Headquarters: Werhmacht Tech Tree

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Headquarters

Kampfkraft Centre 100 MP

Werhmacht Tech Tree


Relic Patch v 2.300

Pioneers 120 MP (30)

Wehrmacht Quarters 220 MP 15 Fuel

Motorcycle 180 MP

Volksgrenadiers 280 MP (28)

MG 42 Crew 260 MP (43)

Sniper 340 MP

Skirmish Phase 200 MP 35 Fuel

Krieg Barracks
220 MP 25 Fuel

Sdkfz 251 Halftrack 220 MP 20 Fuel

Grenadiers 300 MP (37)

Gr.34 8cm Mortar Team 270 MP (45)

Pak 38 50mm AT Gun 310 MP

Assault Phase 200 MP 50 Fuel

Sturm Armory
240 MP 35 Fuel

Sdkfz 234 Armored Car 280 MP 35 Fuel

Officer 260 MP

150mm Nebelwerfer Rocket Battery 325 MP

Stug IV 340 MP 50 Fuel

Battle Phase 200 MP 50 Fuel

Panzer Command
260 MP 50 Fuel

Knights Cross Holders 360 MP (60)

Ostwind Flakpanzer 410 MP 40 Fuel

Panzer IV 410 MP 80 Fuel

Panther 600 MP 110 Fuel

Wehrmacht Cheat Sheet Version 2.300

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Pioneers 120 MP (30)

Headquarters
Pioneer Upgrades HQ Upgrades

Kampfkraft Centre 100 MP

Wehrmacht Quarters 220 MP 15 Fuel

Krieg Barracks
220 MP 25 Fuel Requires Skirmish Upgrade from HQ

Sturm Armory
240 MP 35 Fuel Requires Assault Upgrade from HQ

Panzer Command
260 MP 50 Fuel Requires Battle Upgrade from HQ

Flamethrowers 50 Ammo

Bunker 150 MP Skirmish Phase 200 MP 35 Fuel


Minesweeper 35 Ammo

Observation Post 200 MP

Barbed Wire Free

Sand Bags Free

Tank Traps Free

Mines 25 Ammo

88 FLAK 400 MP 75 Fuel Requires 88mm FLAK from Defensive Doctrine

Pioneer Abilities
Assault Phase 200 MP 50 Fuel
Cut Barbed Wire Free

MG42 Machine Gun 50 Ammo

Aid Station 50 Ammo

Battle Phase 200 MP 50 Fuel

Repair Free Repair Station 50 Ammo Salvage Wrecks

Wehrmacht Cheat Sheet Version 2.300


Goliath 125 Ammo Icons by: www.coh-stats.com

Medical Kit 35 Ammo

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Kampfkraft Centre 100 MP


Veteran Infantry Squads 100 MP 30 Fuel Veteran Support Units 100 MP 20 Fuel Veteran Vehicles 100 MP 20 Fuel Veteran Tanks 100 MP 30 Fuel

Crack Infantry 300 MP 50 Fuel

Crack Support Units 200 MP 40 Fuel

Crack Vehicles 200 MP 40 Fuel

Crack Tank Crew 300 MP 50 Fuel

Elite Infantry 300 MP 70 Fuel

Elite Support Units 250 MP 50 Fuel

Elite Vehicles 250 MP 50 Fuel

Elite Tanks 300 MP 70 Fuel

CUMULATIVE: Elite Infantry 700 MP 150 Fuel

CUMULATIVE: Elite Support 550 MP 110 Fuel

CUMULATIVE: Elite Vehicles 550 MP 110 Fuel

CUMULATIVE: Elite Tanks 700 MP 150 Fuel

Wehrmacht Quarters 220 MP 15 Fuel (Tier 1)

Volksgrenadiers 280 MP (28)

Motorcycle 180 MP

MG 42 Crew 260 MP (43)

Sniper 340 MP

MP40 Sub Machine Gun 50 Ammo Forward Barracks 260 MP All units (except Motorcycle) on this page are capable of upgrading a building to a Forward Barracks Requires upgrade to Skirmish Phase (Tier 2)

Medical Kit 35 Ammo Requires upgrade to Skirmish Phase (Tier 2) Camouflage (cloak/uncloak) Free

Fire Panzerfaust 35 Ammo

Requires Skirmish Phase (Tier 2) Hold/Unhold Fire Free

Medical Kit 35 Ammo

Requires Skirmish Phase (Tier 2)

Medical Kit 35 Ammo Requires Blizkrieg Doctrine Assault Grenades 50 Ammo Requires upgrade to Skirmish Phase (Tier 2)

Wehrmacht Cheat Sheet Version 2.300


Barbed Wire Sand Bags Free Free Icons by: www.coh-stats.com

Sdkfz 251 Halftrack 220 MP 20 Fuel

Grenadiers 300 MP (37)

Gr.34 8cm Mortar Team 270 MP (45)

Pak 38 50mm AT Gun 310 MP

Krieg Barracks 220 MP 25 Fuel (Tier 2)


