Company of Heroes 2 – Spearhead Waffen SS Faction for Dummies

Company of Heroes 2 – Spearhead Waffen SS Faction for Dummies 1 - steamlists.com
Company of Heroes 2 – Spearhead Waffen SS Faction for Dummies 1 - steamlists.com

Disclaimer- This is a guide on the faction in the realism mod called “Sperhead”, most recent version of which can be found here- https://steamcommunity.com/sharedfiles/filedetails/?id=2419379319 – [steamcommunity.com] 
 
 
It explains the basic non doctrinal roster of the Waffen SS (Also known as OKW in vanilla), and how to effectively play it.
 
 
It is also a subjective guide, meaning you shouldn’t follow everything in here to the letter. Variations and experimenting is good.
 
 
This is mainly for 1v1 and 2v2 games, as anything bigger than that is frankly boring.
 
 

Disclosure regarding the faction naming

As you have already notice, the OKW faction has been renamed to Waffen SS (Schutzstaffel), which was a was a major paramilitary organization under Adolf Hitler and the Nazi Party in Nazi Germany, and later throughout German-occupied Europe during World War II.
 
 
Due to the decision of the first developers of the mod to make this change, someone might say that this mod supports Nazi ideology or their ideas, that is a Nazi mod, that it supports Axis, etc.
 
 
These claims are false, and the naming of the faction is purely for flavor. Spearhead and its developers DO NOT support the Nazi ideology, and they DO NOT deny the gruesome war crimes or crimes against humanity that they commited. Everyone normal (Not a delusional racist nazi cuck) is aware of the things they commited.
 
 
If you are insulted by the naming of the faction and its units, I’m sorry that you are, but that is not my fault or doing. I write the guide, I do not develop the mod. (So any stupid comments that say that I support Nazis can also be instead sent to the developers, as I do not support Nazis or their ideas.)
 
 
Moreover I’d like to add a little personal annoyance of mine to this. Way back, one person called Spearhead a Nazi mod, while the same person hailed from a mod that had (And has) named Nazi soldiers, commanders and generals as playable units, more often designated as “heroes”. Any claim that Spearhead is a Nazi mod can be shoved up where the sun don’t shine.
 
 
With that out of the way, written and checked, lets get to the guide proper.
 
 
 

What is the Waffen SS?

Waffen Schutzstaffel (Armed Protection Squadron) is one of the five playable factions in the Company of Heroes 2 realism mod called “Spearhead“, which changes up a lot of things about how the game is played.
 
 
It represents a part of the major paramilitary organization under Adolf Hitler and the Nazi Party in Nazi Germany, and later throughout German-occupied Europe during World War II. It’s known for fanatical zealotry of its members, and their numerous war crimes, and crimes against humanity.
 
 
They are a faction of extremes, as they have the highest costing infantry units, which is outweighed by their generally better training, and thus performance (Better stats, but larger Manpower costs to balance it out.) This means that they will usually field less units overall, but the ones fielded will be better trained, and usually better equipped.
 
 
Due to being part of the Axis, they have several changes to infantry costs. For instance, their “Poor” infantry units (That belong to several doctrines) cost 200 Manpower instead of 180 Manpower. That means that losses are more impactful, and wipes should be avoided. However, the faction does posses two 180 Manpower units in one of their doctrines, but their training is even worse than “Poor“, which evens it out.
 
 
They have a unique way of teching up, as in that they can set up their “buildings” anywhere on the map within a friendly sector. The Tiers, once set up, provide different bonuses depending on which of the Tiers it is, and can act as a Forward Retreat Point. (Think UKF HQ Trucks from CoH1, but less cancerous). The trucks cost 150 Manpower and 25 Fuel to field, and take extra resources to deploy based on which Tier will they be deployed as.
 
 
The Waffen SS’s non-doctrinal roster consists of 18+1 units total (Tier Trucks, 6 Infantry, 4 Crew Weapons, 5 Light Vehicles, 3 Medium Tanks).
 
 
-Tier 0- Feldhauptquartier der Waffen-SS
 
Your first building, the HQ is the most important building at the start of the game, as its your retreat point, the first place you can order troops from, and from where you can select one of six doctrines.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - What is the Waffen SS? - 923BEDA
 
 
-Tier 1- SS-Infanterie-Hauptquartier
 
 
One of the first two Tiers you can deploy, it serves as a way to call in more infantry units to the field, as well as support weapons. 5 global upgrades can be purchased from the building, but only half of them are useful.
 
 
The Tier costs 150 Manpower and 20 Fuel to deploy.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - What is the Waffen SS? - AB4A373
 
 
-Tier 2- SS-Fahrzeughauptquartier
 
 
One of the first two Tiers you can deploy, it serves as a way to call in better armored and armed light vehicles. 6 global upgrades can be purchased from the building, but only 5 will be useful (And one of them is mandatory for being able to use the Tier).
 
 
The Tier costs 150 Manpower and 30 Fuel to deploy.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - What is the Waffen SS? - 396ECE1
 
 
-Tier 3- SS-Panzerhauptquartier
 
 
Third and last Tier you can deploy, it serves as a way to call in medium armor. 4 global upgrades can be purchased from the building, but only 3 are useful (And one of them is doctrinal).
 
 
It costs 200 Manpower and 115 Fuel to deploy.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - What is the Waffen SS? - 276A551
 
 
 

-Tier 0- Feldhauptquartier der Waffen-SS

Your Tier 0, or HQ, is the first building you can call units from, and the main retreat point of your base. It provides the bulk of Manpower, as well as a minor Munitions and Fuel income.
 
Losing the HQ disables the use of doctrinal abilities, replacing them with “Requisition Repair Team” ability that spawns a basic repair unit (In this case a squad of Sturmpioneers ) to the field.
 
 
The structure has no global upgrades to choose from, however it is the place where you pick one of six unique doctrines available for each of your factions. As this is basic guide through the non- doctrinal faction, the doctrines will only be mentioned in name.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - -Tier 0- Feldhauptquartier der Waffen-SS - 1C6105E
 
 
Picture of HQ description, and the 6 available doctrines. Once once is selected, all others will dissapear.
 
 
The doctrines are as follows:
 
 
-Panzerj├Ąger Tactics (Tank Hunter Tactics)-
 
 
-Mechanisierte Tactics (Mechanized Tactics)-
 
 
-Sturm Tactics (Storm Tactics)-
 
 
-Propaganda Tactics-
 
 
-J├Ąger Tactics (Hunter Tactics)-
 
 
-Panzer Tactics-
 
 
 

SS-Sturmpioniere / Sturmpioneers

Sturmpioneers are your starting infantry unit, available from your Headquarters building (Also reffered to as HQ or Tier 0).
 
 
They cost 300 Manpower and 5 Population Cap, making them the same in cost as the Sturmgrenadiers.
 
 
The only non-doctrinal engineer unit, they are used for assaulting enemy positions, as well as deploying heavy explosives and mines. They can also repair friendly vehicles and structures.
 
 
They come to the field equipped with 4 Kar98r bolt-action rifles, while their squad leader is equipped with an STG44 Assault Rifle. Through weapon upgrades, they can be kitted out for anti-vehicle, anti-infantry, and demolition combat.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sturmpioniere / Sturmpioneers - D9304E4
 
 
Picture of a Sturmpioneer squad icon in HQ, with the description of the HQ and the unit as well.
 
 
They can use their abilities to entrench the defences, salvage on-field equipment, or repair any damage of friendly structures or vehicles. Due to their better training and weapons, they are better at fighting and assaulting positions compared to their Wehrmacht counterpart. However the training and equipment is reflected in the cost, making them much more expensive to lose and reinforce.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sturmpioniere / Sturmpioneers - 9CEBDCE
 
 
Picture of a Sturmpioneer squad, their description, and their abilities.
 
 
Their abilities are as follows:
 
 
-Model 24 Stielgranate Hand Grenade Assault-
 
Each soldier in the squad throws a single Model 24 Hand Grenade at the target position. The ability is powerful against enemy infantry and emplacements, as well as units in buildings. However, its power decreases with each soldier lost (You pay the same price but the number of grenades decreases), and it can sometimes be a pain to activate, as each soldier has to line up before throwing. Costs 30 Munitions to use.
 
 
-Basic Repair-
 
The squad can repair any friendly or neutral vehicle, as well as allied structures, bridges, and defensive positions such as sandbags. The veterancy increases repair rate by 25% per rank, but that is something you should ask in the official Spearhead Server, as many a things are written as a part of the mod, but do not work as intended.
 
 
-Salvage Operations-
 
The squad strips the target weapon or destroyed / abandoned vehicle of resources. The crew weapons net munitions, while the vehicles net fuel based on their size and if they are destroyed or only abandoned. A very important ability that allows you to salvage fuel from destroyed vehicles of your enemy, or from your own. Unique to Axis, it allows them to mitigate their higher fuel costs by some amount. Allied players should use this knowledge to their advantage, and either booby trap the wrecks, or outright destroy them to deny the enemy potential resources and cover.
 
 
-Destroy cover-
 
The squad plants a weak timed explosive charge at the target area, which can destroy hedgerows, fences, and other weak materials. Its generally used to clear the area of sight blockers and obstructions that prevent building. Costs 5 munitions to use. (It can damage your squads if they stand right on top of it, but the damage is minor).
 
 
-Conditioned Sprint-
 
The squad sprints for a short period of time. Useful for covering short distances faster, and flanking positions.
 
Note that while sprinting, the squad has smaller LoS, but higher Suppression resistance and they cannot fire their weapons while moving as long as the ability is active.
 
Due to better conditioning, the ability has a shorter cooldown compared to regular “Sprint” ability, allowing the squad to move faster much more frequently.
 
 
It is the main reason why you’ll see the squad already sitting in the middle of the map before your units. That is because some players think rushing mid is a smart strategy that will win them the game. But all they end up doing is not capturing territory, and have a much larger chance of getting the squad killed. If you ever played with a certain player that says “Rush or die”, do not listen to their stupidity, and actually use your head.
 
 
The squad can construct several types of mines, barbed wire, defensive positions, as well as tough roadblocks that can’t be crushed by any tank (Like the ones from CoH1 Panzer Elite got in one of their doctrines, except its non doctrinal here).
 
 

Weapon upgrades

 
 
The squad has access to 5 non-doctrinal upgrades, some of which are better than others.
 
 
-Demolition Kits-
 
The squad is issued heavier explosives, which they can plant at any place, and detonate at any time. The charge is powerful enough to demolish buildings, armor, and turn any infantry into mincemeat. The ability will replace “Salvage Operations”, meaning that it would be better if you only equipped it on a single Sturmpioneer squad. However, its rare to make more Sturmpioneer squads other than the one you start with. It costs 10 Munitions to upgrade, and 35 Munitions to place.
 
 
-Flammenwerfer 41-
 
The squad is issued a single Flammenwerfer 41 Flame Thrower, a very potent Anti Infantry and Anti-structure weapon capable of setting fire to any civilian structure, and blinding vehicles, as well as damaging their engines. Very good upgrade, best suited for more urban environments.
 
 
Compared to the Flammenwerfer 35, it has a longer range. It costs 50 Munitions to upgrade, and cannot fire if the unit is sprinting.
 
 
-Raketenpanzerb├╝chse 54 “Panzerschreck”-
 
The squad is issued a single Panzerschreck rocket launcher, which can easily pierce armor of most Allies tanks. The strongest infantry AT weapon, the Panzerschreck allows your infantry to more easily deal with enemy tanks. However, the high cost, and the chance that it can be dropped should be taken into consideration when you engage with the unit. Costs 90 munitions to upgrade, and requires veterancy 2.
 
 
-Frankfurt 42 Mine Detector-
 
The squad is issued a mine detector capable of detecting enemy mines in a certain radius. The squad is also capable of defusing mines, although some might explode during defusal. The upgrade does not take an item slot, and costs 10 munitions to upgrade. While it replaces one of your rifles, it is a very important upgrade if your enemy uses his mines.
 
 
-Maschinenpistole 40 (x2)-
 
The squad is issued two MP40 submachine guns, which boost their medium and close range combat capabilities substantially. Second best widely available Axis weapon upgrade for close combat (First being the STG44), its cheap and powerful, giving you an edge over the Soviet numbers and American semi-automatics. Costs 30 Munitions to upgrade.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sturmpioniere / Sturmpioneers - 0EC6361
 
 
Picture of four Sturmpioneer squads, each equipped with one of the weapon upgrades (Minesweeper has no icon, but you can make out one of the soldiers holding it.)
 
 
Due to the unit training, the squad can equip 2 weapon upgrades instead of one. That means you can, for example, upgrade one weapon, and pick up another. This allows the squad to benefit much more from doctrinal upgrades, as each doctrine adds a single weapon upgrade to the squad.
 
 
One of the most basic loadouts is the MP40’s and the Panzerschreck.
 
 
 

SS-Sturmgrenadiere / Sturmgrenadiers

Sturmgrenadiers are your standard line infantry. Well trained and well armed, they can combat any enemy unit, as long as they are kept at range. They work best when supporting Sturmpioneer or Stosstruppen squads during an assault, or while defending from an attack.
 
