The Officer
Army Wehrmacht
Role Support unit
Men per Squad 1
Unit Cost 260Icon Manpower Small.png 260
2Icon PopCap Small.png 2
Upkeep per Minute 3.45Icon Manpower Small.png 3.45
Produced By Sturm Armory
Health per Man 140Icon Health Small.png 140
Infantry Type Infantry
Basic Weapon 1xLuger Pistol
Max. Speed 3 m/s

The Officer is an Axis infantry unit fielded by the Wehrmacht in Company of Heroes. The squad consists only out of one man. Although the officer does its combat role poorly on the battlefield, he has several useful abilities which can help turn the tide of the battle.


The Officer is an infantry unit, available at the Sturm Armory for 260Icon Manpower Small.png 260 2Icon PopCap Small.png 2. He has 140Icon Health Small.png 140 health points, much more than an average soldier and is armed with a Luger 9mm Parabellum pistol. Only one Officer can be deployed on the battlefield at any given time.

The Officer is a very special unit. His main weapon is very weak, and will not be able to deal any serious damage to enemy units in normal combat. His main role is thus support. He has three different combat abilities, Each of them useful in specific circumstances.

He also has a large sight radius and can detect camouflaged units in a 18 meters radius, similar to scout units. This ability is very useful against snipers. It is also worth noting that Officer can capture territory 150% faster than the standard rate.


Pistol P08 Luger Parabellum Edit

The only weapon available for Officer is the Luger P08 9mm Parabellum pistol, a very poor weapon indeed. The player should never put the Officer on the front line if he intends to preserve the officer.

This weapon can fire 7 times before it needs to be reloaded, taking about 4.5 seconds. Each bullet hitting the target inflicts 7 points of damage. The firing range of the pistol is 35 meters. However, accuracy is poor at maximum distance, only a mere 10% of the bullets fired will hit the target. As with most units, firing while the squad is on the move reduces the firing accuracy even more. This weapon is much more accurate on medium distance, up to 17 meters, where each bullet has a 30% chance to hit the target.


The Officer isn't a combat unit, and should not be put on the front lines. He can however be very important in a combat situation, thanks to his three abilities. Two of them are available right away, while the third is only available after escalation to battle phase (?).

Of course, as with other Wehrmacht units or weapon teams, the unit can use Medical Kits. As with every unit capable of garrisoning buildings, he can upgrade neutral structures into Forward Headquarters.

Ability supervisionSupervisionEdit

  • Costs nothing
  • Activation:Select target
  • Duration:Infinite

Thanks to this ability, the Officer can reduce production time of every unit. After selection of building, a small symbol appears above it. From that moment, time of production will be reduced by half. This can be used in two ways. First, it will help to rebuild your army, if you have lost many units. On the other hand, however, it can be used to gain advantage on the battlefield. Enemy might be surprised by large army you may produce in shorter than usual amount of time. This is especially important, if its going about the heaviest vehicles, which producton time is very long. For example, Panther production time is equal to 70 seconds. But if building is under supervison - only 35.

PropwarForce RetreatEdit

  • Costs 50Icon Munitions Small.png 50
  • Activation: Select target

After activation of this ablity, a selected enemy squad will retreat to their headquarters. Wise usage of this ability can save a failing flank or save the officer from being killed. This ability cannot be used on units which are unable to use "withdraw"(Vehicles and Anti-tank guns).

Ability observed fireObserved FireEdit

  • Activation: Select ground
  • Requires escalation to battle phase
  • Costs 150Icon Munitions Small.png 150

A few seconds after activation, mortar rounds will begin to land in the designated area. Each of these rounds can deliver 30 points of damage, however this number is increased against most infantry targets by 40%. This bombardment is especially effective against stationary targets such as anti-tank guns or artillery emplacements, as the damage against these targets is increased by 50%, ensuring the destruction of such targets by this ability.

In order to call this bombardment, the area must be in the Officer's sight range. Although he has more health than most soldiers, It may be wiser to use mortar teams and place smoke cover, in order to protect him from enemy fire. When the Officer has called bombardment, he can be ordered to exit the area immediately.

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 Officer starts to recover health. This ability can be used in every place in friendly territory. However, after escalation to battle phase, better version of this ability, the Field Medical Kit become available. Then, the Officer will be able to use it even in enemy territory.

The Officer recovers health in speed of 72Icon Health Small.png 72 points per minute. There is however one drawback: from activation his speed will be reduced for 18 seconds. This should be taken under consideration, while choosing moment of activation.

Ability Upgrade To Barracks Upgrade to Forward Headquarters Edit

  • Costs 260Icon Manpower Small.png 260
  • Requires the Officer 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 an Officer enters 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.


Officer is an infantry unit and gains vetrancy through Infantry vetrancy upgrades, available at the Kampfkraft Center. As mentioned earlier, only one officer can be on the battlefield at any given time, and if you lose him, a new one will still have those obtained upgrades. These bonuses are cumulative to each other:

No Veterancy:
  • Unit is at normal combat efficiency.
Level 1 Veterancy:
  • Health regeneration 10.56 hp per minute.
Level 2 Veterancy:
Level 3 Veterancy:
  • Maximum health increased by 20%.


While few in numbers, Officers are the backbone of the Axis infantry machine, often leading their troops directly into battle. Since they were only armed with a semi-automatic Luger pistol, the Officers instead provide the ability to call in artillery strikes against Allied forces. Their strict and honorable military tradition can also improve the efficiency of production-based structures.


As like all infantry, he is vulnerable to all enfilading (including flamethrowers), mortar, tank, anti-tank and artillery fire. As the Officer only carriers a Luger (handgun) for protection, he is also very vulnerable to most small arms fire, although he is far harder to be suppressed and pinned, and snipers need two shots to kill him. Make sure an officer has a clear way to reach a target to do Observed Fire ability, or enemy units will kill him before the officer spot the target.


While using "force retreat ability:


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