Requires Assault Phase (Tier 3) Flammenwerfers 100 Ammo RPzB 54 Panzershreck 75 Ammo 81mm Mortar Bombardment Free Cloak Free

Requires Battle Phase (Tier 4)

Walking Stuka 150 Ammo

MG42 Light Machine Gun 75 Ammo Requires upgrade to Assault Phase (Tier 3)

De-Cloak Free Smoke Barrage Free

Disable/Enable Free-Fire Rocket Barrage Free

Throw Grenade 25 Ammo

Medical Kit 35 Ammo

Requires Blizkrieg Doctrine Assault Grenades 50 Ammo

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Sturm Armory 240 MP 35 Fuel (Tier 3)

Sdkfz 234 Armored Car 280 MP 35 Fuel

Officer 260 MP

Nebelwerfer Rocket Battery 325 MP

Stug IV 340 MP 50 Fuel

Puma 50mm Gun 75 Ammo

Medical Kit 35 Ammo Nebelwerfer Barrage Free

Supervision Free

Force Retreat 50 Ammo

Requires upgrade to Battle Phase (Tier 4) Observed Fire 150 Ammo

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Knights Cross Holders 360 MP (60)

Ostwind Flakpanzer 410 MP 40 Fuel

Panzer IV 410 MP 80 Fuel

Panther 600 MP 110 Fuel

Panzer Command 260 MP 50 Fuel (Tier 4)


Assault Grenades 50 Ammo

Requires Veteran Infantry Squads Fire Panzerfaust 35 Ammo

Medical Kit 35 Ammo

Wehrmacht Cheat Sheet Version 2.300

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Wehrmacht Cheat Sheet Version 2.300

Icons by: www.coh-stats.com, Doctrine info by Hero

Defensive Doctrine
Focuses on enforcing a stranglehold on Territory and favors defensive players. Fortify your front line and bombard Enemy positions with Artillery Strikes.
For the Fatherland! Provides infantry with heavy armor and health bonuses while they fight in their occupied territory; the extra bit of health and armor is certainly noticeable. Fortify the Perimeter is exceptionally good if you plan on making bunkers in defensive locations. With the free upgrade you can reinforce your troops on the frontline instead of having them retreat all the way back to your base. The 88mm Flak is a stationary cannon that dish out major damage to infantry, buildings and vehicles/tanks - absolutely anything, additionally Air units such as Recon/Strafing/Bomber planes. The Right is side of the tree Advanced Warning allows you to see further past your normal vision, that is, your Line of Sight (LOS) around all areas that under your control gets increased visibility. This allows you to see enemy troop movements that you normally wouldn't see. Registered Artillery allows you to call down a series of Mortar Barrages on any sector or building under your control, that is, on Victory Points, resource points, or even your own buildings inside your base. Not only is it cheap, but it's extremely fast and offers devastating results (especially to enemy Infantry). Unlike other Artillery abilities, Registered Artillery has the fastest response time and fastest cool down of any artillery, but it's limited in range. Rocket Artillery works the same way like the Terror Tree's Firestorm or the Allied Howitzer Barrage. You can activate this power on any location on the map as long as you have the LOS. Once placed, smoke beacons will drop and a series of heavy Rockets will bombard the area. Unlike Registered Artillery, this "offensively" used arty takes longer to prep and there's plenty of warning before hand. Use it only when there's a large concentration of enemy troops (preferably Armor since it does more damage). It's more expensive than Registered Artillery, but it'll sure get the job done if the enemy doesn't move.

For the Fatherland! 1 CP, 45 Ammo Zealous patriotism gives all friendly Units in controlled Territory a defensive bonus.

Advanced Warning 1 CP Passive Ability Increases the visual range of all captured Points, revealing more of the surrounding Territory.

Fortify the Perimeter 1 CP Passive Ability Upgrades all Base Buildings with Defensive Machine Guns. Enables Reinforcement around Bunkers.

Registered Artillery 2 CP, 125 Ammo Call Off-Map Defensive Artillery Bombardment on one of your threatened Structures or Secured Points.

88mm Flak 36 AT/AA 3 CP, 400 MP, 75 Fuel Enables Pioneers to deploy the 88mm Flak 36 AA/AT to the battlefield.

Rocket Artillery 4 CP, 200 Ammo Call Off-Map Barrage of devastating 280mm Rockets to target area.