 
They cost 300 Manpower and 5 Population Cap, making them the same in cost as the Sturmpioneers.
 
 
They come to the field equipped with 4 Kar98r bolt-action rifles, while their squad leader is equipped with an STG44 Assault Rifle. Through weapon upgrades, they can be better equipped for long range combat, ambushes, and better Anti-Tank abilities.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sturmgrenadiere / Sturmgrenadiers - 3533932
 
 
Picture of the Sturmgrenadier squad icon in HQ, with the description of the HQ and the unit as well.
 
 
The Sturmgrenadiers are best used as a supporting unit, engaging the enemy at long range, where their training and bolt-action rifles have an edge. They can throw several types of grenades, and with veterancy, they can stage ambushes on unsuspecting enemy units.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sturmgrenadiere / Sturmgrenadiers - 2B7676B
 
 
Picture of a Sturmrenadier squad, their description, and their abilities.
 
 
Their abilities are as follows:
 
 
-Throw “Splittering” Grenade-
 
The squad throws a single Model 24 Hand Grenade fitted with a fragmentation sleeve for increased kill radius and suppression. The grenade has a much larger effect radius compared to the regular Model 24, making it much more effective at clearing defensive positions, as well as buildings. Costs 25 Munitions to use.
 
 
-Throw Nevelgranate 39-
 
The squad throws a Model 24 Smoke Grenade at the target area. After 3 seconds (The timer of the grenade is 3 seconds and starts when the grenade lands) the grenade explodes into a thick cloud of smoke, which blocks vision for friend and foe, allowing you to safely retreat, or advance. Not as useful as its rifle launched counterparts, you can still use it in a pinch. Costs 15 Munitions to use.
 
 
-Fire Gewehresprenggranate 40-
 
The squad fires a single hollow charge Anti-Tank Rifle Grenade at the target vehicle. The AT Rifle Grenade can cause engine damage to vehicles and tanks, but its RNG dependant on whether or not it will actually cause any damage or criticals (If it will penetrate) harder targets like medium and heavy tanks. A good stop-gap AT ability before you outfit your units with Panzerfausts. Costs 15 Munitions to use.
 
 
-Fanaticism-
 
Veteran troops can fire their weapon with more accuracy, but will suffer exhaustion. The ability gives the squad increased weapon accuracy, which can be useful in long to medium range engagements, but they will suffer exhaustion after the ability expires. Requires veterancy 1 to use, and costs no resources to activate, as the squad does not impose suppression on the enemy infantry.
 
 
-Sprint-
 
The squad runs for a short period of time. Useful for covering short distances faster, and flanking positions.
 
Note that while sprinting, the squad has smaller LoS, but higher Suppression resistance and they cannot fire their weapons while moving as long as the ability is active.
 
 

Weapon upgrades

 
 
The squad has access to 5 non-doctrinal upgrades:
 
 
-Panzerfaust-100-
 
The squad is issued single use Panzerfausts, potent AT ability that can deal heavy damage to any enemy tank. Second strongest Anti-Tank ability in the game (First place being tied by 2 other Axis AT Abilities), the Panzerfaust allows your infantry to deal with enemy vehicles from a distance. Replaces the Rifle AT Grenade, and requires 15 Munitions to be upgraded, and 30 Munitions to use.
 
 
-Leichtes Maschinengewehr 42-
 
The squad is issued with a Light MG42, which offers great suppressive capability, increasing the squads firepower tremendously. It allows them to more effectively support other units, and more easily hold against enemy attacks. Costs 65 Munitions to upgrade.
 
 
-Concealment Training-
 
The squad is given additional concealment training which, paired with their uniforms, allows them to camouflage when in cover.
 
 
The squad can camouflage when out of combat and in cover, which hides it from the enemy. This allows the squad to ambush enemy units, or let them pass. The upgrade also add the ability “Hold Fire” to the unit. Costs 30 Munitions to equip, and requires veterancy 1.
 
 
-Gewehr 43 (Zf.4)-
 
The squad is equipped with a single DMR (Designated Marksman Rifle), that acts as a pseudo-sniper, and can instakill enemy models low enough (Or at full health for that matter), and due to the unit being better trained, the probability is increased. This is a crutch ÔÖąÔÖąÔÖąÔÖąÔÖą weapon that is not fun to play against, but you’ll still see it (and other types of DMR) being used by people who want to do everything in their power to win (Except being actually good at the game). If you want a cheap and cheesy crutch win, sure, equip this. Costs 50 Munitions and your dignity to purchase.
 
 
-Gewehr-Sprenggranate 3cm Rifle Grenade-
 
The squad replaces their Splittering Grenades with 3cm Rifle Launched Grenades. While they can launch them over a much larger distance, the upgrade should be avoided, as it makes the squad more RNG-Dependant on whether or not their grenade will do something. You could try upgrading it on one of the squads, just to catch the enemy off guard. Costs 10 Munitions to upgrade, and 30 Munitions to use.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sturmgrenadiere / Sturmgrenadiers - 7912C08
 
 
Picture of three Sturmgrenadier squads, each equipped with one of the weapon upgrades.
 
 
Due to the unit training, the squad can equip 2 weapon upgrades instead of one. That means you can, for example, upgrade one weapon, and pick up another. This allows the squad to benefit much more from doctrinal upgrades, as each doctrine adds a single weapon upgrade to the squad.
 
 
 

Maschinengewehr 34 / MG34

MG34 Heavy Machine Gun is the first Machine Gun available to you right from HQ. The steady rate of fire allows it to effectively deal with enemy infantry and light vehicles.
 
 
It costs 270 Manpower, 25 Munitions, and 5 Population Cap to field.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Maschinengewehr 34 / MG34 - EB11BAB
 
 
Picture of an MG34 crew weapon icon, with the description of the HQ and the unit as well.
 
 
As all crew weapon, they are best used as defense unit sitting in green cover, or in a fairly strong and spaced out building.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Maschinengewehr 34 / MG34 - 81EAB38
 
 
Picture of an MG34 and its crew set up behind sandbags, their description, and their abilities.
 
 
Compared to its more expensive, and more famous brother- the MG42, the MG34 fires more bursts between reloading, and while they are more or less on par in terms of duration (~2 – 4.5 seconds depending on range.), the MG34 won’t dish out as many rounds in that time, but it won’t have to reload as often.
 
 
Their abilities are as follows:
 
 
-Load V-Patronen Armor Piercing Rounds-
 
The crew loads special incendiary armor piercing rounds, which offer increased penetration at all ranges. The ability gives the MG34 increased penetration, allowing it to deal some chip damage to enemy light vehicles, but enemy light tanks won’t be pierced. Using the ability against light tanks can only scare the enemy away, if they are not aware of this. Costs 30 Munitions to activate.
 
 
-Manual Reload-
 
The crew is ordered to reload the main gun. Fully loaded MG34 fires 4 bursts of ~2-4.5 seconds depending on range, after which it will automatically reload. A very good ability that you should use between each engagement, to make sure the gun is ready for the next attack.
 
 
-Hold Position-
 
The squad is “frozen” in their current position, and won’t move even if issued a move order. More useful for Anti Tank teams, as their models can move on their own before firing, while as the Machine guns need time to set up.
 
 
-Sprint-
 
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
 
 
-Ambush Camouflage-
 
The squad masks themselves, becoming invisible to most enemy units. Best used in tandem with “Hold Fire” for close ambushes, or letting an enemy force you can’t engage go by.
 
 
-Hold Fire-
 
The crew holds fire, and won’t fire at the enemy even if fired upon. Best used in tandem with “Ambush Camouflage”, but keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
 
 

Weapon upgrades

 
 
The crew has access to 3 non-doctrinal weapon upgrades:
 
 
-MGZ40 Targeting Optics-
 
The MG34 is outfitted with better optics, increasing accuracy, sight, and camouflage detection. A good upgrade that improves the stats of the MG without any downsides. Costs 30 Munitions to upgrade, and requires veterancy 2.
 
 
-Maintenance Kits-
 
The squad is issued additional spare parts, as well as cleaning equipment.
 
Outside combat, the squad will repair their MG34. An upgrade that is good on paper, until you realize that the weapon health only matters if its fully decrewed, or in yellow cover, at which point if the grenade lands on it directly, its getting destroyed 9/10 times. Costs 25 munitions to equip, and requires veterancy 3.
 
 
(“Maintenace Kits” Doesn’t work in the current patch 1.1.0.3, avoid until fixed for all weapon crews that can upgrade it as its a waste of ammo currently.)
 
 
-First Aid Training-
 
The squad is issued First Aid Kits, and is trained in how to use them. Outside combat, the squad will heal itself up to full health (But will not be able to replace killed models without a reinforcement point nearby). A decent upgrade you’ll rarely see due to its high requirement. It costs 35 munitions to equip, and requires veterancy 3.
 
 
 

SS-Aufkl├Ąrer / Recon Team

Recon Team is a small 2 man squad that has a dual purpouse on the field. Scouting enemy frontline for information, and assisting the main forces in picking off enemy soldiers from a distance. A fragile yet useful unit, its not what it used to be, and for a good reason.
 
 
Certain players would center their army around two Sniper Teams (As they were called before) that could always drop models with a single shot, and would be an annoying little cowards that couldn’t stand a real fight. Lucky for the real players, the squad has been given a good mod-wide nerf in the form of moving it to almost-purely scouting unit.
 
 
The squad costs 270 Manpower and 4 Population Cap. It has a unit cap of 2, meaning that you can only have 2 Recon Teams on the field at the same time.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Aufkl├Ąrer / Recon Team - 0884706
 
 
Picture of a Recon Team icon in HQ, with the description of the HQ and the unit as well.
 
 
With its abilities, the team can reveal an area, or select one for bombardment. They can also infiltrate enemy lines, and give direct information without being spotted. In a straight fight, however, they will perish quickly.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Aufkl├Ąrer / Recon Team - 3BE2327
 
 
Picture of a Recon Team, their description, and their abilities. (Had to be taken while they moved, as they camouflage while idle even out of cover)
 
 
They have access to the following abilities:
 
 
-Fire Flare-
 
The team launches a slow-falling flare over the selected area, revealing line of sight, and any enemy units, even camouflaged ones. Great ability, and the most used one for this squad, it allows you safe overlook of enemy defensive lines, or retreat points. Best used in combination with artillery of any kind, as the revealed line of sight tightens the spread. Costs 10 munitions to launch.
 
 
-Coordinated Light Artillery Barrage-
 
The team throws signal flares at the target area. All available mortars and 75 mm Howitzers will fire at the target location. Emplacements will not join the barrage. The ability will activate mortars and 75 mm Howitzers even if they are out of rage of the ability. Due to a request, no clear indication as to how much the ability expands the range of affected artillery pieces will be shown, as its “Spreading Misinformation”. The ability does increase the range, but the exact number is not known at this time. Costs 25 munitions to use.
 
 
-Coordinated Fire-
 
The team targets the selected unit, preventing it from camouflaging, and revealing it even in Fog of War. Useful when hunting a specific tank for instance.
 
 
-Infiltration-
 
The team gets on “all fours”, and crawls unseen. Enemy units with high detection radius, such as other recon teams, can quickly spot them, but for most infantry the team will be invisible. Use this ability to get near the front, or behind it, to feed continuous information for your team and yourself.
 
 
-Conditioned Sprint-
 
The squad moved rapidly for a short time. Due to conditioning, the ability refils faster than the usual “Sprint”.
 
 
-Hold Fire-
 
The squad is ordered to hold fire, even if under attack, they won’t retaliate. Very good when scouting without wanting to draw any attention to the team.
 
 
-Skirmish Tactics-
 
The squad is ordered to retreat if the area becomes to dangerous (When they drop to less than 75% health). Good ability if they are supporting a push, but not when they are on the front lines or behind the enemy front lines, as it will send them running home, and it won’t end well.
 
 

Weapon upgrades

 
 
The squad has access to 6 weapon upgrades:
 
 
-Endurance Training-
 
Extensive training gives the team ability to jog outside combat. This ability makes it so the squad moves at top speed outside combat, making it reach designated positions faster. Once under fire, or firing, the squad will move at regular speed. Costs 20 munitions to upgrade.
 
 
-Sturmgewehr 44 (Zf.4)-
 
The shooter of the squad replaces his G43 Marksman Rifle with an STG44 Assault Rifle with a scope installed on it. The weapon boosts the killing power of the squad tremendouly, each small burst capable of downing a soldier from max range. You’ll rarely see it be used, however. Costs 50 Munitions to upgrade, and requires the squad to be veterancy 3.
 
 
-Coordinated Barrage-
 
The squad can call in a barrage that includes all artillery pieces at the designated location, no matter the size. Costs 20 munitions to upgrade and 120 munitions to use, and requires veterancy 2.
 
