The Wehrmacht are a tough Company of Heroes 3 faction with a heavy focus on defensive tactics and emplacements, preferring to hold a line while building up power for a late-game offensive. Their Transfer Orders mechanic allows them to upgrade their core infantry into specialized elites, while their Officer Quarters allows them to guarantee Veterancy and outclass their opponent in the late-game.
The Wehrmacht's Headquarters
The Headquarters is the starting building of the Wehrmacht in Company of Heroes 3 and acts as the initial retreat and reinforcement point for the faction. It also allows the construction of the following buildings:
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Medical Station (125 Manpower, 20 Fuel)
- Heals nearby wounded infantry.
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Infanterie Kompanie (100 Manpower, 15 Fuel)
- Unlocks Tier 1 infantry, including the core Wehrmacht squad and specialized weapon teams.
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Luftwaffe Kompanie (150 Manpower, 50 Fuel)
- Unlocks Tier 2 infantry and vehicles.
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Panzergrenadier Kompanie (150 Manpower, 40 Fuel)
- Unlocks alternate Tier 2 infantry and vehicles, with a focus on support and artillery.
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Panzer Kompanie (200 Manpower, 130 Fuel)
- Unlocks Tier 3 infantry and vehicles.
Additionally, all Wehrmacht buildings can be upgraded with an Officer's Quarters, granting a free rank of Veterancy and +25% Veterancy gain to all units from that building. The Infanterie Kompanie Officer's Quarters also grants these bonuses to the units from the Headquarters.
Pioneer Squad (125 Manpower, 4 Pop)
- The Wehrmacht construction and repair unit is a 3-man team armed with submachine guns for close-quarters defense.
- Can be upgraded with either Flamethrowers (50 Munitions) for Company of Heroes 3's new breaching mechanic and AoE damage or a Hazard Removal Package (30 Munitions) for spotting/removing mines and cutting barbed wire.
- Can build Sandbags for heavy cover, Barbed Wire to block infantry, Tank Traps to block vehicles, general-purpose Mines (30 Munitions each), or a Resource Cache (200 Manpower), which can protect and boost the income from a capture point.
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Core to the Wehrmacht's defensive playstyle, Pioneers can also build a Fighting Nest (150 Manpower), which can garrison a single unit, or a tougher Concrete Bunker (200 Manpower), which can either be garrisoned by up to 2 squads, or upgraded into an MG42, Medical, or Repair Bunker.
- The MG 42 Bunker (60 Munitions) loses the ability to garrison troops but gains a heavy machine gun that can suppress infantry.
- The Medical Bunker (85 Munitions) can heal nearby infantry and will recover downed infantry from the battlefield, producing a new Grenadier Squad for every 6 casualties recovered.
- The Repair Bunker (85 Munitions) will automatically repair nearby vehicles while out of combat.
Kettenkrad Recon Vehicle (160 Manpower, 2 Pop)
- A unique support/recon unit, the unarmed Kettenkrad is one of the few WW2 vehicles in Company of Heroes 3 that can capture territory and does so more quickly than most infantry.
- Best used for harassment and distraction, using its speed to flank around enemy infantry and capture key territories in their rear before they can respond.
- Can construct general-purpose Mines (30 Munitions) or DM-16 Trip Flares (10 Munitions), which reveal line of sight when triggered by enemy infantry.
- Can be upgraded with Communication Cables (25 Munitions), causing all territory points captured by the Kettenkrad to produce more resources. This bonus stacks with the Pioneer's Resource Cache, allowing the Wehrmacht to gain a significant Fuel and Munitions income with very little territory.
- Has the ability to extend its forward line of sight for a brief time at the cost of peripheral vision.
The Wehrmacht's Infanterie Kompanie
The Infanterie Kompanie is required to build the rest of the Wehrmacht buildings and also allows Grenadier Squads to be directly upgraded into Jäger's or Panzergrenadiers when the appropriate buildings have been constructed:
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Transfer Orders - Jäger Squad/Panzergrenadier (160 Manpower, 2 Pop, and requires the Luftwaffe or Panzergrenadier Kompanies to have been constructed)
- Converts an existing Grenadier Squad into the elite Jäger or Panzergrenadier Squads produced by the Luftwaffe and Panzergrenadier Kompanies.
- Allows players to upgrade the quality of their core infantry without having to sacrifice them to free up Population.
- Veterancy doesn't transfer, so players may want to preserve their highest Veterancy Grenadier Squads.
Along with this support ability, the Infanterie Kompanie also produces the core of the Wehrmacht's infantry forces:
Grenadier Squad (270 Manpower, 7 Pop)
- The core infantry unit of the Wehrmacht in WW2 is a 6-man squad with few upgrades but several useful abilities.
- Best used for long-range infantry skirmishes initially, then moving into a semi-support role as the game progresses, as they'll struggle to match upgraded infantry squads from the British or US Forces.
- Has the ability to merge with another wounded squad to reinforce it, sharing the weapons and Veterancy of the target squad.
