COMPANY OF HEROES - A LAYMAN's GUIDE
KNOW YOUR FACTION: WEHRMACHT

WEHRMACHT TECH TREE
Wehrmacht have one of the lengthiest tech trees in the game, but the model is common in RTS games, so it is easy to get to grips with (as long as you remember to tech up when you can!) Basically, each tier (or "phase" within the game) has to be researched at the HQ before the building (and therefore units) for that tier can be built. The tiers are; Skirmish Phase (Tier 2, allows the Kriegsbarracks to be built), Assault Phase (Tier 3, allows the Sturm Armoury to be built) and Battle Phase (Tier 4, allows the Panzer Command to be built).


GENERAL TACTICS
Wehrmacht have a larger number of units (three combat infantry units compared to the one for Americans) which are generally more specialised. Used correctly, they can be very powerful, but if you don't have the correct units to match the enemy you will struggle. Because of the nature of larger numebrs of more specialised units, Wehrmacht benefits greatly from combined arms, even within the same generic unit type. Wehrmacht support units such as the nebelwerfer, officer and ostwind can give your opponent a nasty surprise and others such as the HMG team and walking stuka should be considered essential in any game. The primary aim of the Wehrmacht is to secure munitions points to support their infantry upgrades (MP40s for volksgrenadiers, panzershreks or LMGs for grenadiers) and to deny fuel to the enemy to prevent them from teching up. Fuel is also necessary early on as it is needed to tech up at the HQ and for any veterancy being researched at the kampfkraft Centre.

Wehrmacht players need to have an idea what they are going to focus on more than the allies do and often players skip tier 2 (by not building the kriegsbarracks when then can) in favour of going straight for Tier 3 and the Sturm Armoury, to get out early Pumas (if facing lots of infantry) or early Stugs. Alternatively wehrmacht players can stay in teir 2 for a bit longer, utilising the anti-tank capabilities of the Grenadiers and Pak38s and the anti-infantry capabilities of the flammenwerfer half-track, before going straight for tier 4 and the Panzer command,
Whichever tactic is adopted - only a very foolish player does not use the Kampfkraft Centre to research veterancy for whatever units they want to focus on - infantry veterancy gives them extra health and the ability to heal over time, while tank veterancy gives extra armour and on some tanks a top-mounted MG.

WEHRMACHT UNITS

Pioneers: See Engineers, but they only have two men in the squad
Built at: HQ

Volksgrenadiers: Basic infantry unit armed with rifles and a single-shot panzerfaust. Weaker than riflemen but better at long range. Can be upgraded to MP40 SMGs, making them very powerful at close range.
Built at: Wermacht Quarters
Motorcyle: Scout unit similar to the American jeep but much weaker and slightly faster.
Built at: Wermacht Quarters
Sniper: See Allied Sniper.
Built at: Wermacht Quarters
HMG Team: Similar to the American HMG team with better suppression, and longer range, but inflicts less damage.
Built at: Wermacht Quarters

Mortar Team: As the Allied Mortar team but has slightly further range.
Built at: Krieg Barracks (requires Skirmish Phase)
Grenadiers: Good infantry unit which is let down by the cost of their upgrades (75 ammo each), the small squad size (4 men) and the pathetic damage their grenades do. When upgraded to LMGs they are good against infantry, but their best use is against vehicles and buildings when they are upgraded with panzershreks.
Built at: Krieg Barracks (requires Skirmish Phase)
Half-Track: Light Armour. Allows reinforcing in the field if manned has a forward firing MG.
Can be upgraded to the Flammenwerfer (flame thrower) at Assault Phase, which is useful against massed infantry but weak when compared to the crocodile. Has a flame thrower on each side so you have to face the target for them both to fire. Alternatively can be upgraded to the much more useful Walking Stuka in the Battle Phase (launches 6 rockets). Has less armour than the allied half-track.
Built at: Krieg Barracks (requires Skirmish Phase)
Pak38 Anti-Tank gun: Slow(ish) moving unit that is excellent against enemy armour. Has a shorter range than the Allied AT gun but can camouflage itself for some amusing ambushes.
Built at: Krieg Barracks (requires Skirmish Phase)