Wehrmacht Cheat Sheet Version 2.300

Icons by: www.coh-stats.com, Doctrine info by Hero

BlitzKrieg Doctrine
Carry out fast assault ops by deploying overwhelming force. Strong assault Reinforcements and production bonuses help promote a strategy of aggressive expansion.
The Stormtrooper Support (left side) tree is good for a series of things that involve fighting Enemy Armor or British emplacements. Stormtroopers are versatile elite infantry. They can be equipped with Panzershrecks and/or MP44 Assault rifles. They have the (powerful) ability to camouflage themselves to sneak behind enemy lines. Stormtroopers can also use Assault Grenades once obtained and are more powerful then their normal bundled grenades (which are much more powerful than their Allied counterparts as well). The StuH 42 is basically a Stug IV with a 105mm Howitzer for its only gun and is ideal for city (urban) based maps. Last on the left side is the Tiger Tank: a prize of the Axis Panzer Division. The Tiger has thick frontal armor, reinforced armor skirts and 88mm Main Gun and can destroy any unit-type in the game. The Tiger has exceptional firepower but slow turret speed and acceleration, however, combine this with veterancy and you have one hell of a war machine. The Assault (right side) tree is the "upgrade" counterpart to the Stormtrooper Support side. The Assault Grenadiers ability allows certain Infantry units; such as the Volksgrenadiers, Stormtroopers, Grenadiers and Knight's Cross bombard enemy units/garrisons with grenades. Once Assault is trigged, your units continue to throw grenades onto the enemy target until that target is dead. Blitzkrieg Assault ability costs 150 munitions and for about 30 seconds, your units move at extremely fast speeds and fire faster (although vehicles and tanks will miss slightly more often). Resource Blitz allows you to trade 200 Munitions for 900 Manpower once you activate this power and for the next 3 minutes your MP rate will be reduced by 50%.

Infantry Assault Team 2 CP, 375 MP (42) Call off-map Stormtrooper Reinforcements to the battlefield. Ideal for general battlefield actions.

Assault Grenadiers 1 CP, 50 Ammo Enables infantry squads to assault targets with grenades.

Urban Assault Support 3 CP, 600 MP Call off-map Stuh 42 assault howitzer to the battlefield. Ideal for urban assault operations.

Blitzkrieg Assault! 2 CP, 150 Ammo Enables all vehicles and infantry to attack with overwhelming speed while this ability is active.

Armored Assault Force 4 CP, 900 MP Call off-map Tiger Tank to the battlefield. Ideal for major assault operations.

Resource Blitz 3 CP, 200 Ammo HQ awards you with 900MP for outstanding bravery; MP rate is reduced to 50% for 3 minutes after triggering this ability.

Wehrmacht Cheat Sheet Version 2.300

Icons by: www.coh-stats.com, Doctrine info by Hero

Terror Doctrine
Propaganda inspires courage in your Troops as well as inspiring fear in your enemies, and if that is not sufficient to overcome them, the King Tiger and V1 Rockets can be very convincing.
The Hero Support (left side) tree is a great all-around doctrine if you like to terrorize your opponent. Zeal gives a noticeable advantage when fighting enemy infantry in the beginning of the game as well as late game. With Zeal, your units will increase in all attributes for each loss inflicted upon their squad; that is, the more units you lose, the stronger the remaining units in their squad will become. Firestorm behaves the same way as any Line of Sight (LOS) Heavy Artillery. Smokes drops giving your opponent a warning and then Howitzer shells come down on the targeted location. Any units within the area of effect will sustain heavy damage or be killed. Finally, there is the King Tiger (formerly the Tiger Ace). The King Tiger will appear from the backlines and provide the much need firepower for a major assault. Unlike the Armor Assault Force Tiger tanks obtainable through the Blitz tree, the King Tiger is fully-upgraded, meaning that damage received is reduced, health points increased, and enemy AP/AT penetration effectiveness is reduced; thus making it a complete beast of the battlefield. The Propaganda (right side) tree can seriously mess up an Allied player's game. With Inspired Assault, MG42s become the most lethal Anti-Infantry weapon. Once triggered, any Infantry squad gets their rate of fire and damage increased while taking more damage themselves. Zeal with Inspired Assault (a mixed tree) can cause some serious problems when used correctly. The overall bonus offered by Zeal prevents too much damage being taken so your Inspired Assault can do the rest. It's probably the strongest combination of combat amplifiers in the game, and they extremely available in early game (only 2 CPs). Propaganda once activated will force a retreat of any enemy Infantry caught within Propaganda's Area of Effect; this ability is worth is cost especially later in the game. Finally there is the V1 Rocket Attack. Once triggered you hear is the terrifying howl of the approaching V1 before it falls on its target. It takes awhile to land, but when it does, it can dish out devastating damage on everything it hits. The Area of Effect isn't big but the damage dealt is insane.

Zeal 1 CP Fanaticism causes Infantry Squads to fight more fiercely as they take losses. Propaganda War 3 CP, 100 Ammo Superior Propaganda efforts demoralize Enemy Troops forcing a retreat to their HQ area.

Inspired Assault 1 CP, 50 Ammo Propaganda efforts inspire all Troops to attack the Enemy with renewed intensity with no regard for their personal safety while this ability is active. Firestorm 2 CP, 200 Ammo Call Off-Map Bombardment to target an area. All Enemy Troops will be caught in a Firestorm..

King Tiger 5 CP, 0 MP to call-in (980 MP over time) A single, very powerful King Tiger is allocated to the battlefield, but only once. Such a decisive weapon should not be squandered.

V1 Rocket Attack 4 CP, 150 Ammo Call the terrifying V1 Rocket down on targeted area.

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