From CoH-Stats
Officer
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| Squad Size
| 1
| Capture Rate
| 1.5
| Sup Threshold
| 0.2
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Health
| 140
| Sight
| 35
| Pin Threshold
| 0.6
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Cost
| 260
| Detection
| 18/0
| Recovery Rate
| 0.008
|
Hotkey: L
| Population
| 2
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| Time
| 45
| Retreat Modifier
| 0.5
| Target Type
| infantry
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| Upkeep
| 3.456
| Reinforce Cost
| 0.5
| Critical Type
| infantry_heroic
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| Squad Slots
|
| Reinforce Time
| 2
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|
| [Expand][Hide]
|
| Health Regeneration
| +10.56/min
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|
| Upgrade to Infantry Elite Target Type
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| Maximum Health
| x1.2
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Tactics
- Officer is a weak combat unit, do not send him to the front line.
- If your HQ is demolished and you do not have any ground forces, the officer will be part of the repair group from off-map. Use him to supervise the repair of your HQ by the two pioneers.
- These are essential to late game. Make sure you have an officer supervising whatever building you're training units out of. The production times on tanks and heavy infantry are noticeably good.
- It is recommended only to send him to the front line to call a mortar strike if you really need him. A mortar strike is one of the most accurate artillery options.
History
The Leutnant (Lieutenant) was a commissioned officer rank in the German military. Their main role was leading their platoon into battle, though as officer losses grew in the war it wasn't uncommon to see a Leutnant the company in place of the Hauptmann (Captain).
Built/Called In From
| [Expand][Hide]
|
| Health
| 635
| Target Type
| building
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Cost
| 24035
| Critical Type
| building
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Time
| 120
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|
Hotkey: S
| Effects: Deploys the Officer, 234 Heavy Armored Cars, Stug tanks, and the Nebelwerfer Rocket Artillery. — See Structure:Sturm Armory for details.
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OR
| [Expand][Hide]
|
| Cost
| 100
| Activation
| targeted
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Duration
| 0
| Target
| tp_any
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Recharge
| 40
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|
|
Hotkey:
| Effects: Infantry Reinforcements. Use these Units to rebuild and continue the struggle. — See Ability:Wehrmacht Reinforcements for details.
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Doctrinal Abilities
| [Expand][Hide]
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| Cost
| 45
| Activation
| timed
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Duration
| 30
| Target
| tp_any
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Recharge
| 30
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|
Hotkey:
| Effects: All Infantry are ideologically motivated, and fight better in their own Territory. — See Ability:For the Fatherland for details.
|
| [Expand][Hide]
|
| Cost
| 150
| Activation
| timed
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Duration
| 30
| Target
| tp_any
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Recharge
| 60
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|
Hotkey:
| Effects: All Tanks and Armored Vehicles move more quickly, crush everything in their path, and fire more frequently. Infantry sprint to keep pace. — See Ability:Blitzkrieg for details.
|
| [Expand][Hide]
|
| Cost
| 50
| Activation
| timed
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Duration
| 20
| Target
| tp_any
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Recharge
| 45
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|
Hotkey:
| Effects: All infantry will unleash a fearsome assault for the Leader at the cost of their safety, increases rate of fire and damage, but more susceptible to being hit. — See Ability:Inspired Assault for details.
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Unit Abilities
| [Expand][Hide]
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| Cost
| 35
| Activation
| timed
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Duration
| 60
| Target
| tp_any
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Recharge
| 60
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|
Hotkey: K
| Effects: Use of the Medical Kit will heal your Squad over time. This Medical Kit can only be used in friendly territory. — See Ability:Medical Kit for details.
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| [Expand][Hide]
|
| Cost
| 35
| Activation
| timed
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Duration
| 60
| Target
| tp_any
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Recharge
| 60
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|
Hotkey: K
| Effects: Use of the Medical Kit will heal your Squad over time. This Medical Kit can be used anywhere. — See Ability:Field Medical Kit for details.
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| [Expand][Hide]
|
| Cost
|
| Activation
| targeted
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Duration
| _
| Target
| tp_entity
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Recharge
| 10
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|
Hotkey: S
| Effects: Reduces the unit creation time of any Supervised Structure. Officer will Supervise until ordered elsewhere. — See Ability:Supervision for details.
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| [Expand][Hide]
|
| Cost
| 150
| Activation
| targeted
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Duration
| _
| Target
| tp_entity_and_position
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Recharge
| 30
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|
Hotkey: O
| Effects: A tight cluster of 81mm Mortar rounds will fall accurately on the chosen target area. — See Ability:Observed Fire for details.
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| [Expand][Hide]
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| Cost
| 50
| Activation
| targeted
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Duration
| _
| Target
| tp_squad
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Recharge
| 30
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|
Hotkey: F
| Effects: Force any Enemy Infantry Squad to immediately retreat. — See Ability:Force Retreat for details.
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Unit Weapons