.
- Can gain the ability to throw a Stick Grenade (30 Munitions) or a Hafthohlladung Anti-tank Grenade (25 Munitions) from an Armory upgrade.
- Has the Rudimentary Repairs ability, allowing the squad to slowly repair friendly vehicles.
250 Light Carrier (260 Manpower, 5 Pop)
- A cheap and versatile RTS support vehicle that represents the Deutsches Afrikakorp's focus on combined-arms tactics.
- Best used to transport and support infantry with its healing ability and light machine gun.
- Has the ability to heal nearby infantry for a short time, provided they are out of combat and stationary.
- Gains Onboard Medics at Veterancy Rank 1, allowing the 250 to automatically heal infantry that it's carrying.
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Can be upgraded with the KwK 38 Autocannon Conversion or GrW 34 Mortar Conversion once the Combat Half-tracks upgrade has been completed in the Armory. Both of these Conversions remove the ability to carry and heal infantry.
- The Autocannon Conversion upgrades the Half-track with a 20mm cannon effective against infantry and light vehicles. It also gains the ability to perform a Rapid Advance at Veterancy Rank 1, increasing speed and suppressing target infantry.
- The Mortar Conversion upgrades the Half-track with a long-range mortar that can be used to fire a High-Explosive or Smoke Barrage. It also gains the ability to fire an Incendiary Round (30 Munitions) at Veterancy Rank 1, dealing damage over time.
The Deutsches Afrikakorp Armory System
Unlike the other Company of Heroes 3 factions, the Deutsches Afrikakorp begin with an Armory as well as their core WW2 Headquarters, which provides upgrades for their units once their other production buildings have been constructed.
Requires the Light Support Kompanie:
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Grenade Package (150 Manpower and the Light Support Kompanie)
- Upgrades all Panzergrenadier squads with general-purpose and anti-tank grenades.
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Combat Half-tracks (150 Manpower and the Light Support Kompanie)
- Increases health and armor of Half-tracks and allows them to be upgraded with the KwK 38 Autocannon Conversion or GrW 34 Mortar COnversion.
Requires the Mechanized Kompanie or Fire Support Elements upgrade:
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Veteran Squad Leaders (200 Manpower and the Mechanized Kompanie or Fire Support Elements upgrade)
- Increases Veterancy gain and defense of all infantry squads --also increases the size of Panzergrenadier Squads by 1.
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Vehicle Survival Package (200 Manpower and the Mechanized Kompanie or Fire Support Elements upgrade)
- Increases health of all vehicles and upgrades them with Smoke Canisters and Smoke Launchers.
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Tungsten Core Ammunition (200 Manpower and the Mechanized Kompanie or Fire Support Elements upgrade)
- Increases damage and penetration of all autocannons, Flakvierling Half-tracks, Panzer IIIs, Marder IIIs, and Tiger tanks.
Requires the Panzerarmee Kommand or Support Armor Elements upgrade:
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Advanced Field Repairs (250 Manpower)
- Increases the repair speed of all infantry.
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Emergency Repair Kits (250 Manpower)
- Increases HP of all vehicles and allows them to self-repair while out of combat.
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Rapid Advance (250 Manpower)
- Increases the speed and maneuverability of all vehicles and allows them to capture territory.
The Deutsches Afrikakorp Reserves System
As well as their Armory upgrades, the Deutsches Afrikakorp also has a unique RTS system called Reserves that allows them to call in mechanized or armored groups every 6 minutes.
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Panzerjäger Mechanized Group (275 Manpower)
- A 250 Light Carrier with a unique Panzerjäger unit, detailed below.
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Assault Mechanized Group (200 Manpower)
- A 250 Light Carrier with an Assault Grenadier Squad.
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Pak 38 Mechanized Group (200 Manpower)
- A 250 Light Carrier towing a Pak 38 Anti-tank Gun.
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Le.IG 18 Mechanized Group (200 Manpower)
- A 250 Light Carrier towing a le.IG 18 Support Gun.
Once players have completed the expensive Armored Reserves upgrade at the Headquarters, these Mechanized Groups will be replaced with stronger WW2 Assault Groups:
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Panzer III Assault Group (600 Manpower, 80 Fuel)
- A Panzer III and an Assault Grenadier Squad.
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StuG Assault Group (600 Manpower, 80 Fuel)
- Two StuG III G's from the Wehrmacht faction roster.
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Panzer IV Assault Group (600 Manpower, 80 Fuel)
- A Panzer IV from the Wehrmacht faction roster with a Panzerjäger Squad.
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Tiger Heavy Tank Sd.Kfz 182 (800 Manpower, 180 Fuel)
- A single Tiger Heavy Tank, detailed below.
Panzerjäger Squad
- A 5-man team equipped with a pair of anti-tank rifles and long-range Kar98k rifles.