- Has the ability to throw a Stick Grenade (30 Munitions), effective against clumped or garrisoned infantry, or fire a Panzerfaust (35 Munitions), a light anti-tank weapon that can snare or critically damage vehicles.
- Can build Sandbags for heavy cover, Barbed Wire to block infantry or a Fighting Nest (150 Manpower) for additional protection.
MG 42 Machine Gun Team (260 Manpower, 7 Pop)
- A 4-man team equipped with an MG 42 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.
- Has the ability to fire White Phosphorous Rounds (30 Munitions) for a short time, increasing their armor penetration.
GrW 34 Mortar Team (260 Manpower, 7 Pop)
- A 4-man team equipped with a light Mortar, which requires setup but can fire at long range without needing line of sight.
- Although the Mortar will automatically attack detected enemies in view, players can also use the Barrage ability to target a specific area in the fog of war.
- Can fire a Smoke Barrage, dealing no damage but blocking the enemy line of sight, which is particularly useful for protecting advancing infantry or vehicles in danger.
- Has the ability to fire a Recon Flare that provides line of sight at long range.
Sniper (340 Manpower, 8 Pop)
- A stealthy 1-man infantry unit capable of killing an enemy infantryman with a single shot from long range.
- Has increased line of sight and can go invisible when in cover or garrisoned in a building, making him difficult for enemies to track in the narrow streets of Company of Heroes 3's Italian campaign, but extremely vulnerable if caught in the open or at close range.
- Perfect for picking off high-value targets like weapon team gunners or dealing damage to enemies in heavy cover.
- Has the ability to fire a Pinning Shot (35 Munitions), maxing out the suppression of an enemy unit, halting them, and preventing them from firing.
The Wehrmacht's Luftwaffe Kompanie
The Luftwaffe Kompanie is the first of the Wehrmacht's Tier 2 buildings and grants access to a range of recon, armored, and defensive units:
Jäger Squad (320 Manpower, 8 Pop)
- A 5-man WW2 infantry squad that specializes in stealth and long-range combat.
- Has the ability to fire a Smoke Grenade at medium range, which blocks line of sight.
- Can be upgraded with a Panzerschreck (90 Munitions) for some anti-tank capability or a Reconnaissance Package (60 Munitions) to boost long-range firepower and gain the ability to fire a Recon Flare.
221 Scout Car (280 Manpower, 30 Fuel, 5 Pop)
- A lightly-armored recon and harassment vehicle used throughout WW2, the Scout Car can engage infantry with its MG 34 machine gun but has no answer to enemy vehicles unless upgraded.
- Although more expensive than the equivalent vehicles in the US or British Forces, its slightly higher armor allows it to provide more of an infantry support role.
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Can be upgraded with a Radio Antenna (35 Munitions), granting the ability to detect enemy units in the fog of war when stationary, or a Panzerbüchse 41 Anti-Tank Gun (50 Munitions).
- The Panzerbüchse upgrade grants the 221 some anti-tank firepower on a forward-facing, but at the cost of its MG 34. Additionally, it unlocks the ability to fire a White Phosphorous Round (35 Munitions), slowing, disabling, and blinding an enemy vehicle.
Flak 30 Anti-Aircraft Gun Team (320 Manpower, 6 Pop)
- A 5-man heavy weapon team with a versatile anti-aircraft cannon capable of dealing with aircraft, infantry, and light vehicles.
- Best used as part of a defensive strategy in the early game, protecting key points from enemy infantry and vehicles.
- Slow moving on its own, but can be towed by support vehicles like the 251 Medium Carrier.
- Has the ability to perform Suppressing Fire (25 Munitions), lowering accuracy but enabling suppression of enemy infantry.
- Gains the ability to Button a vehicle at Veterancy Rank 1, blinding, slowing, and disabling weapons.
Once the Support Elements upgrade (150 Manpower, 50 Fuel) is completed at either the Luftwaffe or Panzergrenadier Kompanies, the Luftwaffe Kompanie can produce two additional units:
Wirblewind Flakpanzer (360 Manpower, 70 Fuel)
- A medium tank 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 vulnerable to tanks and tank destroyers, or as a deterrent against Battlegroups that use a lot of air power.
- Has the ability to toggle Hull Down, increasing defenses but fixing the Flakpanzer in place.
- Gains the ability to Focus Fire at Veterancy Rank 1, slowing the Flakpanzer but boosting its fire rate and accuracy.
Marder III M Tank Destroyer
- 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.
- Has the ability to toggle Hull Down, increasing defenses but fixing the Marder in place.
The Wehrmacht's Panzergrenadier Kompanie
The Panzergrenadier is the second of the Wehrmacht's Tier 2 buildings and grants access to a list of primarily defensive and support units, including the faction's only heavy artillery team.
Panzergrenadier Squad (360 Manpower, 8 Pop)
- A 5-man infantry assault squad capable of matching elite Allied infantry in close range using their powerful assault rifles and bundled grenades.
