Osttruppen Squad Icon COH2 Ostheer
Osttruppen Squad
Ostrruppen Squad picture COH2 Ostheer
Osttruppen looking out over a bridge
Role Basic/Relief infantry
Men per Squad 6
Unit Cost 200Icon Manpower COH2 Small.png 200
6Icon PopCap COH2 Small.png 6
Upkeep per Minute -9Icon Manpower COH2 Small.png -9
Prereq. Mobile Defense Doctrine
Osttruppen Doctrine
Festung Support Doctrine
German Infantry Doctrine
Lightning War Doctrine
Produced By Call-in
Cost to Reinforce 16Icon Manpower COH2 Small.png 16
Health per Man 80Icon Health Small.png 80
Basic Weapon 6x Kar98k
Open Weapon Slots 2
Max. Speed 2.8 m/s

Osttruppen are doctrinal German 6-man squads, available from the Osttruppen doctrine. These troops were brought in from the Axis-occupied countries like Italy and Romania. Their combat ability is roughly equivalent to Soviet Conscripts.

Their relative weakness in combat compared to other infantry is offset by their cheap cost. Armed with basic Kar98k rifles and Panzerfausts, they still put up a viable fight. This is achieved by a great bonus to a Osttruppen squads accuracy while in cover, almost tripling their accuracy. This means that keeping Osttruppen in cover is essential.

An entrenched Osttruppen squad surpasses the performance of Conscripts and Grenadiers at long range and giving them overall good combat utility.

Production Edit

Icons building german bunker Bunker Edit

  • Cost 150Icon Manpower COH2 Small.png 150
  • Requires friendly and connected territory.
  • Build Time: 20 seconds

Osttruppen can construct an empty Bunker, giving Cover Heavy.png Heavy Cover for the squad inside it. An empty bunker can be upgraded to a MG Emplacement, Healing Station or Reinforcement Point for 60Icon Munition COH2 Small.png 60

MG Emplacements are generally placed on the map covering points, lanes of attack or other important areas. Healing Stations station three medics that heal friendly infantry in its vicinity. These are most commonly placed at your HQ or retreat point to heal infantry that is reinforcing. Reinforcement Points can reinforce nearby infantry and are a good way to keep pressure on your opponent by circumventing the need to retreat to your HQ.

Icons building german slit trench Trench Edit

  • Requires the Osttruppen Doctrine
  • Requires friendly and connected territory
  • Building Time: 20 seconds

The Trench is much like the Bunker, as it provides Cover Heavy.png Heavy Cover in a rough slit in the ground. The Trench has no upgrades, it can only be used as cover for infantry inside it. Often placed at important points or areas where heavy fighting can be expected.

The Trench requires no resources to build.

Abilities Edit

Icons ability german panzerfaust Fire Panzerfaust Edit

  • Cost 25Icon Munition COH2 Small.png 25 to activate
  • Activation: Select Vehicle/Building (Enemy)
  • Cooldown: 15 seconds

Osttruppen can fire a short-range Panzerfaust anti-tank warhead at at enemy vehicles. If it brings the target vehicle below 75% HP, it will cause engine damage. This is an extremely useful ability because engine damage brings the enemy vehicle to a crawl. Unable to move at normal speed, the vehicle exposes itself to your anti-tank weapons or tanks. It can give you time to bring in your anti-tank forces or if that is already the case the vehicle is unable to move out of harms way.

Light vehicles that roam the battlefield in the early game will instantly receive engine damage because of their low overal health. Bigger vehicles like tanks can survive a Panzerfaust with no engine damage, so make sure you damage the vehicle beforehand or bring in another squad that can fire another Panzerfaust. Behemoths like the ISU-152 or the IS-2 with their thick frontal armor may even need three or more Panzerfausts before they can be stopped.

Panzerfausts can also be targeted on buildings or munitions/fuel caches, although this does not do very much damage.

Remember that acces to the panzerfaust is unlocked when you build the Infanterie Kompanie. When your strategy is to start with Osttruppen and no Grenadiers, keep in mind that you don't have acces to the panzerfaust when you don't build the Infantry Kompanie.

Icons ability german medkit Field First Aid Edit

  • Requires Veteran 1
  • Cost 20Icon Munition COH2 Small.png 20 to activate
  • Cooldown: 45 seconds

German infantry almost all have acces to the Field First Aid kit. This ability unlocks itself after reaching Veterancy 1. Using this ability allows the player to heal both the squad with the unlocked ability as well as other friendly squads. Using this ability requires units to stay still for 5 seconds before they begin being healed.

When you heal another squad, they have to be next to each other and it takes 5 seconds to complete the ability. After that healing takes place over a short period of time. Be careful when you use this ability, as it takes both squads out of combat!

Veterancy Edit

Veterancy1 CoH2 Level 1 Veterancy:
  • Unlock the 'Field First Aid' ability
Veterancy2 CoH2 Level 2 Veterancy:
  • +40% weapon accuracy
  • -25% recharge time for Panzerfaust
Veterancy3 CoH2 Level 3 Veterancy:
  • -20% weapon cooldown
  • -28.5% received accuracy

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.