- Can be upgraded with an MG 34 Light Machine Gun (100 Munitions) for increased firepower.
- Has the ability to fire an Anti-tank Tear Gas Round (35 Munitions), slowing and blinding an enemy vehicle.
- Has the Rudimentary Repairs ability, allowing the squad to slowly repair friendly vehicles.
Tiger Tank
- Probably the strongest tank in Company of Heroes 3's North African campaign, with virtually-impenetrable armor, a massive 80mm cannon, and two MG 34s.
- Able to take on any other vehicle in the game in a one-on-one fight.
- Can be upgraded with an MG 34 (50 Munitions) for even more anti-infantry firepower.
- Gains the ability to Launch S-mines (50 munitions) at Veterancy Rank 1, scattering explosives around the Tiger that detonate shortly afterward.
The Deutsches Afrikakorp Light Support Kompanie
The Deutsches Afrikakorp's first building is a required construction and grants access to a wide range of useful weapon teams and support options, as well as the faction's only close-range infantry squad:
Assault Grenadier Squad (340 Manpower, 8 Pop)
- A 5-man dedicated assault squad with close-range weaponry and the ability to breach buildings.
- Has the ability to throw a Grenade Assault (45 Munitions) to deal damage over a wide area or a Smoke Grenade to block line of sight.
- Has the Rudimentary Repairs ability, allowing the squad to slowly repair friendly vehicles.
- Gains the ability to perform a Tactical Assault at Veterancy Rank 1, lowering speed but increasing accuracy for a short time.
MG 34 Team (240 Manpower, 7 Pop)
- A 4-man team equipped with an MG 34 HMG that requires a few seconds of setup, making them primarily a defensive unit in the new WW2 campaign.
- Can be used to suppress enemy infantry, heavily reducing their movement speed and accuracy.
- Best used to cover likely angles of enemy approach from the safety of heavy cover or inside a building.
- Gains the ability to use Fire Discipline at Veterancy Rank 1, increasing accuracy, damage, and rate-of-fire but reducing suppression.
2.5-tonne Medical Truck (150 Manpower, 20 Fuel, 5 Pop)
- The second Deutsches Afrikakorp support vehicle, allows reinforcement of nearby infantry squads and recrewing of abandoned team weapons.
- Has the ability to heal nearby infantry when out of combat.
- Gains the Field Supplies passive ability at Veterancy Rank 1, boosting the offensive abilities of nearby infantry.
Once the Fire Support Elements upgrade (125 Manpower, 35 Fuel) is completed, the Light Support Kompanie can produce three additional units:
Pak 38 Anti-tank Gun Team (290 Manpower, 7 Pop)
- A 4-man team armed with a long-range Anti-Tank Gun that can either be pushed on foot or towed using a support vehicle, much like the British Forces' Company of Heroes 3 6-pounder.
- Deadly against light and medium vehicles and able to damage heavy vehicles, but vulnerable to infantry, grenades, and artillery strikes.
- Requires a few seconds of setup when adjusting the angle or moving, making it best as a defensive weapon covering a large area from heavy cover.
- Gains the ability to Compromise Armor (35 Munitions) at Veterancy Rank 1, firing a shot that reduces the target's armor for a short time.
Flakvierling Half-track (260 Manpower, 30 Fuel, 6 Pop)
- A light Half-track armed with a rapid-firing 20mm quadcannon, capable of tearing through aircraft, infantry, or light vehicles.
- Best used against infantry-heavy WW2 factions like the British Forces, as it's extremely vulnerable to tanks, or as a deterrent against Battlegroups that use a lot of air power.
- Gains the ability to use Armor-piercing Ammunition (45 Munitions) at Veterancy Rank 1, increasing penetration for a short time.
Le.IG 18 Support Gun Team (340 Manpower, 8 Pop)
- A 4-man team armed with an unusual German heavy support gun capable of firing high-explosive rounds at long range.
- Functions like an upgraded mortar, firing indirect shells at specific targets or in a High-Explosive Barrage.
- Can fire a Smoke Barrage to block line of sight.
- Gains the ability to fire a Hollow Charge Round (35 Munitions) at Veterancy Rank 1, an anti-tank shell that can pierce any armor.
The Deutsches Afrikakorp Mechanized Kompanie
The Mechanized Kompanie is the Deutsches Afrikakorp's Tier 2 building, granting access to their first real combat vehicles, as well as their iconic Recovery Truck, which can be used to restore destroyed vehicles from any faction:
8 Rad Armored Car (260 Manpower, 40 Fuel, 7 Pop)
- A moderately-armored vehicle armed with a 20mm cannon and an MG 34.
- Essentially an up-armored version of the Autocannon Conversion Half-Track, able to fill the same role against infantry and light vehicles.
