Knight's Cross Holders
Knight's Cross Holder01
A KCH brandishing his weapon
Army Wehrmacht
Role Heavy anti-infantry unit
Men per Squad 3
Unit Cost

360Icon Manpower Small.png 360

6Icon PopCap Small.png 6
Upkeep per Minute -2.68Icon Manpower Small.png -2.68 (per man)
Produced By Panzer Command
Cost to Reinforce

60Icon Manpower Small.png 60

1Icon PopCap Small.png 1
Health per Man 90Icon Health Small.png 90
Infantry Type Heroic
Basic Weapon 3xSturmgewehr 44
Max. Speed 5 m/s

Knight's Cross Holders is a three man elite heavy infantry unit fielded by the Wehrmacht featured in Company of Heroes. Armed with the STG 44 assault rifle, they can very effectively engage Allied infantry at short range. Due to their high health and natural anti-suppression bonus, when supported by other units, they can easily take the enemy, even when horribly outnumbered. They are the hardest non-specialised infantry in the game. This, along with with their two abilities, make them a force to be reckoned with—when properly used.

Game Info Edit

The "Knight's Cross of the Iron Cross"(Ritterkreuz des Eisernen Kreuzes, or simply known as Ritterkreuz) was a level of the Iron Cross. The Knight's Cross was the second highest military order of the Third Reich, second only to the Grand Cross of the Iron Cross (which was only given to one person, Hermann Göring) It was awarded to recognize extreme battlefield bravery and successful military leadership during World War II. Receiving the Knight's Cross was among the highest honours and was only awarded to the bravest, toughest and most battle hardened infantry in the Wehrmacht Arms Force.

The Knight's Cross Holders are made up a squad of three, wearing high-ranking officer uniforms and armed with Sturmgewehr44 assault rifles (MP 44). They are the infantry specifically designed to combat other infantry. Battle hardened, tough, and aggressive, they are capable of killing Infantry even when horribly outnumbered. As they are heavy infantry, they take less suppression and recover from it much more quickly than other infantry. Because they are armed with the STG 44 assault rifles, they are notorious for charging aggressively towards other infantry similar to the Stormtrooper Squad. They also have the Assault ability without purchasing it in the Blitzkrieg doctrine, allowing them to throw multiple grenades before charging closer towards the enemies with their weapons, the ability also working a great deal on buildings and base structures. A patch for Company Of Heroes has been released that gives the Knight's Cross Holders the ability to fire Panzerfausts.

Tips Edit

  • It is worth keeping in mind that Sturmgewehr 44 actually do more damage on the move.
  • If Knight's Cross Holders capture a heavy weapon, one or two of them will still use their Sturmgewehr 44's as members of the weapon crew.
  • They can use "Assault grenades" ability even if you have not chosen the Blitz Doctrine, but because they have so few members it is generally not worth using.
  • The KCHs are not in themselves "übersoldaten" of some kind; they offer no offensive bonuses to picked up or recrewed weapons (unlike Riflemen picking up LMGs, Shreks or BARs), only their high Hitpoints and Heroic Armor take effect. If you recrew something with the KCHs you will lose the squad, and they will die if the weapon they are crewing is destroyed.

Abilities Edit

Knight's Cross Holders have two combat abilities. First available are "Assault Grenades", which can be used regardless of which doctrine has been chosen. Second one is "Fire Panzerfaust" ability, which requires first veterancy upgrade.

Knight's Cross Holders can also use Medical Kits and turn neutral buildings into Forward Headquarters.

Assault GrenadesEdit

Ability Fire Panzerfaust Fire Panzerfaust Edit

  • Costs 35Icon Munitions Small.png 35 to activate
  • Activation: Select Vehicle (enemy)
  • Cooldown: 10 seconds

When this ability is activated, the Knight's Cross Holders Squad will advance to within 30 meters of the targeted enemy vehicle, and launch a single Panzerfaust Anti-Tank Warhead at that vehicle.

The warhead has 100% accuracy against any vehicle, and has no problem penetrating any kind of armor. While the explosion has a radius of 3 meters, it will deliver the vast majority of the damage at the point of impact.

The basic damage delivered by the weapon is 75 points of damage - enough to kill an infantryman, but not do much damage to a tank. Fortunately, the game multiplies this by 2.25, to a final value of 168 points of damage, whenever an any tank or other heavily-armored vehicle is hit. Even M3 Halftracks and M8 Greyhounds receive extra damage, though not as much.

The Panzerfaust won't destroy a tank (unless it's significantly damaged already), so it's mainly used when the Knight's Cross Holders Squad is flanking a target that's already under attack by another unit from another direction. Two Knight's Cross Holders Squads firing at the same medium vehicle (like a Stuart Light Tank) can destroy it outright, though.

This ability allows Knight's Cross Holders Squads to act as anti-tank infantry when necessary. Although this ability has a high munitions cost, the trade-off is that the team doesn't need to lug around an anti-tank weapon which would diminish its anti-infantry capabilities.

Ability Medical Supplies Medical Kit Edit

  • Requires escalation to skirmish phase
  • Costs 30Icon Munitions Small.png 30
  • Activation: Immediate
  • Duration: 60 seconds

After activation of this ability, the Knight's Cross Holders' squad starts to recover health. This ability can be used in any place in friendly territory. However, after escalation to battle phase, a better version of this ability, the Field Medical Kit become available. This allows infantry squads to heal themselves even in enemy territory.

Each soldier of the squad recovers 72Icon Health Small.png 72 health points per minute. There is, however, one drawback: upon activation, the squad's speed will be reduced for 18 seconds. This should be taken under consideration when choosing the moment of activation.

Ability Upgrade To Barracks Upgrade to Forward Headquarters Edit

  • Costs 260Icon Manpower Small.png 260
  • Requires the Knight's Cross Holders to garrison a neutral structure.
  • Requires the garrisoned structure to be inside captured and connected territory.
  • Activation: Through the Garrisoned Structure's menu.
  • Takes 30 seconds to complete

When Knight's Cross Holders enter a neutral structure that's inside captured and connected territory, this ability appears in that structure's menu.

Activating this ability begins a 30-second upgrade period, at the end of which the building will be converted into a Forward Headquarters.

A Forward Headquarters has two functions: reinforcing infantry and constructing new units.

Reinforcement here works the same as it does at the Wehrmacht Headquarters: any infantry units which have lost one or more men can move to within 25 meters of the Forward Headquarters, and will be able to replace any lost men for a nominal cost.

Unit production is possible here as well. Initially, the Forward Headquarters can only produce new Pioneer Squads and Volksgrenadier Squads. As more Wehrmacht base structures are constructed back at the HQ Territory, new production options will become enabled at the Forward Headquarters:

Existing Base Structure Unit Production Unlocked
Wehrmacht Headquarters Pioneer Squad
Wehrmacht Quarters Volksgrenadier Squad
MG42 Heavy Machine Gun Team
Krieg Barracks Gr.34 80mm Mortar Team
Grenadier Squad
Pak 38 50mm Anti-tank Gun
Panzer Command Knight's Cross Holders

These units cost the same amount of resources as they do when produced from their appropriate base structures. They will appear next to the Forward Headquarters when production is completed.

Note that all unit production at a Forward Headquarters is suspended if the sector it's in ever falls into enemy hands. You must recapture the sector to re-enable unit production.

Also note that converting a structure into a Forward Headquarters changes its ownership to Wehrmacht. The enemy cannot Garrison this structure with infantry. In fact, enemy infantry will be able to "un-convert" the structure back to a neutral structure, given time and opportunity, so you will need to protect your Forward Headquarters from this possibility.

Veterancy Edit

Knight's Cross Holders are classified as infantry unit and gain veterancy through infantry veterancy upgrades, available at the Kampfkraft Center. If a whole squad is lost, a new one will still have those obtained upgrades. These bonuses are cumulative with each other.

No Veterancy:
  • Unit is at normal combat efficiency.
Level 1 Veterancy:
  • Health regeneration 10.56 hp/min.
  • "Fire Panzerfaust" ability is now available.
Level 2 Veterancy:
  • Suppression received reduced by 25%.
  • Damage received reduce by 5%.
Level 3 Veterancy:
  • +20% health.

Veterancy upgrades for this unit may seem a little weaker in comparison to others, but Knight's Cross Holders are already a powerful unit.

Description Edit

Troops bestowed the honor of the Knight's Cross display the highest combat bravery possible, and are typically tough, brave, and resourceful in all aspects of combat.

Weaknesses Edit

Knight's Cross Holders are a significant step up in comparison to grenadiers. They are even more resistant to small arms fire and sniper fire presents far less danger. However, they have a few weaknesses which should be remembered.

Knight's Cross Holders are the most expensive squad in the game, costing 360 manpower for 3 soldiers. Their population cap requirements are higher than usual ( 2Icon PopCap Small.png 2 per man). As mentioned earlier, they are very resistant to small arms fire (especially with veterancy upgrades)—so much so that these kind of weapons are rarely dangerous unless used in very large quantities. Knight's Cross Holders die very rarely in normal infantry gunfights. Explosive ammunition like grenades, tank shells or the simplest form of indirect fire still pose a great risk to the unit.

Just like Grenadiers, they are more vulnerable to flamethrower damage. Specialized in infantry combat, they are unable to fight effectively with enemy vehicles. They have only one anti-tank ability at their disposal which, while effective against light vehicles and in a support role against heavier ones, is simply ineffective against armor on its own, doing too little damage too slowly to combat tanks. An M4 Crocodile Sherman can make quick work of this elite squad.

The Knight's Cross Holders are very hard to kill and killing them is rewarded with large amounts of experience. If Knight's Cross Holders aren't used properly, Allied units may increase their quality. Do not let that happen.

Quotes Edit

When selected:

When issued with move order in battle:

When wounded, in battle:


Gallery Edit