 
-Sniper Veil-
 
The squad is issued camouflage nets to break their outline, and hide them from aerial recon. The unit is invisible on the minimap when stationary. Costs 20 Munitions to upgrade, and requires veterancy 3.
 
 
-Coordinated Howitzer Barrage-
 
The squad can call in a barrage of all howitzers larger than 75mm . The 75mm howitzers will not join the barrage. Costs 15 munitions to upgrade and 75 munitions to use.
 
 
-First Aid Training-
 
The team is issued first aid training and supplies, enabling the squad to heal itself while out in the field, and out of combat. Costs 35 munitions to equip.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Aufkl├Ąrer / Recon Team - 67B9199
 
 
Picture of two Recon Team, one with the STG44 upgrade, one without.
 
 
 

SS-Panzerj├Ąger / Anti-Tank Team

Anti-Tank Teams are your first option against enemy vehicles, their Anti-Tank rifle capable of easily dealing with light vehicles and an occasional light tank. While they come out with an AT Rifle, they can switch to the Panzerschreck for a cheap price.
 
 
They cost 240 Manpower and 3 Population Cap, which makes them cheaper than their Wehrmacht counterpart, but the Panzerschreck upgrade bumps up that price to 300 Manpower total, which evens the price out. The fact they can upgrade to the Panzerschreck makes them much better against early light vehicles, but losing them will mean you’ll have to constantly upgrade new teams.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Panzerj├Ąger / Anti-Tank Team - 3537202
 
 
Picture of the AT Team icon in HQ, with the description of the HQ and the unit as well.
 
 
They are best used as a support to other infantry, and as ambushers when it comes to armor. Due to their small size, its important to avoid close range confrontations with them when possible, and have other infantry ready to jump in to help. They camouflage by default when in cover and out of combat.
 
 
As all Anti Tank Teams, they cannot capture or decapture any kind of points.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Panzerj├Ąger / Anti-Tank Team - 3B0323D
 
 
Picture of the AT team, their description, and their abilities.
 
 
Their abilities are as follows:
 
 
-Throw Model 24 Incendiary Grenade-
 
The squad throws a single Model 24 Incendiary Grenade at the target area. When the grenade explodes, it will light up a small area with deadly fire, burning any infantry or crew weapons, and damaging engines of vehicles. It is also capable of setting buildings on fire, denying it to both sides for the rest of the battle. One of the stronger grenades in the mod, it allows you to flush out enemies out of any building, lest they burn. It costs 35 Munitions to use, making it as expensive as the Bundle Grenade.
 
 
-Throw Blendk├Ârper 2H Frangible Smoke Grenade-
 
The squad throws a single Frangible Smoke Grenade at the target area. The grenade will break on impact, creating a cloud of smoke that inflicts damage to any infantry standing / passing through it (But not killing), and disables weapons of any vehicle caught in it. A powerful grenade that offers great utility, from weakening enemy units (Especially good against units like Soviet Shocktroops) to disabling enemy vehicles. Costs 20 Munitions to use.
 
 
-Throw Panzerwurfmine Anti-Tank Grenade-
 
The squad throws a single AT Grenade at the target vehicle. The grenade is powerful enough to destroy light and medium tanks, and can inflict great damage on heavy tanks. Costs 25 Munitions to use.
 
 
-Hold Position-
 
The squad is “frozen” in their current position, and won’t move even if issued a move order. Very useful as the soldier holding the AT weapon might sometimes move randomly without input, risking the possibility of not shooting at the target vehicle.
 
 
-Sprint-
 
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
 
 
-Prioritize Vehicles-
 
The unit will prioritize vehicles as their main target. Only affects Anti-Tank weaponry, other soldiers in the unit will still open fire at enemy infantry unless ordered to hold fire completely. Very important as the unit might not fire at the vehicle first.
 
 
-Hold Fire-
 
The crew holds fire, and won’t fire at the enemy even if fired upon. Keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
 
 

Weapon upgrades

 
 
-First Aid Training-
 
The team is issued First Aid Kits, and is trained in how to use them. Outside combat, the team will heal itself up to full health (But will not be able to replace killed models without a reinforcement point nearby). A decent upgrade you’ll rarely see due to its high requirement. It costs 35 munitions to equip, and requires veterancy 3.
 
 
-RPzB 54 “Panzerschreck”-
 
The squad replaces their AT Rifle with the potent Panzerschreck Rocket Launcher, capable of penetrating even the heaviest Allied armor with ease. As the battle goes on, this upgrade will allow your AT Teams to remain competitive against the enemy vehicles. Costs 60 Manpower to upgrade.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Panzerj├Ąger / Anti-Tank Team - 5535B21
 
 
Picture of the AT Team after the are upgraded with the Panzerschreck. The description changes as well.They also look happier.
 
 
-Elite Training-
 
Experts at destroying tanks, the team can severely halt and destroy any armored assault.
 
The team receives “Elite” training, which boosts their weapon accuracy, and decreases weapon cooldown as well as received accuracy. Very rare, but very useful upgrade (If it works, I don’t have the ability to test this.) that is rarely seen due to its high veterancy requirement. It costs 25 Munitions, requires veterancy 3, and the squad needs to be upgraded with the Panzerschreck first.
 
 
-Camouflage Netting-
 
The team is issued camouflage netting to break their outlines, and make them hidden to aerial reconnaissance. The upgrade makes the team invisible on the minimap (To the enemy) when stationary. A decent upgrade, as some players might notice too late that their units are under attack because no enemy dot is present on their minimap. Costs 20 munitions and requires veterancy 2 to upgrade.
 
 
-Panzerfaust-100-
 
The squad is issued single use Panzerfausts, replacing their AT Grenades. Potent AT ability that can deal heavy damage to any enemy tank. Second strongest Anti-Tank ability in the game (First place being tied by 2 other Axis AT Abilities), the Panzerfaust allows your infantry to deal with enemy vehicles from a distance. Replaces the AT Grenade, and requires 15 Munitions to be upgraded, and 30 Munitions to use.
 
 
-Geballte Ladung Grenades-
 
The team replaces their Incendiary Model 24 Hand Grenades with more powerful Bundled Grenades. The upgrade replaces their ability “Throw Model 24 Incendiary Grenade” with a more powerful “Throw Geballte Ladung Grenade“. This boosts their Anti Tank power, as the Bundle Grenades can easily destroy enemy light vehicles, and severely damage heavier armor, but only if it explodes directly under the vehicle. Costs 10 Munitions to upgrade, and 35 Munitions to use.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Panzerj├Ąger / Anti-Tank Team - A7B42F6
 
 
Picture of two AT Teams, each equipped with different AT weapon, and both upgraded with grenades and Panzerfausts.
 
 
 

Volkswagen Typ 82 K├╝belwagen / K├╝belwagen

K├╝belwagen is the first light vehicle you can field, and the cheapest suppression platform in the mod. It can provide crucial suppression fire, and quickly relocate when the situation becomes too dangerous. It can also provide support in form of medical supplies.
 
 
It costs 180 Manpower, 5 Munitions, 5 Fuel, and 3 Population Cap.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Volkswagen Typ 82 K├╝belwagen / K├╝belwagen - 3DFC9BF
 
 
Picture of the Kubelwagen unit icon in HQ, with the description of the HQ and the unit as well.
 
 
Its primary and only weapon is a pintle mounted MG34, which offers a steady rate of fire, suppressing enemy infantry, and allowing friendly infantry to advance more safely. Unlike its vanilla version, it cannot capture points.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Volkswagen Typ 82 K├╝belwagen / K├╝belwagen - E835EC2
 
 
Picture of the Kubelwagen, its descriptions, and its abilities.
 
 
The Kubelwagen has access to the following abilities:
 
 
-Distribute Medical Supplies-
 
The vehicle crew deploys three medical crates at the selected location. The crates can be picked up by any infantry unit (Friend or foe), and heal the squad without the medics needing to intervene. A very important ability that allows you to heal your units to full health either on front (when outside combat), or when they retreat back to base, as the SS has no access to healing before Tier 1 is deployed.
 
 
-Coordinated Light Artillery Barrage-
 
The crew throws signal flares at the target area. All available mortars and 75 mm Howitzers will fire at the target location. Emplacements will not join the barrage. The ability will activate mortars and 75 mm Howitzers even if they are out of rage of the ability. Due to a request, no clear indication as to how much the ability expands the range of affected artillery pieces will be shown, as its “Spreading Misinformation”. The ability does increase the range, but the exact number is not known at this time. Costs 25 munitions to use.
 
 
-Emergency Repairs-
 
The crew starts repairing the vehicle, stopping in place, and not firing while the ability is active. As long as the ability is active, the vehicle will repair itself, and any suffered criticals, even if under fire.
 
A very useful ability as its free repair that needs to munitions or engineers to assist you.
 
 
-Anti-Aircraft Mode-
 
The crew parks the vehicle and prepares it for Anti-Air defense. As long as the ability is active, the crew will fire on enemy aircraft, but won’t engage ground targets. Not really useful considering its a single MG34 firing, but I guess it could get lucky and down a plane.
 
 
-Accelerate-
 
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
 
 
-Prioritize Vehicles-
 
The crew prioritizes vehicles with their Machine Gun. Useful when you want to focus on destroying a light enemy vehicle while there are other targets in the are as well.
 
 
-Hold Fire-
 
The crew is ordered to hold fire. Useful when paired with “Camouflage”, as it will make it so the vehicle does not reveal itself by mistake.
 
 
-Camouflage-
 
The crew hides the vehicle under foliage. Best used with “Hold Fire”, it allows your vehicle to be undetected by the enemy. Do note that the vehicle is still visible on the minimap even when camouflaged, as is the case with any and all vehicles without “Clandestine” (Developer oversight that could be changed in the future. Could be.)
 
 
Weapon upgrades
 
 
The Kubelwagen has access to 5 weapon upgrades:
 
 
-Coordinated Howitzer Barrage-
 
The crew can call in a barrage of all howitzers larger than 75mm . The 75mm howitzers will not join the barrage. Costs 15 munitions to upgrade and 75 munitions to use.
 
 
-Combat Driving-
 
The experienced driver is calm under fire, able to avoid enemy fire and critical damage. The upgrade leads to +20 increased health, and +25% armor, making the truck somewhat more beefier, and able to sustain more fire before being destroyed. Costs 20 munitions and requires veterancy 3.
 
 
Currently (Patch 1.1.0.3) the upgrade is bugged, and does not increase health nor armor. Until fixed, avoid upgrading it as its a waste of munitions.
 
 
-Emergency Repair Kit-
 
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit. Costs 15 munitions to upgrade.
 
 
-Expert Gunnery-
 
The crew undergoes additional training in weapon handling, improving familiarity and accuracy. The upgrade increases the accuracy by 20%, and reduced reload times by 25%.Costs 20 Munitions, and requires veterancy 2.
 
 
-Coordinated Barrage-
 
The crew can call in a barrage that includes all artillery pieces at the designated location, no matter the size. Costs 20 munitions to upgrade and 120 munitions to use, and requires veterancy 2.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Volkswagen Typ 82 K├╝belwagen / K├╝belwagen - AD3961D
 
 
Picture of a veterancy 5 Kubelwagen.
 
 
 

Opel Blitz 3A Lastwagen / Opel Blitz

Opel Blitz is a standard transport vehicle of the SS. Reliable and cheap, it can quickly transport troops and equipment to the front, reinforce depleted squads, and repair damaged vehicles.
 
 
With a cost of 140 Manpower and 4 Population Cap, its the cheapest unit in the entire mod, and third non doctrinal vehicle available for you to use. It also requires 2 Command Points to be reached before its unlocked and ready for production.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Opel Blitz 3A Lastwagen / Opel Blitz - B843D11
 
 
Picture of the Opel Blitz vehicle icon in HQ, with the description of the HQ and the unit as well
 
 
It is best used as a backline support, for quick transport (It can transport up to 12 soldiers at once), and aura repair of nearby vehicles.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Opel Blitz 3A Lastwagen / Opel Blitz - 3B5AFFF
 
 
Picture of the Opel Blitz, its description, and its abilities.
 
 
Its abilities are as follows:
 
 
-Salvage Operations-
 
The crew strips the target weapon or destroyed / abandoned vehicle of resources. The crew weapons net munitions, while the vehicles net fuel based on their size and if they are destroyed or only abandoned. A very important ability that allows you to salvage fuel from destroyed vehicles of your enemy, or from your own. Unique to Axis, it allows them to mitigate their higher fuel costs by some amount. Allied players should use this knowledge to their advantage, and either booby trap the wrecks, or outright destroy them to deny the enemy potential resources and cover.
 
 
-Engine Repair-
 
The crew performs a hasty repair of an engine critical on the selected vehicle, as well as repairing the vehicle a small amount. (The Ability is wonky to use because it requires the truck to come from the side to the vehicle in order for it to trigger correctly. If its not pointing directly at the side of the target vehicle, the ability will fizzle out.)
 
 
-Field Maintenance-
 
The crew distributes repair supplies and spare parts to friendly vehicles in the area, repairing them in a wide circle around the vehicle. One of the most important abilities of the unit, as several of them can repair even the lowest health tanks back up in a few moments.
 