Puma Armoured Car: Light Armour. Very useful against infantry and will also attack airborne units. Slightly weaker against armour than the Greyhound. The 50mm cannon upgrade makes it more of an AT vehicle.
Built at: Sturm Armoury (requires Assault Phase)
Officer: Somewhat useful but vulnerable to snipers. Can force an enemy infantry unit to retreat (as propaganda) or call down a small artillery strike (Battle phase). Can supervise a structure to increase productivity slightly.
Built at: Sturm Armoury (requires Assault Phase)
Nebelwerfer: Indirect fire rocket battery that like the walking stuka can fire into the fog of war. It has longer range than the stuka and does less damage, but does fire damage and causes impressive suppression.
Built at: Sturm Armoury (requires Assault Phase)
Stug IV: Basic tank with powerful frontal armour. Good against enemy tanks but without a turret is quite easy to outflank. Best used in pairs.
Built at: Sturm Armoury (requires Assault Phase)

Knights Cross Holders: Very small (3 man) but exceptionally hardy infantry unit armed with mp44s. Excellent at taking out enemy AT guns and single infantry squads.
Built at: Panzer Command (requires Battle Phase)
Ostwind Flakpanzer: Good anti-infantry tank but excellent against aircraft and paratroops. Has light armour so is vulnerable to enemy tanks and AT guns.
Built at: Panzer Command (requires Battle Phase)
Panzer IV: Solid all-round tank which is good against infantry but not quite as good as the sherman.
Panther: Heavy tank that can cause serious damage to enemy armour. Very expensive but well worth it.
Built at: Panzer Command (requires Battle Phase)
WEHRMACHT COMMAND POWERS

DEFENSIVE DOCTRINE
For The Fatherland: Gives a temporary (but effective) defensive boost to all troops in friendly territory.
Fortify The Perimeter: Adds MG positions to all base buildings and also allows you to reinforce from bunkers.
88mm FLAK Gun: Allows you to build a powerful AT gun that can also attack aircraft. The gun has a very good range (especially with spotters), can turn through 360 degrees and does excellent damage against armour and infantry. It cannot be moved though, has no indirect fire and is relatively weak, so is vulnerable to being outflanked or destroyed by artillery or even AT guns.
Advanced Warning: Increases the sight range for all captured points.
Registered Artillery: If you have a structure (or captured point) you can summon in a devastating barrage to protect it against attacking enemy units. Especially useful for protecting points.
Rocket Artillery: A powerful off-map artillery barrage than can strike anywhere the fog of war has been lifted.


BLITZKRIEG DOCTRINE
Infantry Assault Team (Stormtroopers): Slightly tougher Grenadiers (see left) which can camouflage and can also use a powerful bundled grenade. Can be upgraded the same as grenadiers.
Urban Assault Team: Summons a StuH (Howitzer version of a Stug - effective against infantry, devastating against buildings but rubbish against armour).
Armour Assault Force: Summons a Tiger tank. The Tiger is a very powerful (but slow) tank that is effective against both armour and infantry. The turret speed is quite slow though so be wary of being outflanked. Can crush tank traps.
Assault Grenadiers: All infantry (except Pioneers) have the ability to throw 1-2 grenades per squad member at the target unit. Especially useful against garrisoned units. Use of this ability also breaks suppression.
Resource Blitz: For 200 ammo you get an instant boost to your manpower (+900) in exchange for reducing manpower gains for the next 3 minutes to 15% of normal. Handy for getting out that Tiger when you need it.
Blitzkrieg: All units gain a boost to speed and rate of fire for a short period of time.


TERROR DOCTRINE
Zeal: Infantry squads ignore the reduction in firepower normally caused by losing squad members Once chosen this becomes permanent.
Firestorm: Calls in a powerful fire rocket salvo that is very good against infantry but can be avoided if you hear the rockets firing.
King Tiger: Summons a single, very slow but very tough tank that is more powerful than a tiger. Note that only one can be called in per game so do not lose it!
Inspired Assault: Infantry troops gain a temporary bonus to damage inflicted but lose some defence in return.
Propaganda War: forces enemy infantry in the target area to retreat to their HQ.Very useful to stop them capturing points.
V1 Rocket: A slow firing but exceptionally powerful attack that can blast a large area. Excellent for wiping out troops that cannot escape from it of for powerful attacks against an enemy base. The "doodlebug" engine can be heard as it comes in and then stops shortly before the blast.

Site Pages:
Basic Tactics and Information
Intermediate Tactics
Know Your Faction: Americans
Know Your Faction: Wehrmacht
Know Your Faction: British
Know Your Faction: Panzer Elite