- Vulnerable to anti-tank weapons and heavy vehicles.
- Gains the ability to toggle Commander Mode at Veterancy Rank 1, increasing line of sight but disabling weapons. Commander Mode also boosts the accuracy and rate of fire of all nearby vehicles and heavy weapons.
Marder III Tank Destroyer (280 Manpower, 25 Fuel, 7 Pop)
- A light tank armed with a powerful 75mm anti-tank gun, able to pierce all but the strongest Allied armor at long range.
- Best used as a more mobile version of the anti-tank gun teams found in the US and British Forces, covering key approaches and utilizing Wehrmacht or friendly co-op infantry to boost line of sight and make use of its impressive range.
- Gains the ability to use Rapid Reposition (15 Munitions) at Veterancy Rank 1, accelerating the Marder towards a targeted location and then granting increased rate-of-fire and rotation speed upon arrival.
254 Reconnaissance Tractor (240 Manpower, 15 Fuel, 5 Pop)
- The third Deutsches Afrikakorp support vehicle, designed for both scouting the deserts of the North African campaign and calling in long range bombardment.
- Has the ability to call in off-map Mortar or Smoke Barrages.
- Has the ability to enter Signal Detection mode when stationary, revealing enemy units in the fog of war.
- Gains the Observer Lockdown toggle at Veterancy Rank 1, disabling movement but improving its Mortar Barrages.
Once the Support Armor Elements upgrade (125 Manpower, 25 Fuel) is completed, the Mechanized Kompanie can produce three additional units:
StuG III D Assault Gun (300 Manpower, 45 Fuel, 10 Pop)
- A powerful assault tank with heavy front armor and a forward-facing 75mm cannon but no real anti-tank capability.
- Essentially an anti-infantry variant of the Wehrmacht's StuG III G.
- Best used in classic RTS style to break through enemy positions, targeting garrisoned infantry and emplacements.
- Can be upgraded with an MG 34 (50 Munitions) for even more anti-infantry firepower.
- Gains the ability to Disable Firing Positions at Veterancy Rank 1, disabling movement and decreasing rate-of-fire but boosting range and accuracy.
18-tonne Recovery Half-track (280 Manpower, 30 Fuel, 6 Pop)
- The fourth Deutsches Afrikakorp support vehicle, designed for advanced repairs and salvaging.
- Has the ability to restore any wrecked vehicle to a functional state or salvage it for fuel.
- Players can select a wrecked vehicle to see the cost of restoring it or the fuel gained from salvaging it.
- Has the ability to self-repair when out of combat and stationary.
The Deutsches Afrikakorp Panzerarmee Kommand
The final Deutsches Afrikakorp building may only give access to three units, but they're three of the most impactful on the roster. The Panzer III is a solid workhorse to suit the faction's aggressive RTS playstyle, the Flak 36 provides a zone of protection against enemy armor, allowing players space to repair their vehicles, and the Walking Stuka is capable of blasting through even the most entrenched enemy forces.
Panzer III L Medium Tank (340 Manpower, 80 Fuel, 12 Pop)
- A swift but lightly-armored medium tank, armed with a precise 50mm cannon and a pair of MG 34s for anti-infantry firepower.
- Best used as an aggressive all-rounder alongside specialized vehicles like the StuG D or Marder III.
- Can be upgraded with an MG 42 (50 Munitions) for even more anti-infantry firepower.
- Gains the ability to Rapid Fire at Veterancy Rank 1, lowering speed but boosting accuracy and rate-of-fire.
Flak 36 Anti-tank Gun Team (240 Manpower, 15 Fuel, 14 Pop)
- The Deutsches Afrikakorp's ultimate answer to heavy Allied tanks in WW2; it's able to pierce the strongest armor in the game.
- Can't be pushed like the Pak 38 Anti-tank gun and relies on being towed to move around the battlefield. It comes with a free 2.5-tonne Utility Truck for this reason.
- Players need to be very careful with their placement, as it can easily be overrun by infantry or artillery.
- Has a longer range than its own line of sight, meaning that players will need to use other units to scout for the Flak 36 to reach full effectiveness.
- Gains the ability to Target Engine (45 Munitions) at Veterancy Rank 1, slowing and potentially destroying the target's engine.
Walking Stuka Rocket Launcher (320 Manpower, 70 Fuel, 12 Pop)
- A 250 Half-track converted into a heavy rocket artillery platform, able to lay down a devastating barrage at long range.
- The scatter of its rockets increases with range, allowing players to decide whether to stay close for a tightly-clustered barrage or stay back for a wide bombardment.
- Gains the ability to fire a Creeping Barrage (50 Munitions) at Veterancy Rank 1, laying down a line-shaped bombardment.
Company of Heroes 3 is out now for PC and will release later this year for PS5 and Xbox Series X/S.