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TABLE OF CONTENTS 1.0 INTRODUCTION - FACTION GUIDE
1.0 - Introduction - Faction Guide Pg. 1
Good morning soldiers, welcome to your faction training school.
2.0 - Commanders FAQ Pg. 3 This guide is designed to cover some more intricate details for each
faction and be the go to place for understanding each faction, and any
2.1 - US Commanders FAQ Pg. 2 possible questions you may have with them.
2.2 - Wehrmacht Commanders FAQ Pg. 3 We also have faction overviews available for players to get a core
grasp of each faction as well.
2.3 - Soviet Commanders FAQ Pg. 4

2.4 - British Commanders FAQ Pg. 5 www.companyofheroesbg.com/learntoplay


2.5 - OKW Commanders FAQ Pg. 6

2.6 - Universal Commanders FAQ

3.0 - US Guide Pg. 7


Pg. 7
HOW TO USE THE FACTION GUIDE
Each Faction is detailed out with key faction units, upgrades and
3.1 - US Strengths and Weaknesses Pg. 8 abilities noted. Afterwards a Commander FAQ helps answer any
3.2 - US Commanders Pg. 10
questions that players may have when playing that commander.

3.3 - US Lost Brigades Pg. 12

4.0 - Wehrmacht Guide Pg. 13

4.1 - Wehrmacht Strengths and Weaknesses Pg. 14

4.2 - Wehrmacht Commanders Pg. 16


© SEGA. Developed by Relic Entertainment Inc. SEGA, the SEGA logo, Relic
4.3 - Wehrmacht Lost Brigades Pg. 18 Entertainment and Company of Heroes are either registered trademarks or
trademarks of SEGA Corporation or its affiliates. All rights reserved. SEGA is
5.0 - British Guide Pg. 19 registered in the U.S. Patent and Trademark Office. All other trademarks, logos and
copyrights are property of their respective owners.
5.1 - British Strengths and Weaknesses Pg. 20

5.2 - British Commanders Pg. 22

5.3 - British Lost Brigades Pg. 24

6.0 - Soviet Guide Pg. 25

6.1 - Soviet Strengths and Weaknesses Pg. 26


2.0 COMMANDER FAQ
6.2 - Soviet Commanders Pg. 28
This FAQ clarifies some of the most common Commander Card
6.3 - Soviet Lost Brigades Pg. 31 questions. If players are still confused by a commander ability, all
players must reach a consensus on how the ability should operate.
7.0 - OKW Guide Pg. 32
ECC - Elite Commanders Collections, ERP - Eastern Reinforcements
7.1 - OKW Strengths and Weaknesses Pg. 33 Pack Path - Pathfinder Pack, StuG - StuG Pack, LsBr - Lost Brigades
Pack
7.2 - OKW Commanders Pg. 35

7.3 - OKW Lost Brigades Pg. 37

8.0 - Universal Lost Brigades Pg. 38

1
Heavy Cavalry Company (ECC): Tier 1 - Riflemen do not benefit
from the +1 Defense die when they are not benefiting from cover,
including when they are attacked only by a unit Assaulting them.
This applies to variations of Riflemen, but not standalone units like
Cavalry Riflemen. Tier 2 - Combined Arms only applies to your units.
The sight and range of each unit is increased by one total.

Motor Pool (ECC): Tier 4 - All Vehicles may make a free move
without using any CP cubes, perform this action in reading order, top
to bottom, left to right.

Pathfinder Company (Path): Tier 2 - All non-Pathfinder Infantry can


spawn adjacent, but have Slow the first round. Tier 4 - Airdropped

2.1 US COMMANDER FAQ


Combat Group units may not spawn onto impassable terrain.

Devil’s Brigade (StuG): Tier 1 - This specialized training ability allows


a purchased Riflemen to spawn as a Devil’s Brigade with 5 health
Recon Support Company: Tier 1 - +1 Range is only gained on and is able to move through impassable terrain while retaining the
future Munitions AI Damage upgrades purchased, not the AP. upgrade options of a Riflemen. Tier 3 - Demolition does not take
Tier 4 - The Airdropped Combat Group cannot spawn on impassable place of the unit’s attack. If the building is destroyed, any units
terrain. inside perform an immediately resolved Retreat as normal after
the Damage Phase. The player decides at the end of the Damage
Ranger Company: Tier 4 - The term “in play” refers to whether a Phase if they want to use the ability to roll 4 HE Damage or not, and
Major miniature is currently on the board. it can be used even after a failed Assault.
Armor Company: Tier 1 - This allows a purchased Riflemen to Cavalry Rifle (LsBr): Tier 1 - This is when spending the first CP cube
spawn as an Assault Engineer with 4 Health, 2 Close Range on a Vehicle, not a Speed die. Tier 2 - Cavalry Riflemen do not have
Firepower, and 2 Wrenches while retaining the upgrade options of access to Riflemen upgrades. The CP used for an Assault must
a Riflemen. Tier 3 - All Infantry adjacent to Heavy Vehicles always be from a move just performed to use its ability, otherwise Assaults
gain the Heavy Cover +2 Defense dice, this works even when must be paid for with a CP cube as it normally would be. Tier 3 -
Assaulting or being Assaulted. Tier 4 - Sherman Easy Eights are a Sherman Easy Eights are a standalone unit without any upgrades.
standalone unit without any upgrades. Tier 4 - If the Dozer’s ability destroys sandbags, any Infantry on that
Mechanized Company: Tier 3 - Both light and heavy vehicles can hex does not benefit from the Sandbags Cover during the Damage
smoke. Phase.

Airborne Company: Tier 1 - The Airborne Company cannot spawn Urban Assault Company (LsBr): Tier 3 - M36 Jacksons use
on impassable terrain. Tier 2 - This option is available when a Wolverine chassis and the M36 Jackson turret, they are a
spending the first CP cube on an Infantry, not a Speed die. standalone unit without any upgrades. Tier 4 - If the Dozer’s ability
Tier 3 - The Airdropped Combat Group cannot spawn on impassable destroys sandbags, any Infantry on that hex does not benefit from
terrain. Tier 4 - P47 Rocket Strike does not trigger frontal defense the Sandbags Cover during the Damage Phase.
on heavy vehicles.
Engineer Assault Company (LsBr): Tier 1 - This allows a purchased
Mobile Support Company: Tier 1 - All Infantry cost 1 less Manpower Riflemen to spawn as an Assault Engineer with 4 Health, 2 Close
this Supply Phase. Tier 2 - All Infantry may make a free move Range Firepower, and 2 Wrenches while retaining the upgrade
without using any CP cubes, perform this action in reading order, options of a Riflemen. Tier 3 - If the Dozer’s ability destroys
top to bottom, left to right. sandbags, any Infantry on that hex does not benefit from the
Sandbags Cover during the Damage Phase. Tier 4 - M36 Jacksons
Light Cavalry Company (ECC): Tier 3 - Stuarts gain the same No use a Wolverine chassis and the M36 Jackson turret, they are a
Fire Capture toggle ability that the Soviet T-70 has. standalone unit without any upgrades.
Tactical Support Company (ECC): Tier 1- The MG Bunker has to
Setup and in the Full Rules has a Firing Arc.

2
Tank Destroyer Doctrine (ECC): Tier 1 - The Marked Vehicle loses
all Matrix Defense, Frontal arc, and Defense Upgrades this round,
place the CP paid for this ability to Mark the enemy Vehicle. Tier 3
- Pak 43 Emplacements have to setup and in the Full Rules have a
firing arc. Osttrruppen available from Lost Brigrades can build them.

Assault Support Doctrine (Path): Tier 1 - To indicate ‘No Fire’ mode


for the Supply Operations ability, place a red ‘No Fire’ die on the
Kübelwagen’s vehicle tray or hex. Only +1 of one of the resources
of a multiple resource capture point is generated for that player,
player’s choice.

2.2 WEHRMACHT COMMANDER FAQ StuG Tactics (StuG): Tier 1 - Standard Buildings only, does not apply
to Special Buildings.

StuG Assault (StuG): Tier 3 - All Infantry adjacent to Heavy Vehicles


Jaeger Infantry Doctrine: Tier 1 - Ambush Training is available to all
always gain the Heavy Cover +2 Defense dice, this works even
Infantry, including Weapon Teams. Grenadiers now have 2 options to
when Assaulting or being Assaulted.
gain Camouflage, but only one can be purchased. Tier 3 - Hull Down
Sandbags are treated like regular Sandbag battlefield defenses built Infantry Storm Doctrine (LsBr): Tier 2 - Infantry must be placed in a
during the Maneuver Phase, they have 2 flat health.The +2 Defense valid adjacent hex, which can include in buildings. Tier 4 - The Stuka
dice are in addition to frontal armor or any Defense upgrades, Strafe does not trigger frontal defense to heavy vehicles.
stacking together. Can not be placed on a Vehicle involved in an
Festung Support Doctrine (LsBr): Tier 1 - Paying 4 Manpower
Assault, and are ignored during Assaults like sandbags Osttrruppen
spawns 2 separate Osttruppen squads each on their own hex.
available from Lost Brigrades can build them.
Tier 2 - Infantry must be placed in a valid adjacent hex, which can
Spearhead Doctrine: Tier 1 - All Light vehicles can purchase this include in buildings. Tier 3 - Hull Down Sandbags are treated like
upgrade. regular Sandbag battlefield defenses built during the Maneuver
Phase, they have 2 flat health.The +2 Defense dice are in addition
Mechanized Doctrine: Tier 2 - Defense dice can be purchased
to frontal armor or any Defense upgrades, stacking together. Can
before or after this while all 222s will gain their Munitions AI Damage
not be placed on a Vehicle involved in an Assault, and are ignored
upgrade.
during Assaults like sandbags. Tier 4 - Pak 43 Emplacements have
Festung Armor Doctrine: Tier 1 - The MG Bunker has to setup and to setup and in the Full Rules have a firing arc. This Pak 43 is a
in the Full rules has a firing arc. Tier 2 - Paying 4 Manpower spawns Veteran with an extra AP damage, dealing 4 instead of 3.
2 separate Osttruppen squads each on their own hex. Tier 3 - Pak
Lightning War Doctrine (LsBr): Tier 1 - Paying 4 Manpower spawns
43 Emplacements have to setup and in the Full Rules have a firing
2 separate Osttruppen squads each on their own hex. Tier 2 - All
arc, this spawn counts as the Infantry’s one emplacement for the
Infantry may make a free move without using any CP cubes, perform
round.
this action in reading order, top to bottom, left to right. Tier 3 -
Panzerkorps Doctrine: Tier 3 - All vehicles make a free move Infantry must be placed in a valid adjacent hex, which can include in
without using any CP cubes, perform this action in reading order, top buildings.
to bottom, left to right.

Elite Troops Doctrine: Tier 1 - +1 Range is only gained on future


Munitions HE Damage upgrades purchased. Tier 2 - Standard
Buildings only, does not apply to Special Buildings. Tier 3 - A
Grenadier, Panzer Grenadier, or Stormtrooper spawns with an AI
upgrade for free.
Terror Doctrine (ECC): Tier 1 - +1 Range is only gained on future
Munitions HE Damage upgrades purchased. Tier 2 - This is when
spending the first CP cube on a Vehicle, this does not include when
spending a Speed die.

3
Urban Defense Tactics (ECC): Tier 1 - This is for all Vehicles to cost
1 less Fuel this Supply Phase. Tier 2 - Standard Buildings only, does
not apply to Special Buildings. Tier 3 - The Forward Station must
convert a standard building, it can be part of a multi-hex standard
building. It becomes an Emplacement, with standard Emplacement
rules including when destroyed. Vehicles can spawn adjacent, but
not on the same hex.

Urban Assault Tactics (ECC): Tier 1 - This option is available when


spending the first CP cube on an Infantry. Tier 2 - The Forward
HQ must convert a standard building, it can be part of a multi-hex
2.3 SOVIET COMMANDER FAQ standard building. It becomes an Emplacement, with standard
Emplacement rules including when destroyed. Infantry can spawn
Assault Tactics: Tier 1 - To indicate ‘No Fire’ mode for the Supply adjacent, but not on the same hex. Tier 3 - Standard Buildings only,
Operations ability, place a red ‘No Fire’ die on the Scout Car’s does not apply to Special Buildings.
vehicle tray or hex. Only +1 of one of the resources of a multiple
Counterattack Doctrine (ERP): Tier 1 and Tier 3 -The Penal
resource capture point is generated for that player, player’s choice.
Battalion and the ISU-152 may choose which attack they want to
Tier 4 - This can be performed against an enemy of any unit type,
use during the Damage Phase.
it cannot target battlefield defenses directly, but it still otherwise
damages them if used to target an enemy unit on the hex. Heroes of Stalingrad (ERP): Tier 2 - Decoy does not allow a Sniper
or a Guards Rifle to move across or into impassable terrain, the
Elite Artillery Tactics: Tier 3 - The Heroic Sacrifice upgrade is still
extra moves are just like normal CP or Speed dice spent to move.
available.

NKVD Disruption Tactics: Tier 2 - The Forward HQ must convert


a standard building, it can be part of a multi-hex standard building.
It becomes an Emplacement, with standard Emplacement rules
including when destroyed. Infantry can spawn adjacent, but not on
the same hex. Tier 4 - Any existing SU-85s are no longer slow as
well.

Soviet Ranged Tactics: Tier 2 - The DShk 38 HMG can be marked


by putting a MG in an Infantry tray just like other faction Machine
Guns.

Conscript Support Tactics: Tier 1 - Only new Conscripts gain the


+1 (2) health Munitions upgrades for free. Tier 3 - 1 Manpower is
gained for each point of damage taken by all Infantry this round,
including by Overwatch. Tier 4 - T-34-85s are a standalone unit
without any upgrades.

Armored Assault Tactics: Tier 1 - This is when spending the first CP


cube on a Vehicle, not a Speed die.

Frontal Assault Tactics (ECC): Tier 2 - Smoke can only be used


when Assaulting. Tier 4 - Armor Piercing Damage for IS-2s
functions just like HE and Flame in how it damages buildings and
enemy Infantry on that receive 1 less building Bonus Defense die.

Guards Motor Tactics (ECC): Tier 1 - Marked Vehicle loses all


Matrix Defense, Frontal arc, and Defense Upgrades this round,
place the one CP paid for this ability on the Marked enemy Vehicle.
Tier 4 - Armor Piercing Damage for IS-2s functions just like HE
and Flame in how it damages buildings and enemy Infantry on that
receive 1 less building Bonus Defense die.
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2.3 SOVIET COMMANDER FAQ
Siega Militia (ERP): Tier 1 and Tier 3 - Standard Buildings only,
does not apply to Special Buildings. Tier 2 - All Infantry gain the +1
Defense dice even when Assaulted or otherwise attacked by other
Infantry inside a multi-hex building.

Frontline Tactics (ERP): Tier 1 - Conscripts do not benefit from the


+1 Defense die when they are not benefiting from cover, including

2.4 BRITISH COMMANDER FAQ


when they are attacked only by a unit Assaulting them. Tier 2 - All
Infantry may make a free move without using any CP cubes, perform
this action in reading order, top to bottom, left to right. Tier 3 - This
is for all Vehicles to cost 1 less Fuel this Supply Phase.
Advanced Emplacements: Tier 1 - This is after any attacking unit’s
Soviet Spetsnaz Brigrade (StuG): Tier 1 - The Penal Battalion may damage dice have been assigned. Tier 2 - Infantry must be placed
choose which attack they want to use during the Damage Phase. in a valid adjacent hex, which can include in buildings. Tier 3 and
Tier 2 - Smoke can be used only when Assaulting. 4 - These free call-in emplacements counts as that Infantry Section’s
Tier 3 - 1 Manpower is gained for each total points of damage taken Emplacement for that round.
by all of your Infantry this round. Tier 4 - Conscripts gain their +2
Commando Regiment: Tier 1 - All Infantry, including Weapon Teams
Health upgrade if they do not have it already. They keep their Flame
can upgrade to Camoflague. Tier 2 - Infantry must be placed in
Munitions upgrade if they have it. If Penal Battalion is chosen - it
a valid adjacent hex, which can include in buildings. Tier 4 - The
gains +1 AI and in place of all AI damage it can deal 2 HE at 1
Forward Emplacement may not spawn on water, impassable terrain,
Range instead, and cannot be pinned. If Shock Troops is chosen, it
or on a building. Infantry must be placed in a valid adjacent non-
gains 2 Close Range AI, +1 Defense die, and can Smoke it’s hex. All
building hex.
existing Shock Troops and Penal Battalions gain access to Conscript
stats, so a free wrench, a speed die, and may purchase a Flame Lend Lease Assault Tactics: Tier 3 - Standard Buildings only, does
damage upgrade for 2 XP. not apply to Special Buildings.

Terror Tactics (LsBr): Tier 3 - KV-8 Flame Tank deals 2 Flame Royal Engineer Regiment: Tier 1 - This specialized training ability
turreted damage when it is Assaulting or targeting a building directly allows a purchased Infantry Section to spawn as a Royal Engineer
without Infantry inside it. Tier 4 - T-34-85s are a standalone unit with 4 Health, 2 Close Range Firepower, and 2 Wrenches while
without any upgrades. retaining the upgrade options of an Infantry Section. Tier 3 - The
AVRE Churchill is a custom standalone call in that does not retain
Shock Rifle Frontline Tactics (LsBr): Tier 4 - KV-8 Flame Tank deals
the Churchill upgrade options. Tier 4 - This option is only available
2 Flame turreted damage when it is Assaulting or targeting a building
when spending the first CP cube on a Vehicle, and costs the 1
directly without Infantry inside it.
Health immediately, it cannot be done if unit has 1 Health.
Soviet Industry Tactics (LsBr): Tier 2 - The Forward Station must Special Weapons Doctrine: Tier 2 - All Infantry adjacent to ally
convert a standard building, it can be part of a multi-hex standard Capture Points always gain the +2 Defense dice (Heavy Cover)
building. It becomes an Emplacement, with standard Emplacement which replaces any other Cover bonus, this works even when
rules including when destroyed. Vehicles can spawn adjacent, but Assaulting or being Assaulted. Tier 3 - Infantry must be placed
not on the same hex. Tier 3 - T-34-85s are a standalone unit without in a valid adjacent hex, which can include in buildings. Tier 4 -
any upgrades. Tier 4 - KV-8 Flame Tank deals 2 Flame turreted Crocodiles can still get the +1 Defense XP upgrade, but the AI
damage when it is Assaulting or targeting a building directly without Munitions upgrade is no longer available.
Infantry inside it.
Infantry Support Doctrine: Tier 1 - Universal Carriers with the Flame
upgrade can still upgrade to Reinforce, but lose Transport or Capture.

Hammer Doctrine (ECC): Tier 1 - The English Industry ability allows


you to spend 2 Munitions instead of 1 Fuel per Purchase. Tier 2 -
Infantry must be placed in a valid adjacent hex, which can include in
buildings.

5
Royal Artillery Regiment (ECC): Tier 4 - The free 17 Pounder Elite Armored Doctrine: Tier 2 - Speed dice can still be purchased
counts as that Infantry Section’s one Emplacement that it can build before or after this while all Luchs will gain their Munitions Defense
for that round. die upgrade. Tier 3 - All Vehicles may make a free move without using any
CP cubes, perform this action in reading order, top to bottom, left to right.
Royal Armored Corp (ECC): Tier 3 - Fireflys can choose to deal 3 AP or
pay 2 Munitions during the Damage Phase to deal 3 HE instead. Firestorm Doctrine: Tier 2 - Kettenkrads are Tier 1 Light Vehicles
that have 2 Speed dice, Camoflague, Heroic Sacrifice, and Capture.
Tank Hunter Regiment (ECC): Tier 3 - This does not trigger frontal
Scavenge Doctrine: Tier 1 - This may be used any amount of times
defense on heavy vehicles. Tier 4 - Fireflys can choose to deal 3 AP
when purchasing in precisely 2 Manpower for 1 Fuel and / or 2
or pay 2 Munitions during the Damage Phase to deal 3 HE instead.
Manpower for 2 Munitions exchanges. Tier 4 - This LeFH 18 is
British Special Service Brigade (StuG): Tier 3 - Gammon bombs a Veteran which has an extra HE damage upgrade compared to
are a 3 HE, 1 Range attack that can be used instead of the normal LeFH 18s. LeFH 18s Emplacements have to setup and in the
Commandos 1 AI, 2 Close Range Firepower attack. Full Rules have a firing arc.
Assault Infantry Regiment (LsBr): Tier 3 - All Infantry adjacent to Fortifications Doctrine: Tier 1 - All of your emplacements gain
Heavy Vehicles always gain the Heavy Cover +2 Defense dice, this Camoflague this round. Tier 2 and Tier 4 - Emplacements have to
works even when Assaulting or being Assaulted. Tier 4 - The AVRE setup and in the Full Rules have a firing arc, this spawn counts as
Churchill is a custom standalone call in that does not retain the the Infantry’s one emplacement for the round. Tier 3 - Defense dice
Churchill upgrade options. can be purchased before or after this while all Luchs will gain their
Munitions Speed die upgrade. Tier 4 - This free Pak 43 counts as
Assault Officer Regiment (LsBr): Tier 4 - Crocodiles can still get the
one of the two Emplacements a Sturmpioneer can build in a round,
+1 Defense XP upgrade, but the AI Munitions upgrade is no longer
since it has two Wrenches.
available.
Grand Offense Doctrine: Tier 1 - STG44 Rifle Volksgrenadiers are
Vanguard Operations Regiment (LsBr): Tier 1 - This specialized
noted by having just an AI die upgrade, instead of a Defense die.
training ability allows a purchased Infantry Section to spawn as a
Tier 2 - Kettenkrads Enginners are special Kettenkrad Tier 1 Light
Royal Engineer with 4 Health, 2 Close Range Firepower, and 2
Vehicles that have 2 Speed dice, Camoflague, Heroic Sacrifice, and
Wrenches while retaining the upgrade options of an Infantry Section.
Capture. In addition these have a wrench in which they can repair, and
Tier 2 - Infantry must be placed in a valid adjacent hex, which can
build Battlefield defenses with. They can not build emplacements.
include in buildings. Tier 4 - The free 17 Pounder counts as that
Infantry Section’s one Emplacement that it can build for that round.
Terror Doctrine West (ECC): Tier 1 - Only the Tier 3 Building Costs
1 Manpower less, not the Tier 3 units. Tier 2 - 1 Manpower is gained
for each point of damage taken by all Infantry this round, including by
Overwatch. Tier 3 - Ober Defense is paid for and activated before any
assigned HE dice are rolled, but after all damage dice have been assigned.

Tank Destroyer West (ECC): Tier 1 - The Marked Vehicle loses all
Matrix Defense, Frontal arc, and Defense Upgrades this round, place
the one CP paid for this ability on the Marked enemy Vehicle.
Storm Doctrine (LsBr): Tier 1 - Kettenkrads are Tier 1 Light Vehicles
that have 2 Speed dice, Camouflage, Heroic Sacrifice, and Capture.
These Veteran Kettenkrads have 2 health instead of 1, mark this

2.5 OKW COMMANDER FAQ


with a +1 Health die. Tier 2 - LeFH 18s Emplacements have to
setup and in the Full Rules have a firing arc. Tier 3 -This does not
trigger Frontal Defense on a Heavy vehicle. Tier 4 - Flammpanzer
38 Hetzers can target 2 visible targets in range when they are
All Commander call-ins can spawn adjacent to their indicated Assaulting, assigning all of their damage to both targets.
Tier building with Slow the first round or in the Spawn area
normally. For StuG Commanders see Wehrmacht section. Encirclement Doctrine (LsBr): Tier 1 - Only new Volksgrenadiers
gain the +2 health XP upgrade for free. Tier 3 - Flammpanzer
Breakthrough Doctrine: Tier 3 - All Infantry may make a free move 38 Hetzers can target 2 visible targets in range when they are
without using any CP cubes, perform this action in reading order, top Assaulting, assigning all of their damage to both targets. Tier 4 - This option
to bottom, left to right. is available when spending the first CP cube on a Vehicle, not a Speed die.
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3.0 US GUIDE
Joint Operations Doctrine (LsBr): Tier 2 - Pak 43 Emplacements
have to setup and in the Full Rules have a firing arc. Tier 4 -
Flammpanzer 38 Hetzers can target 2 visible targets in range when
they are Assaulting, assigning all of their damage to both targets.
US Forces Difficulty: Novice
A highly mobile faction with versatile Infantry and fast Heavy Vehicles.
2.6 UNIVERSAL COMMANDER FAQ US is a control playing faction. They have a difficult time reclaiming
territory but have answers to anything the opponent does. They have
the most weapon teams in the game with clearly defined counters to
Universal Commanders opponents that are fixated on doing one particular thing.

Chris's Infantry Commander: Tier 2 - To indicate ‘No Fire’ mode for It is suggested that new US players start with 3 Riflemen and build
the Quartermaster ability, place a red ‘No Fire’ die on the Infantry’s no more than 2 Weapon Teams before the US Major is out.
tray or hex. Only +1 of one of the resources of a multiple resource
A common mistake of US players is building too many weapon
capture point is generated for that player, player’s choice.
teams limiting their mobility or spending too much fuel on multiple
Universal Vehicle Commander: Tier 1 - All Speed dice are lost on greyhounds. Rely on the Riflemen and their versatile upgrades. 3 AI
a vehicle to gain a Defense die. This is limited to +1 Defense, and or 2 AP damage is nothing to joke about and can be a huge counter to
also No further Speed dice can be gained. Requires the unit to an opponent’s early game strategy.
currently have at least 1 Speed die in order to purchase.
Try to get Tier 3 at a reasonably fast time to get a Major to heal your
Riflemen and be a forward retreat point for them, then start printing
tanks.

US does not have a lot of units that are good at capturing, so


learning how to retain and play defensively with your units is key is
playing US well. Speed die on Tier 3 Heavy Vehicles gets them into
the fight before other faction’s and it is the strength of the US faction.

7
Unit Highlights 3.1 US STRENGTHS AND WEAKNESSES
Riflemen: Flexible upgrade path. Can choose between AI or AP
damage for both its Experience and Munitions Upgrade. Bazooka US Core Unit Strengths
models can be used to represent an AP damage upgrade. 1. Mobile and Firepower - From their Weapon Teams to their Tier
3 Heavy Vehicles, US is all about mobility, and offers great
Jeep: Can capture points and transport Infantry. Can choose its XP
firepower for their cost.
Upgrade to gain Reinforce, shown with green veteran die side.
2. Combined Arms - From their Jeeps offering firepower and
50. Cal Machine Gun: Can choose its Munitions upgrade to gain Reinforce, to their Major being a Retreat and Reinforce Point,
Flame (Special) Damage to represent it’s good armor penetration the US excels the most at a mobile combined arms approach.
against Infantry and light vehicles.
3. Inexpensive Fast Heavy Vehicles - Great damage for the cost,
AT Gun: Can choose its Munitions upgrade to gain Camoflague. while lacking Health, the Sherman is a great all around Tank and
Wolverine arguably the best Tank Destroyer in the game due to
Major: Only one major can be active at a time. Serves as a Retreat its mobility.
and Reinforce Point for allies. Each round Retreating units must
choose which Retreat Point it is moving towards during Retreat - 4. Cost Effective Trades - US is all about cost effective trades,
Step 3 of the Manuever Phase. Infantry Spawned adjacent must be and protecting their more valuable units. Look for opponent
placed in a valid adjacent hex, which can include in buildings. weaknesses with your Riflemen, being able to upgrade to 3 AI or
1 AI and 2 AP offers a very scary and hard to deal with amount
Shermans: Have turreted AI damage to represent 50 cals commonly of firepower, but do not over invest in a Rifleman unless you can
found on Shermans, making it a great all around tank. AP Munitions keep it on the board in a key area.
upgrade represents the 75mm being upgunned to a 76mm.

US Core Unit Weaknesses


1. Low Durability - Rifleman only having 4 Health, and Jeeps not
getting a defense die really leaves US struggling especially late
game in capturing contested objectives.

2. Spread too thin - While US offers great firepower for their cost
and usually wants to look for cost effective trades, US has to
rely on their sustainability and mobility or it is likely to start losing
everywhere if they do not concentrate their forces which excel at
combined arms.

8
9
3.2 US GUIDE - COMMANDERS
Core Commanders

10
Elite Commanders Collection - ECC Commanders

Pathfinder Pack - Path Commanders

StuG Pack - StuG Commanders

11
3.3 US GUIDE - LOST BRIGADES
Lost Brigades Pack - LsBr Commanders Lost Brigades Pack - Building Extensions - Core - Tier 1

Core - Tier 3

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3.3 US GUIDE - LOST BRIGADES 4.0 WEHRMACHT GUIDE
Core - Tier 3 ECC - Tier 2
Wehrmacht Forces Difficulty: Novice
The core of the German Army. Can spawn Machine Gun Teams at the
beginning of the game for early control. Relies on a versatile array of
Heavy Vehicles during the end game.

Wehrmacht is a faction about quality but expensive units. Fully


upgraded, their units will out damage the opponent’s faction, but they
suffer the most when losing a unit and heavily rely on their Vehicles
for map presence. This faction has the fastest Light Vehicles and the
only non-tier 1 Infantry unit to have a Wrench.

It is suggested that for every MG team they start with to build at


least that many Kubelwagens throughout the game. Kubelwagens
are integral to the faction for capturing points, taxiing Infantry, and
reinforcing Infantry to keep them in the game.
ECC - Tier 3 ECC - Tier 3 Every tier unit can lead to a viable build path but which one and
when is tricky. A common mistake of Wehrmacht players is getting
countered in the supply phase. Wehrmacht units cannot respond on
the fly like other factions.

They cannot pivot their damage type like US, build emplacements
like British, forward spawn like OKW, nor pressure every capture point
like Soviets. What they invest in is what they are stuck with and can
be very transparent to the opponent.

Surprising an opponent with a Kubelwagen plus speed die plus


Infantry to reach the center of the map in 1 turn from spawn is
expensive.

Get Camouflage when Grenadiers are low on health,


Panzergrenadiers to take highly fortified capture points, and Mortars/
Light Vehicles for some command point efficiency. Wehrmacht Tier 3
is when they get these specialized vehicles built to hard counter what
LsBr - Tier 3 LsBr - Tier 3 an opponent has been doing throughout the game.

13
Unit Highlights 4.1 WEHRMACHT STRENGTHS AND WEAKNESSES
Grenadiers: Have access to an XP Camoflague upgrade, making Wehrmacht Core Unit Strengths
them standout as a versatile core Infantry soldier.
1. Versatile High Impact Infantry - Grenadiers, their HE upgrade is
Kübelwagen: Can capture points and transport Infantry. Can choose not guaranteed damage, but if used properly their Camouflage
its XP Upgrade to gain Reinforce, shown with green veteran die can cause backline distruption. Panzergrenadiers excel at
side. capturing and holding highly contested areas and can be
upgraded to handle Heavy Vehicles.
Panzergrenadiers: Can purchase an AP damage upgrade twice, as
2. Ultra Fast Light Vehicles - Both the Kublewagon and the SdKfz
indicated by the multiple Munition cost icons. Differentiate this unit
222 can upgrade to have 2 Speed dies, abling to make up for
from Grenadiers with a Panzerschreck Infantry model.
their lack of Infantry mobility.
Panzer IVs: Has 3 range, making it Wehrmachts go to main battle 3. Full Roster of Three Heavy Tier 3 Vehicles - While lacking a
tank. building board Tank Destroyer, Wehrmacht has a great Main
Battle Tank, great anti-Infantry tank with the Flakpanzer, and a
Sturmpanzer: Has an XP upgrade to gain Splash, dealing 2 HE
versatile long range Sturm Panzer.
Splash, or instead going up to 3 HE.
4. Combined Arms - Wehrmacht excels a bit more than most other
factions at using a few units to Spot for multiple other units,
allowing to get maximum value from their key units having longer
Range than Sight.

Wehrmacht Core Unit Weaknesses


1. Average Speed Infantry - Only the Wehrmacht Mortar can get
a Speed die, leaving the rest of their Infantry roster average in
speed. So take note that Wehrmacht Infantry are a bit harder to
get into good positioning, and are a bit more reliant on their Light
Vehicle mobility, such as Kublewagon Transports.

2. Lack of Specialization- Many Wehrmacht key core units while


versatile are not specialized. They are the only faction to lack
a core pure AT Gun, and do not have a Tank Destroyer Heavy
Vehicle either to compensate.

14
15
4.2 WEHRMACHT GUIDE - COMMANDERS
Core Commanders

16
StuG Pack Collection - StuG Commanders Elite Commanders Collection - ECC Commanders

Pathfinder Pack Collection - Path Commanders

17
4.3 WEHRMACHT GUIDE - LOST BRIGADES
Lost Brigades Pack - LsBr Commanders Lost Brigades Pack - Building Extensions - Core - Tier 1

18
4.3 WEHRMACHT GUIDE - LOST BRIGADES 5.0 BRITISH GUIDE
Core - Tier 3 StuG - Tier 2
British Forces Difficulty: Expert
This faction specializes in constructing immobile Emplacements to lock
down areas of the map.
British are the toughest faction. They have the most health among
core units in the game and can be difficult to remove, but they have
difficulty changing their positioning and pressuring capture points
deep in enemy lines.
They have access to more Emplacements than any other faction
and have the longest ranged army out of core units due to their sight
and range upgrades.
It is suggested that British players start 2 Infantry sections to build
emplacements and 1 Vickers to help buy time to build up forces.
British need to consolidate units in a combined arms approach to
ECC - Tier 3 ECC - Tier 3 remove threats on the sides of the map they choose to take.
Try to make a nice solid buffer around British units as on their own
they cannot threaten the enemy back.
A common mistake from British players is fully upgrading
emplacements in areas of the map where the opponent is not
concentrating on as well as the british player trying to win all sides
of the map. Since Emplacements cannot move and weapon teams
do not move quickly, they cannot respond quickly to opponent’s
movements.
Learning what sides of the map to commit resources to and when is
key for playing British well. British tier 3 is when the faction becomes
able to take the fight to their opponent and react to their movements.
British are the cat in a cat and mouse game and tier 3 is when they
have claws.

Path - Tier 3 LsBr - Tier 2

19
Unit Highlights 5.1 BRITISH STRENGTHS AND WEAKNESSES
Infantry Sections: Can construct emplacements during the Supply
Phase. Like all repairs and battlefield constructions, Emplacement British Core Unit Strengths
construction can be performed from inside buildings.
1. High durability - Their units are among the highest health for cost
Emplacements: Immobile units that setup and have firing arcs in in nearly every role.
the Full Game Rules. Can be constructed on control points and will
capture them the following Supply Phase. A non-newly spawned 2. Two Core Emplacements - They are able to be built on the front
Infantry Section can only construct one Emplacement per Wrench lines to help secure key objectives.
a round. All British Infantry can spawn adjacent to a Forward
3. Two main battle tanks - Has the option for the mobile Cromwell
Emplacement with Slow the first round. These Infantry must be
or the sturdy Churchill, learn how to use which one where and
placed in a valid adjacent hex, which can include in buildings.
when.
Mortar Emplacements can choose its Munitions upgrade to gain
Camouflage. 4. Mobile Weapon Teams - in a fashion similar to the US, British
Universal Carriers: Can capture points and transport Infantry. The Weapon teams are able to upgrade with a Speed die.
carrier’s Transport and Capture abilities are removed if it purchases
a Flame upgrade. Infantry being transported when a Flame upgrade British Core Unit Weaknesses
is purchased retreat to the nearest empty hex towards a Retreat
1. Immobile - Has two Emplacements that cannot move, and their
point.
Churchill tier 3 Heavy Vehicle has Slow.
Centaur: Centaurs can target two units that are adjacent to each
other if both are in range, dealing its full damage to both. 2. Low Damage Output - Many key units lack damage, and those
that do have damage upgrades such as the Universal Carrier
can only gain them by giving up the ability to Transport and
Capture. Build up your forces and avoid trading units if at all
possible.

20
21
5.2 BRITISH GUIDE - COMMANDERS
Core Commanders

22
Elite Commanders Collection - ECC Commanders

StuG Pack - StuG Commanders

23
5.3 BRITISH GUIDE - LOST BRIGADES
Lost Brigades Pack - LsBr Commanders Lost Brigades Pack - Building Extensions - Core - Tier 1

Core - Tier 2

24
5.3 BRITISH GUIDE - LOST BRIGADES 6.0 SOVIET GUIDE
Lost Brigades Pack - Building Extensions - Core - Tier 3
Soviet Forces Difficulty: Novice
This faction relies on producing specialized unique core units. This is the
only faction with a core Sniper Squad and Heavy Vehile that can capture.
Soviet is the most aggressive oriented faction. They have a
difficult time against early Emplacements and Vehicles, but excel at
repositioning and taking capture points away from the opponent. They
have the only capturing Heavy Vehicle in core as well as a Camouflaged
unit which gives alternative methods of capturing under MG fire.
It is suggested that Soviet players start 3 Conscripts or 2 Conscripts
1 Mortar to utilize their aggressive playstyle. Always remember to use
battlefield defenses and try to get damage from range with sniper
teams, mortars, and AT guns to support your overly aggressive
conscripts or T70s.
Always be looking for opening in the opponent’s defenses to
ECC - Tier 2 ECC - Tier 3 squeeze a Conscript through. A common mistake from Soviet players
is over retreating.
They do not have a forward retreat point or a way to Reinforce, so
learning how to keep units pressuring the front as long as possible
with proper sandbag play, health upgrade purchases, and positioning
is key to playing Soviets well.
As Conscripts begin to fallback be ready for a Tier 3 switch. Soviets
have the cheapest tanks in the game, but also the weakest in terms of
health. Their goal is to surround, spot, and hold the capture points the
Conscripts have taken.

ECC - Tier 3 LsBr - Tier 2

25
Unit Highlights 6.1 SOVIET STRENGTHS AND WEAKNESSES
Conscripts: Versatile fast Infantry capable with both a Flame upgrade
and able to upgrade to 5 health. Soviet Core Unit Strengths
Mortar Team: Like all mortars, this squad cannot target adjacent 1. Mobile and Durable - Conscripts and Scout Cars excel at
hexes. Can purchase and HE XP upgrade and a Splash Munitions aggression and diving into the back line, to buy time and space
upgrade, allowing it to do 2 HE Splash damage. for reinforcements to move forward and support.
M3A1 Scout Car: Scout vehicle that can capture control points and 2. Hard Counters - From Mortars being able to get to 2 HE Splash,
transport Infantry.
to their AT Gun able to get up to 4 AP, and their 3 MP Snipers,
Sniper Squad: The only core sniper unit. Spawns with Camo and they have all of the precise tools for precise jobs.
extra sight. Camouflaged units are invisible and cannot be targeted
unless an enemy unit is adjacent or a +2 Sight Spotter unit is within 3. Inexpensive Heavy Vehicles - Great damage for the cost, while
4 hexes. Camouflaged units are only affected by Splash damage lacking Health or mobility in the case of the SU-85, they excel at
when spotted. their roles.

T70 Light Tank: Versatile early game heavy vehicle. Can toggle for 4. Only Forward - From Conscripts Munitions upgrades to add
1 CP between a no fire capture mode, and back to a standard firing squad members, and the T-34’s Heroic Sacrifice. The Soviets
mode. are built to push forward and make trades.

SU-76: Can purchase increased maximum health. When purchased,


the vehicle immediately gains 1 health. Mark this upgrade with a
green die showing +1 Health. Soviet Core Unit Weaknesses
T34: Can purchase Heroic Sacrifice which means this unit no longer 1. Wrong Tools - Soviets lack a MG, and while the Sniper can help
rewards opponents a VP when destroyed. cover that role, it is a numbers game and the right damage
needs to be at the right spot at the right time.

2. Pacing - Cheaper Tier 3 Heavy Vehicles and lack of Reinforce


eventually means the Soviets can be worn down and out
gunned, especially in longer games or enemy units can catch up
and cover their weaknesses.

26
27
6.2 SOVIET GUIDE - COMMANDERS
Core Commanders

28
Elite Commanders Collection - ECC Commanders

Eastern Reinforcements Pack - ERP Commanders

29
Lost Brigades Pack - LsBr Commanders

StuG Pack - StuG Commanders

30
6.3 SOVIET GUIDE - LOST BRIGADES
Lost Brigades Pack - Building Extensions - Core - Tier 1 Core - Tier 3

ECC - Tier 3 ECC - Tier 3

ERP - Tier 3 LsBr - Tier 3

31
7.0 OKW GUIDE
OKW Forces Difficulty: Advanced Sturmpioneers can build barbedwire and Flak Guns to help secure
the edges of the map while also winning most 1 on 1 assault battles.
A faction available from the OKW expansion featuring highly mobile A common mistake of OKW players is rushing Tier 3 and surrendering
and offensive units. Must construct its tier 2 and tier 3 buildings on early map control while trying to also place the Tier 3 building half way
the map by converting SWS Supply Trucks into their Tier 2 or Tier 3 up the map.
Emplacement.
Try to get at least 1 Tier 2 vehicle and do not underestimate the
All Infantry are differentiated by having different status dice than other Raketenwerfer.
OKW Infantry.
OKW players need to defend their fuel points and properly transition
OKW plays like the tip of a spear. They create forward operating to tier 3 without sacrificing map control. OKW heavy vehicles and
bases and pressure their opponents from there, but having difficulty Emplacements are meant to stand on their capture points and prevent
playing on the other sides of the map. Their uniqueness is that their enemy capture.
Tier 1 Light Vehicle (Supply Truck) convert into Emplacements on the
map that represent their Tier buildings. They have the hardest tanks to destroy in the game and one of the
best Infantry available at tier 3, which are meant to hold points on their
Knowing where to place them depends on the opponent’s faction as own.
well as the map’s design. A safe location is usually one of the capture
points 3 hexes outside of the OKW spawn which is suggested for
new players on most maps. Without enough units to support the tier
building opponents can and will destroy them.

Picking starting Infantry requires knowing of the strengths of both


Sturmpioneers and Volks. A recommendation is moving Volks more
towards the center of the map and Sturmpioneers taking the edges.
Volks can take more concentrated fire and have the range to assist all
sides of the map if necessary.

32
Oberkommando West Highlights
SWS Supply Truck: A Transport Light Vehicle that must be converted
7.1 OKW STRENGTHS AND WEAKNESSES
into the OKW’s Tier 2 or Tier 3 building, when purchasing those buildings. OKW Core Unit Strengths
Infantry being transported when a Supply Truck converts into a Tier 1. Firepower and Mobile - From their high damage and forward
building retreat to the nearest empty hex towards a Retreat point. spawning Tier buildings, OKW is all about mobility, and offers
great firepower but their units are costy.
When converted into a building it becomes an Emplacement with
the stats shown on the associated building board, even if it was 2. Answer to any problem - OKW’s strong core units give them the
damaged. Units from the building Tier it represents may spawn on advantage on most 1 on 1 unit situations.
valid adjacent hexes including Infantry in buildings with Slow the
first round, or normally in the Spawn Zone. Use the Tier 2 and Tier 3. Powerful Vehicles - OKW vehicles offer great damage and high
3 Emplacement models, or lay the truck on its side to represent the health, while being the most costy vehicles, they all have a high
converted building. impact on the board.

Once converted, if the Tier building is destroyed, the OKW does not 4. Versatile Regular Infantry - What OKW lacks in Weapon Teams
lose access to the building board it represented. There is a limit of they make up for in how easy it is to use their Infantry if they are
1 of each Tier building at a time, but if one is destroyed another Tier in the right position. Sturms have 2 AI for Assaults, Volks are great
building of that level may be built. A player DOES NOT need to have at capturing when upgraded with 5 health and a Defense die, and
an Active Tier 2 Building Emplacement on the board to purchase Tier 3. Obersoldatens can wipe out enemy Infantry while also having
Camouflage, master their Infantry and force opponents into getting
Sturmpioneers: High damage close range Infantry capable of Machine Guns.
performing two repair actions during the Supply Phase. Can choose
to repair either two different vehicles for one health or one vehicle
for two health. Sturmpioneers are differentiated by having a Close
Range Firepower die. Can build two Emplacements in a Round
OKW Core Unit Weaknesses
since they have two Wrenches. 1. Fewer, Costy Units - OKW Relys on well placed Flak Emplacements
to make up for the fewer units they have due to having to pay extra
Flak 37: Constructed by Sturmpioneers during the Supply Phase onto resources to build their Supply Trucks to convert to their tier buildings.
an adjacent hex, and have a firing arc in the Full Game Rules.
2. Do not overcommit - OKW can almost assure victory on any one key
Volksgrenadier: A longer range standard Infantry capable of
objective, however overcommiting units will leave OKW vulnerable
moderate firepower and can upgrade to 5 health. Volksgrenadiers
elsewhere.
are differentiated by having a Defense die.
Raketenwerfer: A mobile, less-powerful Anti-Tank Gun Team that has
the unique ability for a non-MG Weapon Team to setup in buildings.
Obersoldaten: An elite Anti-Infantry unit. Obersoldaten are
differentiated by having a Camouflage die.
Jaeger Recon Squad: A spotter Commander Infantry. They are
differentiated by having a Camouflage die and two Sight dice.
Panzerfüsilier: An anti-tank Infantry. They are differentiated by having
just a Speed die, unlike the Obersoldaten which can get Camo and
Speed.
Panther : A powerful medium tank that starts with 3 AP damage
and three range to represent its speed. It has a Sight upgrade to
represent its excellent optics.

33
34
7.2 OKW GUIDE - COMMANDERS
Core Commanders

35
Elite Commanders Collection - ECC Commanders

Lost Brigades Pack - LsBr Commanders

StuG Pack - StuG Commanders

36
Lost Brigades Pack - LsBr Commanders
7.3 OKW GUIDE - LOST BRIGADES
Lost Brigades Pack - Building Extensions - Core - Tier 1

StuG Pack Collection - StuG Commanders

37
8.0 UNIVERSAL LOST BRIGADES
Core - Tier 1 Core - Tier 2
Panther Lost Brigade

ECC - Tier 3 ECC - Tier 3

StuG - Tier 2 LsBr - Tier 3

© SEGA. Developed by Relic Entertainment


Inc. SEGA, the SEGA logo, Relic
Entertainment and Company of Heroes are
either registered trademarks or trademarks
of SEGA Corporation or its affiliates. All
rights reserved. SEGA is registered in
the U.S. Patent and Trademark Office. All
other trademarks, logos and copyrights are
property of their respective owners.
38
FIRST GAME ICONS REFERENCE

E
UID
(Greyed out text indicates rules only needed in the Full Game Rules)
NG
TIO
Anti-Infantry
FAC

Defense Pinned +2 Health


Damage (AI)
Armor Piercing Smoke Slow +1 Health
Damage (AP)
High Explosive Sight Setup Heroic Sacrifice
Damage (HE)
Flame Sight and Close Range
No Fire
Damage Range Firepower

Speed Camouflage Retreat 2 Close Range


Firepower
Spent Splash
Range Veteran
Speed Damage

Manpower Repair Capture Infantry


G

Fuel Reinforce Transport Light Vehicle


Y

Munitions Turreted Retreat Heavy Vehicle


Attack Point R
Victory Non-Turreted Experience
Points Cost Emplacement
Attack P

Maneuver Phase Damage Phase Supply Phase


1. Turn Order - Alternate First Team each Round 1. Machine Guns Assign Damage and Pins 1. Neutralize, Capture flags and adjust incomes
and First Team draws and picks Operation 2. Neutralize, Assign all damage, Collect 2. Collect resources according to income levels
(Skip in First Game Rules) Experience (XP) 3. Check for Victory Point End Game Trigger
2. Spend three CP for each player on a team 3. Defender rolls applicable defense dice 4. Spend resources, Spawn units, Purchase
alternating between teams until all twelve (or 4. Apply resulting damage upgrades, Unlock Tier buildings
chosen Operation amount in Full rules) are 5. Remove destroyed units, Collect Experience 5. Remove Retreat and Pin dice, Perform
spent or forfeited (XP) and Victory Points (VP), and Repairs and Reinforcements
Each hex movement costs one CP resolve Assaults (Skip in First Game Rules)
3. Perform Infantry Retreats in team
order(Skip in First Game Rules)

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