 
-Hold Facing-
 
The crew is ordered to hold the facing the vehicle is currently pointing in. Not really a useful ability considering that the truck will either be on the move or performing field maintenance.
 
 
-Accelerate-
 
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
 
 
-Camouflage-
 
The crew camouflages the vehicle, making it invisible to the enemy, unless a flare or a unit close enough to it reveals it. Best used with “Field Maintenance” to hide the repairing trucks, thus avoiding them taking damage.
 
 
-Withdraw!-
 
The vehicle is ordered to retreat to the nearest active retreat point (If none are active, it will retreat to HQ). A semi useful ability you can sometimes use to retreat the vehicle back to base, but you can also just click on the place you want it to go to on the minimap.
 
 

Upgrades

 
 
The vehicle has access to 3 upgrades:
 
 
-Reinforce-
 
The vehicle is authorized to ferry reinforcements to the front. Its reinforce radius is largely increased. A good upgrade if you like to keep your truck close to front lines, as it allows the units to replenish without retreating back to base or forward HQ. Costs 35 munitions to upgrade. You can only reinforce from the truck when its stationary.
 
 
-Combat Driving-
 
The experienced driver is calm under fire, able to avoid enemy fire and critical damage. The upgrade leads to +20 increased health, and +25% armor, making the truck somewhat more beefier, and able to sustain more fire before being destroyed. Costs 20 munitions and requires veterancy 3.
 
 
Currently (Patch 1.1.0.3) the upgrade is bugged, and does not increase health nor armor. Until fixed, avoid upgrading it as its a waste of munitions.
 
 
-Emergency Repair Kit-
 
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit. Costs 15 munitions to upgrade.
 
 
 

SWS Supply Halftrack / Schwerer Wehrmachtsschlepper / Tier Truck

Tier Trucks are used for deploying Tier structures, which are used for calling in stronger units into the battle. The costs of the Tier structures depend on which one is selected for deployment.
 
 
The vehicle costs 150 Manpower and 25 Fuel to requisition.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SWS Supply Halftrack / Schwerer Wehrmachtsschlepper / Tier Truck - 9D2063C
 
 
Picture of the Tier Truck vehicle icon in HQ, with the description of the HQ and the unit as well
 
 
You should avoid combat and frontlines at all cost, and deploy it in a safe area (Instead of right next to the frontline like one very special player.)
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SWS Supply Halftrack / Schwerer Wehrmachtsschlepper / Tier Truck - D7ED9F3
 
 
Picture of the Tier Truck, its description, and its abilities.
 
 
It has access to the following abilities (Not including the Tier placement):
 
 
-Emergency Repair-
 
The crew halts the vehicle and quickly repairs and critical damage sustained to the vehicle. Useful if the vehicle suffered critical damage, but if the vehicle is taking damage, something is not right. Costs 15 Munitions to use.
 
 
-Accelerate-
 
The driver pushes the engine to the limit, accelerating the vehicle to top speed. Costs 5 Fuel to activate.
 
 
 

-Tier 1- SS-Infanterie-Hauptquartier

The Tier 1 building offers 5 global upgrades, all of which are non doctrinal, and out of which only 3 are useful.
 
 
Once deployed, the structure will spawn 6 medics, who will heal any wounded friendly infantry nearby.
 
 
The building also offers 2 effects if set up outside the base sector:
 
 
-Resurgence-
 
Friendly squads will reinforce faster near the structure
 
 
-Angetreten-
 
Friendly squads will reinforce 33% faster in the sector the structure is deployed in.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - -Tier 1- SS-Infanterie-Hauptquartier - 5288FBD
 
 
Picture of Tier 1 description and the 5 global upgrades.
 
 
They are as follows:
 
 
-Logistics Phase 1-
 
The upgrade boosts your Manpower income by 10%. Very useful and necesarry upgrade that increases your Manpower income, allowing you to more easily replenish units, and requisition new ones. It can be upgraded in any order, and costs 250 Manpower and 25 Fuel.
 
 
-Panzerf├Ąuste-100 Requisition-
 
The upgrade equips all current and future applicable troops with Panzerf├Ąust-100 AT ability.
 
The upgrade is very powerful, and necesarry later in the match, as it means you will no longer have to manually upgrade each unit with the Panzerf├Ąust, which in turn means stronger AT capabilities across the board right out the gate, and less munition expenses.
 
 
The upgrade costs 75 Manpower and 15 Fuel to upgrade, and requires Tier 2 to be deployed, as well as 5 Command Points to be reached.
 
 
-Forward Headquarters-
 
The High Command gives you the authority to assign garrisoned civilian buildings as Forward Headquarters, strongpoints capable of replenishing nearby friendly infantry, and repairing nearby damaged friendly vehicles. A very good upgrade that is also important for authorizing bunkers to be equipped with MG’s, Medics, or as a strongpoint. Costs 50 Manpower and 10 Fuel to upgrade, and requires 2 Command Points.
 
 
-Forward Receivers-
 
The forward receivers are issued to the truck, boosting unit detection range. The upgrade leads to the truck being able to detect enemy units in a radius of 120 metres around it, even in fog of war. Costs 50 Munitions to upgrade.
 
 
-3 cm Gewehr-Sprenggranate Rifle Grenade Requisition-
 
The upgrade equips all Sturmgrenadier squads with the Rifle Launched 3cm Grenades. Not a good upgrade, as the Rifle Grenade is much weaker when compared to the Splittering Grenade. Costs 50 Manpower and 10 Fuel to upgrade.
 
 
 

SS-Sto├čtruppen / Stosstruppen / Stormtroopers

Stosstruppen are the third infantry unit available for deployment. They are extremely effective assault infantry, but lack effective Anti-Tank options outside abilities.
 
 
They cost 360 Manpower and 5 Population Cap to deploy, making them the most expensive non-doctrinal infantry unit the SS can field. The cost is well deserved, as the squad is capable of effectively fighting any and all enemy infantry units. They require 4 Command Points to be reached before being ready for deployment.
 
 
They come to the field equipped with 4 Kar98r bolt-action rifles, while their squad leader is equipped with an MP40 SMG. Through weapon upgrades they can be better equipped for close-quarters combat.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sto├čtruppen / Stosstruppen / Stormtroopers - 3AF7B81
 
 
Picture of the Stosstruppen squad icon in Tier 1, with the description of the Tier 1 and the unit as well.
 
 
Until they are upgraded with close-quarter weapons, the squad should be kept at long range, where their elite training and bolt-action rifles will give them an edge over the enemy infantry. Once issued automatic infantry, they can storm any position with grenades, and mop up any survivors.
 
 
The squad will camouflage when in cover and outside combat, and can capture points faster than other infantry.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sto├čtruppen / Stosstruppen / Stormtroopers - BC616E9
 
 
Picture of the Stosstruppen squad, their description, and their abilities.
 
 
Their abilities are as follows:
 
 
-Throw Geballte Ladung Grenade-
 
The squad throws a Bundled Grenade (7 Model 24 Grenades tied toghether) at the target area. The explosion will deal heavy damage to buildings and units, while shocking the infantry caugh on the outer edges of the blast.
 
 
The grenade is one of the most powerful in the mod. It can severely damage a medium tank, and outright kill light tanks and vehicles. However, the only way that can happen is if the grenade is thrown directly under the vehicle. Throwing it even slight in front of the vehicle will usually give you nothing but a waste of resources. Dealing with infantry and crew weapons is much easier, as the destruction is much more guaranteed. Costs 35 Munitions to use.
 
 
-Throw Blendk├Ârper 2H Frangible Smoke Grenade-
 
The squad throws a single Frangible Smoke Grenade at the target area. The grenade will break on impact, creating a cloud of smoke that inflicts damage to any infantry standing / passing through it (But not killing), and disables weapons of any vehicle caught in it. A powerful grenade that offers great utility, from weakening enemy units (Especially good against units like Soviet Shocktroops) to disabling enemy vehicles. Costs 20 Munitions to use.
 
 
-Plant HHL-3 “Panzerknacker” Grenade-
 
The squad plants a magnetic AT Grenade at the enemy vehicle. The vehicle needs to be still for at least 2-3 seconds for the team to deploy the grenade. This will rarely work or happen. However, if the team managed to deploy the grenade (5 Second fuse), the tank is guaranteed dead. There is no escaping it once the Pnazerknacker is deployed.
 
 
In terms of destructive capablity, this is the strongest AT ability, sharing the first place with a much, much rarer and obscure AT ability that is only available to a single unit of a single doctrine of a single faction. It costs 30 Munitions to use.
 
 
-Fanaticism-
 
Veteran troops can fire their weapon with more accuracy, but will suffer exhaustion. The ability gives the squad increased weapon accuracy, which can be useful in long to medium range engagements, but they will suffer exhaustion after the ability expires. Requires veterancy 1 to use, and costs no resources to activate, as the squad does not impose suppression on the enemy infantry.
 
 
-Conditioned Sprint-
 
The squad sprints for a short period of time. Useful for covering short distances faster, and flanking positions.
 
Note that while sprinting, the squad has smaller LoS, but higher Suppression resistance and they cannot fire their weapons while moving as long as the ability is active.
 
Due to better conditioning, the ability has a shorter cooldown compared to regular “Sprint” ability, allowing the squad to move faster much more frequently.
 
 
-Hold Fire-
 
The crew holds fire, and won’t fire at the enemy even if fired upon. Keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
 
 

Weapon upgrades

 
 
The squad has access to 5 non-doctrinal weapon upgrades:
 
 
-Maschinenpistole 40 (x2)-
 
The squad is issued two MP40 submachine guns, which boost their medium and close range combat capabilities substantially. Second best widely available Axis weapon upgrade for close combat (First being the STG44), its cheap and powerful, giving you an edge over the Soviet numbers and American semi-automatics, but is not as good on this unit, as there are better upgrades available. Costs 30 Munitions to upgrade.
 
 
-Sturmgewehr 44 (x2)-
 
The squad is issued two STG44 Assault Rifles, which tremendously increase their firepower across all ranges. The best upgrade largely available for Axis infantry, the STG44 allows you to effectively (a bit too effectively at times) fight Allied units at close ranges. Costs 60 Munitions to upgrade.
 
 
-Model 24 Grenade Assault-
 
All squad members are instructed to throw a single grenade each. The upgrade replaces the Bundle Grenade with five Model 24 grenades, each thrown by a single soldier. The grenade assault can destroy enemy emplacements and defensive positions, and is guaranteed to clear buildings. Costs 10 Munitions to upgrade, and 30 Munitions to use. This upgrade limits their Anti-Vehicle capabilities, so think twice before upgrading it.
 
 
-Sturmgewehr 44 (x4)-
 
The squad is issued four STG44 Assault Rifles, which make them a beast in close and medium range fights, and also boost their long range firepower tremendously. The most expensive weapon upgrade in the mod, it makes your Stosstruppen extremely lethal, but it means they cannot upgrade any other weapons, nor pick any weapons up. Costs 100 Munitions to upgrade, and requires veterancy 1.
 
 
-Flammenwerfer 35-
 
The squad is issued a single Flammenwerfer 35 Flame Thrower, a very potent Anti Infantry and Anti-structure weapon capable of setting fire to any civilian structure, and blinding vehicles, as well as damaging their engines. Very good upgrade, best suited for more urban environments. It costs 40 Munitions to upgrade, and cannot fire if the unit is sprinting.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sto├čtruppen / Stosstruppen / Stormtroopers - BF3C61C
 
 
Picture of four Stosstruppen squads, each equipped with one of the weapon upgrades.
 
 
 

SS-Sanit├Ąter Mannschaft / Medic

Medics of the SS are trained in treating all kinds of battlefield injuries, saving wounded soldiers, and healing them back to full health. They can heal any friendly infantry unit, and construct Sanit├Ąter bunkers that issue medical supplies to all friendly infantry units in the area.
 
 
Before, they were able to heal your infantry during combat, but that lead to…not good things. It was changed to them only being able to heal the troops outside combat due to that.
 
 
They cost 200 Manpower and 3 Population Cap to build.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sanit├Ąter Mannschaft / Medic - 471FDCE
 
 
Picture of a Medic squad icon in Tier 1, with the description of the Tier 1 and the unit as well.
 
 
Their abilities allow them to heal friendly infantry out of combat, to prevent losses of wounded soldiers. They can also distribute drugs to enhance combat effectivenes for a short time.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - SS-Sanit├Ąter Mannschaft / Medic - 20B3C82
 
 
Picture of a Medic squad standing next to a Sanit├Ąter bunker, their description, and their abilities.
 
Their abilities are as follows:
 
 
-Advanced First Aid-
 
The squad directly heals a selected infantry unit, treating wounds and bringing the squad to full health. Can be used without locking the squad in place. Due to better training, the medics heal the squad at an increased rate (Compared to their Soviet counterparts).
 
 
-Distribute Medical Supplies-
 
The squad deploys three medical crates at the selected location. The crates can be picked up by any infantry unit (Friend or foe), and heal the squad without the medics needing to intervene.
 
 
-Pervitin Rations-
 
The medics prescribe the selected squad the use of Pervitin, a drug that increases their combat effectivenes, but has severe withdrawal symptoms. According to the yellow text, the selected squads receives :
 
+35% Increased Weapon Accuracy
 
25% Reduced incoming damage
 
 
Due to limited testing abilities, I cannot guarantee that these stats are correct, or work at all. The ability costs 10 Munitions to use, and requires the Medic squad to be veterancy 1.
 
 
-Distribute First Aid-
 
The squad stops as they distribute medical help to any surrounding allied infantry. As long as the ability is active, the squad cannot move. The squad has a healing aura that heals friendly infantry out of combat while they are inside of the aura. Good for healing multiple infantry units at the same time.
 
 
-Sprint-
 
The squad runs for a short period of time. Useful for covering short distances faster, and flanking positions.
 
Note that while sprinting, the squad has smaller LoS, but higher Suppression resistance and they cannot fire their weapons while moving as long as the ability is active.
 
 
-Construct Sanit├Ąter bunker-
 
The Medic squad constructs a Sanit├Ąter bunker that heals friendly infantry units in an area, and can reinforce depleted friendly squads. It costs 150 Manpower and 10 Fuel to construct.
 
 
-Skirmish Tactics-
 
The squad will retreat if the area becomes too dangerous. The squad automatically retreats if health drops below 75%. A semi useful ability if your forward position is compromised, and you can’t be bothered to pull some of the forces back to base.
 
 

Weapon upgrades

 
 
The squad has access to 2 “weapon” upgrades:
 
 
-Endurance Training-
 
Extensive training give the squad ability to jog outside combat. This ability makes it so the squad moves at top speed outside combat, making it reach designated positions faster. Once under fire, or firing, the squad will move at regular speed. Costs 20 munitions to upgrade.
 
 
-Tactical Withdrawal-
 
The squad drops Smoke Grenades to cover their retreat. Only applies when under fire at the time of retreating. Somewhat broken ability that was a source of controversy on some other, doctrinal units, this upgrade is in a way a waste of munitions on this one. Cost 20 munitions to upgrade.
 
 
 

Maschinengewehr 42 / MG42

MG42 is one of the most iconic weapons of the Second World War, and of Company of Heroes 2. It can suppress and pin infantry without any issue, making mincemeat out of anyone who is out of cover, and can even deal with light vehicles.
 
 
For a price of 290 Manpower, 30 Munitions, and 5 Population Cap, it is the most expensive machine gun you can field, only cheaper in Population Cap when compared to the Soviet Dskha HMG, but the price is well deserved, as you will be mowing down any and all infantry foolish enough to encounter you head on.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Maschinengewehr 42 / MG42 - 7084A99
 
 
Picture of the MG42 team icon in Tier 1, with the description of the Tier 1 and the unit as well.
 
 
It is best used in heavy defensive positions, or inside sturdy enough buildings, as the weapon can easily be fully destroyed outside of cover with a single grenade (They can also get killed easily in buildings with grenades, but its not always a guaranteed wipe.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Maschinengewehr 42 / MG42 - 815168C
 
 
Picture of an MG42 team in a defensive position, their description, and their abilities.
 
 
The magazine size is half of the MG34, with only 2 bursts between reloads. A single burst can last for about ~2-4.5 seconds depending on range, making it on par with its older brother, but while the amount of burts is smaller, the volume of fire is much larger, able to pin and kill infantry much quicker.
 
 
Their abilities are as follows:
 
 
-Load V-Patronen Armor Piercing Rounds-
 
The crew loads special incendiary armor piercing rounds, which offer increased penetration at all ranges. The ability gives the MG42 increased penetration, allowing it to deal some chip damage to enemy light vehicles, but enemy light tanks won’t be pierced. Using the ability against light tanks can only scare the enemy away, if they are not aware of this. Costs 20 Munitions to activate.
 
 
-Manual Reload-
 
The crew is ordered to reload the main gun. Fully loaded M42 fires 2 bursts of ~2-4.5 seconds depending on range, after which it will automatically reload. A very good ability that you should use between each engagement, to make sure the gun is ready for the next attack.
 
 
-Hold Position-
 
The squad is “frozen” in their current position, and won’t move even if issued a move order. More useful for Anti Tank teams, as their models can move on their own before firing, while as the Machine guns need time to set up.
 
 
-Sprint-
 
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
 
 
-Ambush Camouflage-
 
The squad masks themselves, becoming invisible to most enemy units. Best used in tandem with “Hold Fire” for close ambushes, or letting an enemy force you can’t engage go by.
 
 
-Hold Fire-
 
The crew holds fire, and won’t fire at the enemy even if fired upon. Best used in tandem with “Ambush Camouflage“, but keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
 
 

Weapon upgrades

 
The weapon team has access to 3 non-doctrinal weapon upgrades:
 
 
-MGZ40 Targeting Optics-
 
The MG42 is outfitted with better optics, increasing accuracy, sight, and camouflage detection. A good upgrade that improves the stats of the MG without any downsides. Costs 30 Munitions to upgrade, and requires veterancy 2.
 
 
-Maintenance Kits-
 
The squad is issued additional spare parts, as well as cleaning equipment.
 
Outside combat, the squad will repair their MG42. An upgrade that is good on paper, until you realize that the weapon health only matters if its fully decrewed, or in yellow cover, at which point if the grenade lands on it directly, its getting destroyed 9/10 times. Costs 25 munitions to equip, and requires veterancy 3.
 
 
(“Maintenace Kits” Doesn’t work in the current patch 1.1.0.3, avoid until fixed for all weapon crews that can upgrade it as its a waste of ammo currently.)
 

 
-First Aid Training-

 
The squad is issued First Aid Kits, and is trained in how to use them. Outside combat, the squad will heal itself up to full health (But will not be able to replace killed models without a reinforcement point nearby). A decent upgrade you’ll rarely see due to its high requirement. It costs 35 munitions to equip, and requires veterancy 3.
 
 
 

8.14 cm Granatwerfer 34 / Mortar

An 8 cm Mortar is your first non-doctrinal indirect fire crew weapon, capable of lobbing shells at the enemy from a safe distance. A good utility weapon, it can both pepper the enemy with regular mortar rounds, or drop special smoke rounds to cover movement of units.
 
 
It costs 290 Manpower, 35 Munitions, and 4 Population Cap.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - 8.14 cm Granatwerfer 34 / Mortar - 1F4FA25
 
 
Picture of the Mortar team icon in Tier 1, with the description of the Tier 1 and the unit as well.
 
 
They can use their abilities to provide crucial frontline support in a form of regular or smoke shells,or use one of many special shells to provide even better, or more specific support. However, their auto-attack range is rather small, meaning you will have to use this unit actively if you wish to get the bang for the buck.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - 8.14 cm Granatwerfer 34 / Mortar - 88E718C
 
 
Picture of a Mortar team, their description, and their abilities.
 
 
Their abilities are as follows:
 
 
-Fire 8cm Wgr. 34 (x4)-
 
The crew launches 4 shells at the target area. The spread depends on distance and line of sight of the target area. (If launching at max range, you can count on shells landing as far as twice further than the radius of the barrage shows.) While rather innacurate, the lucky connections can destroy full squads, or if they land on top of a light vehicle or tank, destroy it or heavily damage it.
 
 
-Fire 8cm Wgr. 34 (x1)-
 
The crew launches a single, precise shell at the target area. Very useful for destroying single targets, or static light vehicles. Costs 25 munitions, and requires veterancy 1 to be available.
 
 
-Fire 8cm Wgr. 34 Nb (x6)-
 
The crew fires 6 smoke shells at the target area. The shells can damage or kill soldiers on direct impact. Perfect for covering an attack, allowing your squads to close the distance without being killed.
 
 
-Counter-Barrage-
 
The Mortar Team is ordered to respond to enemy artillery fire in range, firing precise shells at the artillery piece that triggers its overwatch. A lame ability that is far too precise, and serves only to piss your opponent off because they are actually using their mortar actively.
 
 
-Sprint-
 
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
 
 
-Hold Fire-
 
The Mortar Team won’t fire automatically when enemies enter their passive attack range.
 
 

Weapon upgrades

 
 
The Mortar has access to 6 different weapon upgrades:
 
 
-Wurfgranate 39 Rounds-
 
The crew receives special delayed-fuze mortar rounds that bounce off the ground and explode mid-air, sending deadly sharpnel over a much larger area. The rounds are much deadlier to soft targets, but not as effective against enemy vehicles and armor. Costs 35 Munitions to upgrade, 25 Munitions to fire, and requires the Mortar to be Veterancy 2.
 
 
It will launch 4 Shells.
 
 
-Maintenance Kits-
 
The squad is issued additional spare parts, as well as cleaning equipment.
 
Outside combat, the squad will repair their Mortar. An upgrade that is good on paper, until you realize that the weapon health only matters if its fully decrewed, or in yellow cover, at which point if the grenade lands on it directly, its getting destroyed 9/10 times. Costs 25 munitions to equip, and requires veterancy 3.
 
 
(“Maintenace Kits” Doesn’t work in the current patch 1.1.0.3, avoid until fixed for all weapon crews that can upgrade it as its a waste of ammo currently.)
 
 
-Incendiary Rounds-
 
The crew receives special incendiary rounds, that blanket the target area with scorching flames. The shells will burn any crew weapons and infantry in the area, and deal moderate damage to buildings. Costs 20 Munitions to upgrade, 35 Munitions to fire, and requires the Mortar to be veterancy 1.
 
 
It will launch 1 Shell.
 
 
-Advanced Gunnery-
 
Extensive training allows the crew to hit their targets with increased precision. The upgrade leads to 33% reduced weapon scatter, but it only affects their auto attack, meaning it does not affect other abilities. Costs 25 munitions and requires veterancy 2 to upgrade.
 
 
-Illumination Rounds-
 
The crew is issued special illumination rounds that grant sight radius in the area they are launched at. The flare will reveal the area, as well as any camouflaged enemy units. Costs 15 Munitions to upgrade, and 15 Munitions to use.
 
 
It will launch 1 Flare.
 
 
-Firing Drills-
 
The crew undergoes firing drills to improve their reload times. The upgrade leads to 25% faster reload speed, but it only affects their auto attack, meaning it does not affect other abilities. Costs 25 munitions and requires veterancy 2 to upgrade.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - 8.14 cm Granatwerfer 34 / Mortar - 9DDBD78
 
 
Picture of two veteran Mortars. Left one is equipped with Advanced Gunnery, the right one is equipped with Firing Drills.
 
 
 

7.5 cm Panzerabwehrkanone 40 / PaK 40 AT Gun

PaK 40 Anti Tank Gun is your largest non-doctrinal Anti-Tank Gun, and a fine one at that. Accurate and hard hitting, its a great addition to your Anti-Tank force.
 
 
It costs 290 Manpower and 5 Population Cap, which makes it a bit on the expensive side. Using doctrines with air supplied PaK40’s can mitigate this issue somewhat, but the doctrines with those abilities are already heavily Anti-Tank oriented. It also requires 3 Command Points to be reached before its ready for production.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - 7.5 cm Panzerabwehrkanone 40 / PaK 40 AT Gun - 2CFD5E8
 
 
Picture of the PaK 40 AT Gun icon in Tier 1, with the description of the Tier 1 and the unit as well.
 
 
Best used when stationed in heavy cover, this AT gun will easily penetrate enemy armor, and can even score lucky penetrations on heavier tanks. In a pinch, it can use HE shells to deal with pesky infantry.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - 7.5 cm Panzerabwehrkanone 40 / PaK 40 AT Gun - 3ACD300
 
 
Picture of a PaK 40 AT Gun in a defensive position, its description, and its abilities.
 
 
The AT Gun has access to the following abilities:
 
 
-Load Armor-Piercing Composite Rigid-
 
The crew loads and fires APCR Rounds for the duration of the ability. The shells have increased penetration across all ranges, but do less damage when actually penetrating. A rarely used ability, it can offer you a slight chance to more constantly penetrate a heavier target. Costs 25 Munitions, and the AT gun will fire about 3 shells before the ability expires.
 
 
-Load Sprgr. 34 High-Explosive Round-
 
The crew loads and fires a single HE shell at the target area. The shell has a large explosion radius, and is rather potent against infantry and crew weapons, if it connects (As plenty of other AT Guns, the PaK40 has issues when it comes to terrain getting in the way of the shells.)
 
Good for dealing with pesky infantry. Costs 20 Munitions to use.
 
 
-Load Smoke Round-
 
The crew loads and fires a single Smoke Round at the target area. The round creates an obscuring cloud of smoke, blocking vision. Costs 20 Munitions to use.
 
 
-Rapid Maneuvers-
 
The squad moves faster for a short period of time, making quick maneuvers and relocating to a new position faster and easier.
 
 
-Prioritize Vehicles-
 
The unit will prioritize vehicles as their main target. Only affects Anti-Tank weaponry, other soldiers in the unit will still open fire at enemy infantry unless ordered to hold fire completely. Very important as the unit might not fire at the vehicle first.
 
 
-Hold Fire-
 
The crew holds fire, and won’t fire at the enemy even if fired upon. Best used in tandem with “Anti-Tank Gun Camouflage”, but keep note of your units holding fire. They can easily be killed without firing a single shot themselves.
 
 
-Anti-Tank Gun Camouflage-
 
The squad masks themselves, becoming invisible to most enemy units. Best used in tandem with “Hold Fire” for close ambushes, or letting an enemy force you can’t engage go by.
 
 

Weapon upgrades

 
 
The Anti Tank Gun has access to 6 weapon upgrades:
 
 
-Target Tread-
 
The crew is issued Armor Piercing shells to knock off enemy treads. The upgrade will replace “Smoke Rounds” with “Target Tread” ability, which can be used to cripple the mobility of enemy tanks. Costs 20 Munitions to upgrade, 20 Munitions to use, and requires veterancy 1.
 
 
-First Aid Training-
 
The crew is issued First Aid Kits, and is trained in how to use them. Outside combat, the crew will heal itself up to full health (But will not be able to replace killed models without a reinforcement point nearby). A decent upgrade you’ll rarely see due to its high requirement. It costs 35 munitions to equip, and requires veterancy 3.
 
 
-Targeting Optics-
 
The squad is issued better optics, improving accuracy and line of sight. A decent upgrade, but shadowed by “Improved Breech”, as the AT Guns are already highly accurate, and will be supported by other units that can spot for them most of the time. Costs 30 munitions to upgrade, and requires veterancy 2.
 
 
-Maintenance Kits-
 
The squad is issued additional spare parts, as well as cleaning equipment. They will repair their weapon if it gets damaged. Useful for keeping the weapon from breaking apart if it sustains any damage during battle. Costs 25 Munition to upgrade, and requires veterancy 3.
 
 
-HEAT Rounds-
 
The crew is issued HEAT Rounds, that have increased penetration, and no damage fall off. The upgrade replaces your HE Shells with HEAT Shells, which are rather potent against enemy armor, but not so much against infantry. Costs 10 Munitions to upgrade, and 25 Munitions to use.
 
 
-Improved Breech-
 
The crew improves their loading breech, alowing for faster rate of fire on the AT gun. This upgrade increases the rate of fire of your AT gun by some 25%, which is extremely good, as it allows you to get way more shells out faster, meaning that enemy vehicles are going to be penetrated more often. Costs 25 munitions to upgrade, and requires veterancy 2.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - 7.5 cm Panzerabwehrkanone 40 / PaK 40 AT Gun - 97CF894
 
 
Picture of two veteran PaK40 AT Guns, left one upgraded with Targeting Optics, and the right one upgraded with Improved Breech.
 
 
 

-Tier 2- SS-Fahrzeughauptquartier

The Tier 2 building offers 6 global upgrades, but only 5 are useful.
 
 
Once deployed, it will spawn 6 repairmen, who will repair any damaged friendly vehicle in the area.
 
 
The building also has a passive effect when set up outside base territory:
 
 
-Abwehr-
 
Buildings within the sector receive 20-50% production speed depending on unit type, but does not include infantry.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - -Tier 2- SS-Fahrzeughauptquartier - 396ECE1
 
 
Picture of the Tier 2 description, and the 6 global upgrades.
 
 
The global upgrades are as follows:
 
 
-Erbsenmuster-
 
The upgrade will make it so the “Concealment Training” upgrade is automatically applied to all applicable units when they reach the necessary veterancy. This will save you some munitions over the course of the game. Costs 100 Manpower and 25 Fuel.
 
 
-Volksdeutche-
 
The conscripted troops from Latvia and Estonia join the fight. The upgrade leads to decrease in infantry build times by 50%, but does not include Medics, Snipers, or Anti-Tank Teams.
 
Costs 60 Manpower and 10 Fuel.
 
 
-Logistics Phase 2-
 
The upgrade boosts your Munitions Income by 20%. Very useful and necesarry upgrade that increases your Munitions income, allowing you to spend more on weapon upgrades, abilities, and mines. It can be upgraded in any order, and costs 250 Manpower and 25 Fuel.
 
 
-Light Armor Support-
 
The upgrade unlocks the light vehicles from the building for construction. Costs 15 Fuel.
 
 
-J├Ąger Tactics-
 
The light vehicle crews can now better coordinate between eachother. The upgrade gives all light vehicles under your command “Radio Net” aura, which increases their rate of fire and line of sight when near other light vehicles. Very good upgrade if you use a lot of light vehicles. (Multiple Pumas with Improved Breech are scary). Costs 100 Manpower, 25 Fuel, and requires the Light Armor Support to be upgraded first.
 
 
-Forward Receivers-
 
The forward receivers are issued to the truck, boosting unit detection range. The upgrade leads to the truck being able to detect enemy units in a radius of 120 metres around it, even in fog of war. Costs 50 Munitions to upgrade.
 
 
 

Sonderkraftfahrzeug 250 / 250 Halftrack

250 Halftrack is an armoured transport vehicle armed with a pintle MG42s. It can hold a single infantry squad, which can fire outside of the vehicle, giving it a 360┬░ firing angle.
 
 
It costs 190 Manpower, 15 Munitions, 10 Fuel, and 4 Population Cap, and can be produced after 2 Command Points are reached. While in a better position than the Hanomag Halftrack, its still a very risky investment, as it will need to do a lot of hard work to pay off the cost.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sonderkraftfahrzeug 250 / 250 Halftrack - 8E8848B
 
 
Picture of the 250 Halftrack icon in Tier 2, with the description of the Tier 2 and the unit as well.
 
 
As all light vehicles, it is rather fragile, so its best used as a supporting unit from long range. The machine gun can provide supporting fire, and it can also reinforce depleted infantry squads back to full numbers. It can also be used as a transport unit, and can transport a single squad.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sonderkraftfahrzeug 250 / 250 Halftrack - F3CE63F
 
 
Picture of the 250 Halftrack, its description and its abilities.
 
 
The Halftrack has access to the following abilities:
 
 
-Load V-Patronen Armor Piercing Rounds-
 
 
The crew loads special incendiary armor piercing rounds, which offer increased penetration at all ranges. The ability gives the pintle mounted MG42 increased penetration, allowing it to deal some chip damage to enemy light vehicles, but enemy light tanks won’t be pierced. Using the ability against light tanks can only scare the enemy away, if they are not aware of this. Costs 15 Munitions to activate.
 
 
-Focused Sight-
 
The crew focuses on forward observation, increasing frontal sight and detection range, but lowering the sight from the sides and the rear. The vehicle will also move slower.
 
 
-Emergency Repairs-
 
The crew starts repairing the vehicle, stopping in place, and not firing while the ability is active. As long as the ability is active, the vehicle will repair itself, and any suffered criticals, even if under fire.
 
A very useful ability as its free repair that needs to munitions or engineers to assist you.
 
 
-Hold Facing-
 
The crew is ordered to hold the facing the vehicle is currently pointing in. Not really a useful ability considering the Halftrack will mostly be on the move, and will only stay still when using Emergency Repairs.
 
 
-Accelerate-
 
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
 
 
-Prioritize Vehicles-
 
The crew prioritizes vehicles with their Machine Gun. It can be helpful in a pinch, as the gunner could fire on infantry instead of vehicles first.
 
 
-Hold Fire-
 
The crew is ordered to fully hold fire against all targets. Can help in a pinch if the vehicle needs to escape from vision without being further detected.
 
 
-Smoke Screen-
 
The crew launch a smoke screen, blocking vision and allowing the vehicle to relocate undetected. Good in a pinch. Costs 30 Munitions to use.
 
 

Weapon upgrades

 
 
The 250 Halftrack has access to 3 non-doctrinal upgrades:
 
 
-Reinforce-
 
The vehicle is authorized to ferry reinforcements to the front. Its reinforce radius is largely increased. An upgrade you need veterancy 2 for, that Opel Blitz gets right from the start. Costs 35 Munitions and of course, veterancy 2.
 
 
-Expert Gunnery-
 
The crew familiarizes itself with their weapons, increasing accuracy and decreasing reload times. Costs 20 Munitions and requires veterancy 2.
 
 
-Emergency Repair Kit-
 
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit, or use the “Emergency Repair” ability. Costs 15 munitions to upgrade.
 
 
 

Sonderkraftfahrzeug Ausf. C 251/17 / AA Haltrack

AA Halftrack is your primary Anti- Air unit. It can quickly shoot down and planes within the air space, and can also shred infantry in seconds. Its 2cm Flak Cannon can also pierce armor of light tanks, and lucky shots can detrack heavier targets. However, the Halftrack itself is rather thinly armored, and can be taken down easily even with MG AP rounds.
 
 
It costs 240 Manpower, 20 Munitions, 20 Fuel, and 6 Population Cap, and requires 3 Command Points to be reached before it can be deployed.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sonderkraftfahrzeug Ausf. C 251/17 / AA Haltrack - B2B9CD8
 
 
Picture of the AA Halftrack icon in Tier 2, with the description of the Tier 2 and the unit as well.
 
 
As all light vehicles, it is rather fragile, so its best used as a supporting unit from long range. The 2cm Flak Cannon will easily pick off enemy infantry, and will even make decent holes in enemy light armor.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sonderkraftfahrzeug Ausf. C 251/17 / AA Haltrack - 46D0D9C
 
 
Picture of the AA Halftrack, its description and its abilities.
 
 
The AA Halftrack has access to the following abilities:
 
 
-Load Armor-Piercing Composite Rigid-
 
The crew loads and fires APCR Rounds for the duration of the ability. The shells have increased penetration across all ranges, but do less damage when actually penetrating. A rarely used ability, it can make the Halftrack more consistently penetrate light armor. Costs 15 Munitions to activate.
 
 
-Target Tread-
 
The crew loads and fires armor-piercing round at the vehicles whells / treads in an attempt to immobilize it. The ability has a high chance of breaking enemy whells or treads, immobilizing them. Costs 20 Munitions to use.
 
 
-Anti-Aircraft Mode-
 
The crew parks the vehicle and prepares it for Anti-Air defense. As long as the ability is active, the halfrack will only engange enemy aircraft, with increased rotation speed of the turret so that it can track them. Was more useful before the officer update, as then a lot more planes were available for use.
 
 
-Hold Facing-
 
The crew is ordered to hold the facing the vehicle is currently pointing in. Not really a useful ability considering that the truck will either be on the move or performing field maintenance.
 
 
-Accelerate-
 
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
 
 
-Prioritize Vehicles-
 
The crew prioritizes vehicles with their Flak Cannon. Best when there are multiple targets in range, and you want to target the vehicles first.
 
 
-Hold Fire-
 
The crew is ordered to hold fire. Useful when paired with “Camouflage“, as it will make it so the vehicle does not reveal itself by mistake.
 
 
-Camouflage-
 
The crew hides the vehicle under foliage. Best used with “Hold Fire“, it allows your vehicle to be undetected by the enemy. Do note that the vehicle is still visible on the minimap even when camouflaged, as is the case with any and all vehicles without “Clandestine” (Developer oversight that could be changed in the future. Could be.)
 
 

Weapon upgrades

 
 
The AA Halftrack has access to the following upgrades:
 
 
-Emergency Repair Kit-
 
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit, or being close to a repair aura.
 
 
-Targeting Optics-
 
The crew is issued superior targeting optics, increasing vision, accuracy, and camouflage detection. Costs 30 Munitions and requires veterancy 2.
 
 
-Camouflage Netting-
 
The crew is issued camouflage netting to break the outlines of the vehicle, and make it hidden to aerial reconnaissance. The upgrade makes the vehicle invisible on the minimap (To the enemy) when stationary. A decent upgrade, as some players might notice too late that their units are under attack because no enemy dot is present on their minimap. Costs 20 munitions and requires veterancy 2 to upgrade.
 
 
-Improved Breech-
 
The crew familiarizes themselves better with their weapons. They reload 25% faster. The upgrade costs 25 Munitions and requires veterancy 2 to upgrade.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sonderkraftfahrzeug Ausf. C 251/17 / AA Haltrack - EA28EA1
 
 
Picture of two veteran AA Halftracks, left one upgraded with Improved Breech, and the right one upgraded with Targeting Optics.
 
 
 

Sonderkraftfahrzeug 234/2 “Puma” / Puma

Puma is a nimble combat vehicle that can quickly outflank the enemy armor, and deal quite a damage. While its armor is thin, it can achieve great speeds, which it can use to outmaneuvre the enemy, and while they rotate their turrets to aim, the Puma can simply chip away at them.
 
 
(Anyone misses the CoH1 Puma?)
 
 
With a cost of 290 Manpower, 25 Munitions, 35 Fuel, and 6 Population Cap, its not a terribly cheap vehicle, but its not quite as expensive as the tanks it can hunt. It’ll require 4 Command Points to be reached before it can be fielded.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sonderkraftfahrzeug 234/2
 
 
Picture of the Puma icon in Tier 2, with the description of the Tier 2 and the unit as well.
 