- Has the ability to throw a Bundled Grenade (35 Munitions), powerful enough to take out an entire squad or even destroy a light vehicle.
- Has the ability to Breach buildings to clear out enemy squads and weapon teams.
- Gains the ability to perform Mechanized Assault at Veterancy Rank 1, boosting the squad's speed and making them harder to hit for a short time.
Pak 40 Anti-tank Gun Team (260 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 perform Ambush Camouflage at Veterancy Rank 1, allowing the Pak 40 to stealth in cover and gain a First Strike bonus.
251 Medium Carrier (220 Manpower, 20 Fuel, 7 Pop)
- The primary Wehrmacht support vehicle, the 251 Carrier, allows advanced RTS tactics like transporting infantry squads and towing heavy weapons and is armed with an MG 42 for light self-defense.
- Can reinforce friendly squads and recrew abandoned team weapons.
- Gains the ability to place an Anti-Vehicle Mine (35 Munitions) at Veterancy Rank 1.
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Can be upgraded with either a Medical Conversion (60 Munitions), allowing it to heal nearby infantry but removing the MG 42, or a Stummel Conversion (90 Munitions).
- The Stummel Conversion upgrades the 251 with a 75mm Howitzer, able to use high-explosive shells to devastate infantry and buildings either with direct fire or a long-range barrage. Also gains the ability to fire a White Phosphorous Round (35 Munitions) at Veterancy Rank 1, slowing, disabling, and blinding an enemy vehicle.
Once the Support Elements upgrade (150 Manpower, 50 Fuel) is completed at either the Luftwaffe or Panzergrenadier Kompanies, the Panzergrenadier Kompanie can produce two additional units:
Nebelwerfer 42 Rocket Launcher Team (360 Manpower, 9 Pop)
- A 4-man heavy weapon team armed with the unique Nebelwerfer heavy rocket launcher.
- The Nebelwerfer fires six rockets in a long-range barrage, targeting a wide area with incendiary damage over time.
- Best used for either softening up enemy defenses, particularly against garrisoned troops or emplacements, or stopping infantry attacks by providing an impassable wall of flame.
- Gains the ability to fire a White Phosphorous Barrage (40 Munitions) at Veterancy Rank 1, blocking line of sight and causing damage over time.
StuG III G Assault Gun (360 Manpower, 50 Fuel, 9 Pop)
- A powerful assault tank with heavy front armor and a forward-facing 75mm cannon but not much anti-infantry capability.
- Best used in classic RTS style to break through enemy positions.
- Essentially an up-armored version of the Marder, trading maneuverability for armor.
- Can be upgraded with an MG 42 (50 Munitions) for some anti-infantry firepower.
- Gains the ability to fire a Point Blank Blast (35 Munitions) at Veterancy Rank 1, allowing the StuG to fire a devastating high-explosive shell at close-range.
The Wehrmacht's Panzer Kompanie
The expensive Panzer Kompanie represents the Wehrmacht's late-game focus, with unstoppable elite infantry, the devastating firepower of the Panzer IV, and the bunker-busting Brummbär:
Stoßtruppen Squad (420 Manpower, 10 Pop)
- A 4-man elite anti-infantry team armed with long-range G43 rifles and an MG 42 light machine gun.
- The most expensive Wehrmacht infantry squad, able to counter any Allied infantry but performs poorly against even light vehicles.
- Has the ability to have each member throw a grenade in a Stick Grenade Assault (40 Munitions) or for one member to throw a Red Phosphorous Grenade (30 Munitions) that blocks line of sight and causes damage over time.
- Gains the ability to perform a Shock Assault at Veterancy Rank 1, lowering the squad's speed but granting them immunity to suppression.
Panzer IV Medium Tank (430 Manpower, 90 Fuel, 12 Pop)
- The all-rounder medium tank of the Axis in World War 2, the Panzer IV, is equally effective against infantry, vehicles, and other tanks.
- Neither the fastest nor the most heavily-armored tank, and therefore best used as a damage dealer alongside screening infantry or light vehicles.
- Can be upgraded with a third MG 42 (50 Munitions) for even more anti-infantry firepower.
- Has the ability to toggle Hull Down, increasing defenses but fixing the Panzer IV in place.
Sturmpanzer IV Brummbär (420 Manpower, 120 Fuel, 14 Pop)
- A heavy assault tank with a massive high-explosive cannon able to blast its way through any emplacement, garrisoned building, or entrenched infantry squad.
- Boasts some of the highest frontal armor in the game but is particularly vulnerable at the sides and the rear.
- Has no anti-tank capability and will need to be supported by anti-armor infantry or other tanks.
- Has the ability to toggle Hull Down, increasing defenses but fixing the Brummbär in place.
- Gains the ability to fire a Bunker Buster Barrage (45 Munitions) at Veterancy Rank 1, dealing bonus damage to emplacements.
Company of Heroes 3 is out now for PC and will release later this year for PS5 and Xbox Series X/S.