Items & Equipment
In Company of Heroes 3, the concept of 'