Company of Heroes Wiki Guide

Infantry Division

The Americans were the original army in Company of heroes in my opinion. In CoH It was the only campaign featured and it was the most played army. Now on with the guide.

It covers the Units on the side as well as some basic tactics used for them


Cost=140MP. Get 1 free at start of game. Armed with M3 Grease Gun. Upgradeable with flamethrower or minesweeper. Available from HQ.

The Engineers for the American faction is the builder unit, obviously. They aren't meant for your primary source of your fighting strength, they're meant for support. What gives them the "Umph" is that they can be equipped with flamethrowers. This is the ultimate anti-heavy cover/bunker/building weapon in the game. Use it in the middle of you main force in order to help keep them alive and being prioritized by the enemy. These, however, just like in real life, are very susceptible to being blown up and killing any infantry next to them as well as leaving an incendiary effect when it happens. They can also be upgraded with the minesweeper for clearing mines.


Cost=270MP. Armed with M1 Garand. Upgradeable with BARs, Grenades, Sticky Bombs Available from Barracks.

Riflemen are the American mainstay fighting unit. With their upgrades they don't lose their ability to wage war throughout the game. Having these in numbers is usually advisable, such as 3-5 squads in total. Equipping these with BARs will decimate any infantry not upgraded with any defensive ability. Grenades, even though easy to dodge, serve well as a building clearer and all-around shock weapon. Sticky Bombs serve as the way to cripple a tank before sending it to the scrap heap with engine damage. No matter how strong a tank is, it will be a sitting duck if it's engine is damaged from a sticky bomb. The real main problem with using Riflemen in a large number, is that the upkeep of them will leave you only gaining around 180-210MP per minute, which is sad.

30cal MG team

Cost=240MP. Armed with 30cal machine gun. Can use AP rounds for Anti-vehicle duties. Available from Weapon Support Center(WSC)

The 30cal MG is better than it's Whermacht counterpart at Damage and Accuracy. It has less range and suppression power though. I like them personally, because they even the field up in killing power against the Whermacht when they get vet, and rifles (even with BARs) aren't enough. Use these basically the same way you would with the MG42. Also, unlike the MG42, it can use AP rounds against lightly armored vehicles such as halftracks and armored cars(the PE vehicles are very, very susceptible to these), and with the OF expansion, you can now use AP rounds inside buildings and emplacements, a huge bonus to the usefulness of the MG.

60mm Mortar Team

Cost=280MP. Armed with 60mm Mortar. Can use smoke or bombard ability. Available from WSC.

The American mortar is just like any other mortar in any faction, Used to bombard static enemy units and emplacements. With OF, it's now obsolete compared to the other mortars as well. However, this does not deter it's usefulness. The main weakness of all mortars is that they can be rushed and killed quickly, use these with support


Cost=340MP. Armed with 1903 Springfield rifle. Can Camouflage. Available from WSC

The American Sniper is a very powerful sniper, because it comes from the same building as the MG, and Mortar. With vet the Sniper gets increases in it's ability to move faster while camo'd which is veeeeeeery useful. Use the sniper just like the Whermacht's sniper, behind you main force, or with a scout and use smartly

Airborne Infantry

Cost=375MP. Armed with M1 Carbine. Upgradeable with Grenades and Recoilless Rifles(RRs). Can use "Fire-up"

The airborne infantry are sadly underrated in my opinion. Most people see them to be the "Band of Brothers" type of airborne who are supposed to kick anything's ass without any casualties, WRONG. They are meant for Raiding and Support. With the ability to use "Fire-UP" and upgrades of Grenades and RRs, they can be used for MG clearing and Tank Busting. They are better than Rangers at AT duties than more people think. The RR is very accurate at any range. Also, I'd like to add that without the upgrades, they can beat an grenadier squad up-close, unlike regular riflemen. Having these with Riflemen, Halftracks, and Tanks, they can be a great supplement to your forces and are very useful for flanking duties.They can also be reinforced without being next to a halftrack or base building. The only downside is that the reinforce cost is 57MP (2nd only to the KCH) and that when they are reinforced, the squad does a "freeze-tag" moment and waits for their buddy to land and get armed before continuing on.


Cost=400MP. Armed with M1 Garand and M9 Bazooka. Upgradeable with M1 Thompson SMG and Grenades. Can use "Fire-up"

Rangers have been given one serious buff when Opposing Fronts came out. A little too much of a buff. They are given "Elite Armor" and can use "Fire-up" to grenade an MG. However, if you want to use these, even though the belief is opposite, DO NOT SPAM THESE EVER! Reason is of 2 reasons: 1. Their upkeep along with other infantry will drive you MP income down the drain. 2. Their Reinforce cost, coupled with the upkeep, will make you continuously reinforce 1 squad for a long time, so long in fact the game will be over and done with before you can reinforce more than 3 squads. Having these used as shock infantry and as support for your other forces (with using at the most 2-3 squads) will make them well worth the money. Upgrading them with Thompson's will make them better at CC than most infantry.