 
While it is a light vehicle, its best used aggresively in flanking maneuvres, where its 5cm main gun can do substantial damage to enemy armor.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sonderkraftfahrzeug 234/2
 
 
Picture of the Puma, its description, and its abilities.
 
 
The Puma has access to the following abilities:
 
 
-Load Armor-Piercing Composite Rigid-
 
The crew loads and fires APCR Rounds for the duration of the ability. The shells have increased penetration across all ranges, but do less damage when actually penetrating. A rarely used ability, it can offer you a slight chance to more constantly penetrate a heavier target. Costs 20 Munitions to use.
 
 
-Load Sprgr. 38 High-Explosive Round-
 
The crew loads and fires a single HE shell at the target area. The shell has a large explosion radius, and is rather potent against infantry and crew weapons
 
 
-Schnellnebelkerzen 39-
 
The crew fires smoke banks in front of the vehicle, blocking sight, and allowing the vehicle to relocate unseen. It can also be used to cover other units. Costs 30 Munitions to activate.
 
 
-Hold Facing-
 
The crew is ordered to hold the facing the vehicle is currently pointing in. Not really a useful ability considering the Halftrack will mostly be on the move, and will only stay still when using Emergency Repairs.
 
 
-Accelerate-
 
The driver pushes the engine to the limit, accelerating the vehicle to top speed. A quick and free speed boost available to almost all light vehicles, its useful for getting to where you need faster, or flanking, or running away.
 
 
-Prioritize Vehicles-
 
The crew prioritizes vehicles with their Machine Gun. It can be helpful in a pinch, as the gunner could fire on infantry instead of vehicles first.
 
 
-Hold Fire-
 
The crew is ordered to hold fire. Useful when paired with “Camouflage“, as it will make it so the vehicle does not reveal itself by mistake.
 
 
-Camouflage-
 
The crew hides the vehicle under foliage. Best used with “Hold Fire“, it allows your vehicle to be undetected by the enemy. Do note that the vehicle is still visible on the minimap even when camouflaged, as is the case with any and all vehicles without “Clandestine” (Developer oversight that could be changed in the future. Could be.)
 
 

Weapon upgrades

 
 
-Improved Breech-
 
The crew improves their loading breech, alowing for faster rate of fire. They reload 25% faster. The upgrade costs 25 Munitions and requires veterancy 2 to upgrade.
 
 
-Targeting Optics-
 
The crew is issued superior targeting optics, increasing vision, accuracy, and camouflage detection. Costs 30 Munitions and requires veterancy 2.
 
 
-HEAT Rounds-
 
The crew is issued HEAT Rounds, that have increased penetration, and no damage fall off. The upgrade replaces your HE Shells with HEAT Shells, which are rather potent against enemy armor, but not so much against infantry. Costs 10 Munitions to upgrade, and 20 Munitions to use.
 
 
-Camouflage Netting-
 
Vehicle crews are issued camouflage nets to break apart the outline of their vehicle, hiding it from aerial recon. The vehicle becomes invisible on the minimap when still. Costs 20 Munition and requires veterancy 2.
 
 
-Emergency Repair Kit-
 
The crew is issued a repair kit, with which they will repair the vehicle when out of combat for at least 15 seconds. It can’t repair critical damage by itself however, and you’ll need to repair it using an engineer unit, or being close to a repair aura. Costs 20 Munitions to upgrade.
 
 
-Target Tread-
 
The crew is issued Armor Piercing shells to knock off enemy treads. The upgrade will replace “APCR Rounds” with “Target Tread” ability, which can be used to cripple the mobility of enemy tanks. Costs 15 Munitions to upgrade, 25 Munitions to use, and requires veterancy 1.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sonderkraftfahrzeug 234/2
 
 
Picture of two veteran Pumas, left one upgraded with Improved Breech, and the right one upgraded with Targeting Optics.
 
 
 

-Tier 3- SS-Panzerhauptquartier

The Tier 3 offers 4 global upgrades, one of them doctrine-bound, and the rest depend on the situation and playstyle.
 
 
The building also has a passive effect when set up outside base territory:
 
 
-Grab a Shovel!-
 
All deployed sWS structures receive 25% reduced damage within the sector.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - -Tier 3- SS-Panzerhauptquartier - 4777DC5
 
 
Picture of the Tier 3 description with the 4 Global upgrades
 
 
The global upgrades are as follows:
 
 
-Spaced Armor-
 
The tanks will be outfited with armor skirts before joining the battle. The upgrade will install armor skirts (+20 Health, +5% Increased Armor Value) to the applicable tanks. Good Munitions save. Costs 180 Manpower and 35 Fuel.
 
 
-Indoctrination-
 
The Waffen-SS forces are further indoctrinated into their cause. The upgrade leads to troops firing 10% faster, and their “Conditioned Sprint / Sprint” is replaced with “Fur Das Vaterland“, a suppression break ability. The upgrade costs 180 Manpower and 25 Fuel.
 
 
-Schwere Panzerabtailungen-
 
The High Command authorizes the use of heavy tanks.
 
The upgrade is bound to the following doctrines:
 
 
-Panzerj├Ąger Tactics (Tank Hunter Tactics)-
 
Unlocks the Jagdtiger and the Jagdpanzer 4
 
 
-Sturm Tactics (Storm Tactics)-
 
Unlocks the Sturmtiger
 
 
-J├Ąger Tactics (Hunter Tactics)-
 
Unlocks the Panther G
 
 
-Panzer Tactics-
 
Unlocks the Panther G
 
 
The upgrade costs 65 Fuel.
 
 
-Forward Receivers-
 
The forward receivers are issued to the truck, boosting unit detection range. The upgrade leads to the truck being able to detect enemy units in a radius of 120 metres around it, even in fog of war. Costs 50 Munitions to upgrade.
 
 
 

Sturmgesch├╝tz III Ausf. G / StuG III G

StuG III G Assault Gun is a reliable medium tank. Without a turret and any machine guns, its vulerable to flanking and enemy infantry unless supported. However, it has a decent main gun that can penetrate most enemy armor.
 
 
With a cost of 380 Manpower, 85 Fuel and 12 Population Cap,its 20 Manpower more expensive, but 5 Fuel cheaper than the Panzer 4 J. Both of them require 5 Command Points to be reached before they can be requisitioned for battle.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sturmgesch├╝tz III Ausf. G / StuG III G - 21B64C9
 
 
Picture of a StuG III G icon in Tier 3, with the description of the Tier 3 and the unit as well.
 
 
While its vulnerable to flanking and infantry, with proper care the reliable StuG will serve you well. Its better to equip it with a pintle MG42 in my opinion, as the Anti-Infantry defense it provides is very important. Once the tank reaches veterancy 1, it will unlock a passive ability “Radio Net”, which boosts its rate of fire and line of sight for each friendly armoured vehicle in its vicinity.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sturmgesch├╝tz III Ausf. G / StuG III G - 1427747
 
 
Picture of a StuG III G, its description and its abilities. (It’s smiling).
 
 
The StuG III G has access to the following abilities:
 
 
-Load Armor-Piercing Composite Rigid-
 
The crew loads APCR Rounds for the duration of the ability. The shells have increased penetration across all ranges, but deal less damage when they penetrate. Decent depending on the target you are engaging. Against something like KV-1 it will allow you to score more consistent penetrations, but due to the large health pool, it’ll still take a while to fully knock it out. Its better to use the HEAT Round instead. Costs 25 Munitions to use.
 
 
-Load Sprgr. 34 High-Explosive Round-
 
The crew loads and fires a single HE Round at the target. The round has a large explosion radius, and is particulary dangerous against infantry and crew weapons. Costs 20 Munitions to use.
 
 
-Load Sprgr. 38 HEAT Round-
 
The crew loads and fires a single HEAT Round at the target. The round has no penetration or damage drop-off, and will usually penetrate the vehicle its aimed at, inflicting heavy damage and shocking the survivors. Good ability to use against enemy vehicles. Costs 25 Munitions to use.
 
 
-Hold Facing-
 
The crew is ordered not to rotate the vehicle, and can only move the main gun in a limited arc
 
 
-Blitzkrieg Tactics-
 
The crew employs a well-practiced Blitzkrieg tactic, utilizing their vehicle to its full to outmaneuvre the enemy, and avoid incoming fire. The tank moves at an increased speed for a duration, and has lower sight and accuracy as long as its moving. The ability costs 10 Fuel to activate.
 
 
-Prioritize Vehicles-
 
The unit will prioritize vehicles as their main target. Very important as the unit might not fire at the vehicle first. The machine guns will still open fire on infantry that enters their cone of fire.
 
 
-Hold Fire-
 
The crew is ordered to fully hold fire against all targets. Not very useful considering the tank has no camouflage options, but can help in a pinch if the tank needs to escape from vision without being further detected.
 
 
-NahVW Grenade Launcher-
 
The crew launches several NahVW Grenades at the target area. The grenades can wipe any infantry caught in the blast, but due to the close proximity the ability can be used in, there is a high chance the infantry unit can lob an AT Grenade before the grenades finish them off. Costs 30 Munitions to use.
 
 

Weapon upgrades

 
 
The StuG III G has access to 6 weapon upgrades:
 
 
-Target Tread-
 
The crew is issued Armor Piercing shells to knock off enemy treads. The upgrade will replace “Load APRC” with “Target Tread” ability, which can be used to cripple the mobility of enemy tanks. Costs 20 Munitions to upgrade, 20 Munitions to use, and requires veterancy 1.
 
 
-Schweres Maschinengewehr 42-
 
The crew installs a pintle mounted MG42 on top of the tank. It allows for additional Anti-Infantry firepower, and can even provide minor Anti-Air coverage. The second best upgrade for the tank, as it means it will be more deadly, while also having better sight and defense against enemy infantry. Costs 50 Munitions to upgrade, and locks out Panzer Officier. The pintle gunner can get suppressed, which will prevent him from firing.
 
 
-Schnellnebelkerzen 39-
 
The crew replaces their NahVW Grenade Launcher with a Smoke Launcher, which can launch Smoke Canisters to blanket the tank in a cloud of smoke. The ability allows you to conceal yourself in smoke, which is great for pulling back and retreating when under heavy attack. Costs 30 Munitions to upgrade, and 20 Munitions to use.
 
 
The cloud smoke disperses quite fast, which is something that kinda makes the upgrade lame. But smoke is smoke.
 
 
-Panzer Officier-
 
The Panzer Commander pops out of the hatch to overview the battlefield. Increases accuracy, vision, and camouflage detection of the tank. While a good upgrade, it leaves the tank without any Anti Infantry weapons outside the abilities. Costs 30 Munition, and requires veterancy 2.
 
 
-Ambush Tactics-
 
The crew is instructed in how to utilize camouflage and ambush tactics. The upgrade replaces the default Q ability (Which means its either the NahVW Grenades or Smoke Launcher going out), and it allows the tank to hide from prying eyes. Honestly the worst upgrade you can give it, since camouflaging your tanks is not as smart of a tactic in the mod as it is in real life. Costs 20 Munitions and requires veterancy 1.
 
 
-Camouflage Netting-
 
Vehicle crews are issued camouflage nets to break apart the outline of their vehicle, hiding it from aerial recon. The tank becomes invisible on the minimap when still. Costs 20 Munition and requires veterancy 2.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Sturmgesch├╝tz III Ausf. G / StuG III G - FA12C6D
 
 
Picture of three StuG III G Assault Guns. From left to right- Unupgraded StuG, StuG upgraded with a pintle MG42, StuG upgraded with the Panzer Commander.
 
 
 

Panzerkampfwagen IV Ausf. J / Panzer 4 J

Panzer 4 J is a retrograde of the Panzer 4 H. As such, it’s cheaper to produce, but has several drawbacks. Most noticeable of those is the slow turret traverse, as it has to be hand cranked.
 
It also comes on the field without armor skirts, making it somewhat more vulnerable until they are fitted on.
 
 
With a cost of 360 Manpower, 90 Fuel, and 10 Population Cap, its cheaper than its Wehrmacht counterpart (400 Manpower, 95 Fuel, 12 Population Cap). Its also cheaper than the StuG III G in terms of Manpower, but more expensive in terms of Fuel.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Panzerkampfwagen IV Ausf. J / Panzer 4 J - 3740E49
 
 
Picture of the Panzer 4 J icon in Tier 3, with the description of the Tier 3 and the unit as well.
 
 
Its best kept at max range, where its gun and armor can protect it better from Allied Mediums such as the T-34 and M4A2 Sherman. However, its easy (And somewhat unfair) pickings for T-34/85, and upgunned US Shermans.
 
 
If you manage to keep a few of them alive long enough to equip them with Panzer Officers, you’ll have a stable fighting force which can self spot, and potentially see the enemy before engaging. Once the tank reaches veterancy 1, it will unlock a passive ability “Radio Net”, which boosts its rate of fire and line of sight for each friendly armoured vehicle in its vicinity.
 
 
Due to its slow turret traverse, its much easier to flank, and you should be ready to reverse it at any time if an enemy tank is on the sides. (If the enemy is flanking left, reverse to the right and vice versa).
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Panzerkampfwagen IV Ausf. J / Panzer 4 J - 75C4AFF
 
 
Picture of a Panzer 4 J, its descriptions, and its abilities.
 
 
The Panzer 4 J has access to the following abilities:
 
 
-Load Armor-Piercing Composite Rigid-
 
The crew loads APCR Rounds for the duration of the ability. The shells have increased penetration across all ranges, but deal less damage when they penetrate. Decent depending on the target you are engaging. Against something like KV-1 it will allow you to score more consistent penetrations, but due to the large health pool, it’ll still take a while to fully knock it out. Its better to use the HEAT Round instead. Costs 25 Munitions to use.
 
 
-Load Sprgr. 38 HEAT Round-
 
The crew loads and fires a single HEAT Round at the target. The round has no penetration or damage drop-off, and will usually penetrate the vehicle its aimed at, inflicting heavy damage and shocking the survivors. Good ability to use against enemy vehicles. Costs 25 Munitions to use.
 
 
-Spearhead-
 
Focusing on frontal assault, the Panzer has longer sight range and faster turret traverse, but the turret is locked to 90┬░. The ability is decent, but rarely used. Requires veterancy 1.
 
 
-Blitzkrieg Tactics-
 
The crew employs a well-practiced Blitzkrieg tactic, utilizing their vehicle to its full to outmaneuvre the enemy, and avoid incoming fire. The tank moves at an increased speed for a duration, and has lower sight and accuracy as long as its moving. The ability costs 10 Fuel to activate.
 
 
-Prioritize Vehicles-
 
The unit will prioritize vehicles as their main target. Very important as the unit might not fire at the vehicle first. The machine guns will still open fire on infantry that enters their cone of fire.
 
 
-Hold Fire-
 
The crew is ordered to fully hold fire against all targets. Not very useful considering the tank has no camouflage options, but can help in a pinch if the tank needs to escape from vision without being further detected.
 
 
-NahVW Grenade Launcher-
 
The crew launches several NahVW Grenades at the target area. The grenades can wipe any infantry caught in the blast, but due to the close proximity the ability can be used in, there is a high chance the infantry unit can lob an AT Grenade before the grenades finish them off. Costs 30 Munitions to use.
 
 

Weapon upgrades

 
 
The Panzer 4 J has access to 6 weapon upgrades:
 
 
-Target Tread-
 
The crew is issued Armor Piercing shells to knock off enemy treads. The upgrade will replace “Load APRC” with “Target Tread” ability, which can be used to cripple the mobility of enemy tanks. Costs 20 Munitions to upgrade, 30 Munitions to use, and requires veterancy 1.
 
 
-Schweres Maschinengewehr 42-
 
The crew installs a pintle mounted MG42 on top of the tank. It allows for additional Anti-Infantry firepower, and can even provide minor Anti-Air coverage. The second best upgrade for the tank, as it means it will be more deadly, while also having better sight and defense against enemy infantry. Costs 50 Munitions to upgrade, and locks out Panzer Officier. The pintle gunner can get suppressed, which will prevent him from firing.
 
 
-Schnellnebelkerzen 39-
 
The crew replaces their NahVW Grenade Launcher with a Smoke Launcher, which can launch Smoke Canisters to blanket the tank in a cloud of smoke. The ability allows you to conceal yourself in smoke, which is great for pulling back and retreating when under heavy attack. Costs 30 Munitions to upgrade, and 20 Munitions to use.
 
 
The cloud smoke disperses quite fast, which is something that kinda makes the upgrade lame. But smoke is smoke.
 
 
-Sch├╝rzen-
 
The tank is fitted with armored side skirts, increasing its survivability. The skirts increase health by +20, and increase the armor value by 5%. Very important and useful. It costs 50 Munitions to upgrade.
 
 
-Ambush Tactics-
 
The crew is instructed in how to utilize camouflage and ambush tactics. The upgrade replaces the default Q ability (Which means its either the NahVW Grenades or Smoke Launcher going out), and it allows the tank to hide from prying eyes. Honestly the worst upgrade you can give it, since camouflaging your tanks is not as smart of a tactic in the mod as it is in real life. Costs 20 Munitions and requires veterancy 1.
 
 
-Panzer Officier-
 
The Panzer Commander pops out of the hatch to overview the battlefield. Increases accuracy, vision, and camouflage detection of the tank. A very strong upgrade for the Panzer 4, it allows it to fire more accurately, and be self spotting. Costs 30 Munition, and requires veterancy 2.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Panzerkampfwagen IV Ausf. J / Panzer 4 J - D3BB163
 
 
Picture of three Panzer 4 J medium tanks. Left to right- Unupgraded Panzer 4, Panzer 4 upgraded with a pintle MG42, Panzer 4 upgraded with Panzer Commander.
 
 
 

Flakpanzer IV/3.7cm “Ostwind” / Ostwind

Ostwind is an Anti-Air medium tank, which can also engage softer ground targets. A good support vehicle, it can help other tanks against enemy infantry, blind enemy tanks, and even detrack them with lucky shots.
 
 
It costs 330 Manpower, 50 Fuel, and 12 Population Cap to field. It also requires 6 Command Points before it can be deployed.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Flakpanzer IV/3.7cm
 
 
Picture of the Ostwind icon in Tier 3, with the description of the Tier 3 and the unit as well.
 
 
Its decently enough armored to be frontline viable, but should still be kept out of enemy fire. Its 3.7cm Flak Cannon is extremely potent against enemy infantry and crew weapons. It can also cause damage to light tanks, and even score lucky hits against medium armor with exposed rear.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Flakpanzer IV/3.7cm
 
 
Picture of an Ostwind, its descriptions, and its abilities.
 
 
The Ostwind has access to the following abilities:
 
 
-Target Tread-
 
The crew loads and fires a single APCR at the target vehicle tread or wheels in an attempt to immobilize it. Costs 25 Munitions to use.
 
 
-Coordinated Fire-
 
The crew targets the selected unit, preventing it from camouflaging, and revealing it even in Fog of War. Useful when hunting a specific tank for instance.
 
 
-Anti-Aircraft Mode-
 
The crew parks the vehicle and prepares it for Anti-Air defense. As long as the ability is active, the Ostwind will only engange enemy aircraft, with increased rotation speed of the turret so that it can track them. Was more useful before the officer update, as then a lot more planes were available for use.
 
 
-Spearhead-
 
Focusing on frontal assault, the Ostwind has longer sight range and faster turret traverse, but the turret is locked to 90┬░. The ability is decent, but rarely used. Requires veterancy 1.
 
 
-Blitzkrieg Tactics-
 
The crew employs a well-practiced Blitzkrieg tactic, utilizing their vehicle to its full to outmaneuvre the enemy, and avoid incoming fire. The tank moves at an increased speed for a duration, and has lower sight and accuracy as long as its moving. The ability costs 10 Fuel to activate.
 
 
-Prioritize Vehicles-
 
The unit will prioritize vehicles as their main target. Very important as the unit might not fire at the vehicle first. The machine guns will still open fire on infantry that enters their cone of fire.
 
 
-Hold Fire-
 
The crew is ordered to fully hold fire against all targets. Can help in a pinch if the tank needs to escape from vision without being further detected.
 
 
-NahVW Grenade Launcher-
 
The crew launches several NahVW Grenades at the target area. The grenades can wipe any infantry caught in the blast, but due to the close proximity the ability can be used in, there is a high chance the infantry unit can lob an AT Grenade before the grenades finish them off. Costs 30 Munitions to use.
 
 

Weapon upgrades

 
 
The Ostwind has access to 6 weapon upgrades:
 
 
-Schnellnebelkerzen 39-
 
The crew replaces their NahVW Grenade Launcher with a Smoke Launcher, which can launch Smoke Canisters to blanket the tank in a cloud of smoke. The ability allows you to conceal yourself in smoke, which is great for pulling back and retreating when under heavy attack. Costs 30 Munitions to upgrade, and 20 Munitions to use.
 
 
The cloud smoke disperses quite fast, which is something that kinda makes the upgrade lame. But smoke is smoke.
 
 
-Targeting Optics-
 
The crew is issued superior targeting optics, increasing vision, accuracy, and camouflage detection. Costs 30 Munitions and requires veterancy 2.
 
 
-Flare Grenade Launcher-
 
Ostwind launchers will now launch flares instead of grenades of smoke. Good for improving scouting capabilities. Costs 15 Munitions to upgrade.
 
 
Currently (Patch 1.1.0.3) the upgrade is bugged, and does not show up even when upgraded. Until fixed, don’t buy it, as its a waste of munitions.
 
 
-Camouflage Netting-
 
Vehicle crews are issued camouflage nets to break apart the outline of their vehicle, hiding it from aerial recon. The tank becomes invisible on the minimap when still. Costs 20 Munition and requires veterancy 2.
 
 
-Ambush Tactics-
 
The crew is instructed in how to utilize camouflage and ambush tactics. The upgrade replaces the default Q ability (Which means its either the NahVW Grenades or Smoke Launcher going out), and it allows the tank to hide from prying eyes. Honestly the worst upgrade you can give it, since camouflaging your tanks is not as smart of a tactic in the mod as it is in real life. Costs 20 Munitions and requires veterancy 1.
 
 
-Improved Breech-
 
The crew improves their loading breech, alowing for faster rate of fire of the main gun. This upgrade increases the rate of fire of the main gun by some 25%, which is extremely good, as it allows you to get way more shells out faster, meaning that enemy vehicles are going to be penetrated more often. Costs 25 munitions to upgrade, and requires veterancy 2.
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Flakpanzer IV/3.7cm
 
 
Picture of two veteran Ostwinds, left one upgraded with Improved Breech, and the right one upgraded with Targeting Optics.
 
 
 

Basic opening and build order

SS build orders can heavily change depending on the selected doctrine. Some doctrines offer cheaper infantry, while others will have them rely on the non-doctrinals until more elite units get on the field.
 
 
At the beggining, its best to start with a single Sturmgrenadier squad, to give you a strong core unit around which you can play with cheaper doctrinal infantry. Non-doctrinally, you can push out 2 Sturmgrenadier squads, and then either follow with a Kubelwagen, or an AT Team. Once you get the needed resources, you should requisition the Tier Truck.
 
 
Now, while you are free to set up either Tier 1 or Tier 2, it is highly recommended you set up the Tier 1 first, as it gives you both healing, and crew weapons with which you can easily defend against both infantry and armor.
 
 
Upgrading the Manpower Logistics early means you’ll benefit more from it as the match goes on. Try fielding one MG42 and one PaK40, and save some Munitions for the Stosstruppen squad, with which you can do wonders. From ambushes to duking it out in close quarters, they are quite potent, and should not be underestimated.
 
 
Constructing the Tier 2 can be followed by making a light vehicles (Depends how far ahead you are), or you can save the fuel for global upgrades (Munitions) and for the Tier 3.
 
 
After you deploy Tier 3, you can choose any of the medium tanks. Panzer 4 is better generalist, while the StuG III will give you somewhat stronget AT capability. After the first tank, your goal can branch into whatever you need to achieve victory.
 
 
Your non doctrinal arsenal might seem small when you take a look at doctrines, but with just a handful of units you can do wonders. Demolition Charges, mines, flanking and encirclement, supporting plays and gunning down on retreat are just some of the thing this basic roster offers you. All of it is amplified with better training and equipment your infantry receives.
 
 
There is really so much that depends on your playstyle (You should look for a balanced approach, not too defensive but not too aggresive.) and the doctrine you pick. While Soviets and Wehrmacht do not need doctrines as much as USF and SS needs it (And UKF, because UKF with no doctrine has no tanks let alone a roster). Most important thing is just to try things out, and play with what you want. Most important thing to remember is to not waste your resources, cap in succession, plant mines, and avoid getting wiped.
 
 
 

Closing word

Non-doctrinal factions might seem barebones, but it mostly comes down to personal preference as to what you like. Trying to play only non-doctrinaly could help you see if you crutch too much on a doctrine, and can help you explore units you might never would use. As for the Kampkraft centre, its not covered in the guide as it requires a doctrine to be selected to become available. But even if it didn’t require one, there isn’t much to say. Purchase whatever you want from it, but avoid light vehicle vet.
 
 
As always, this is a subjective guide, not an objective one, and experimenting with your build orders is always welcomed.
 
 
Remember to check out the Spearhead Official Discord Server, and to comment if you have any questions, or you just want to say something.
 
 
(In other news, r/gaming is a joke)
 
 
Company of Heroes 2 - Spearhead Waffen SS Faction for Dummies - Closing word - FEE5377
 
 

Written by Witch Hunter

 
 
I hope you enjoy the Guide we share about Company of Heroes 2 – Spearhead Waffen SS Faction for Dummies; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 


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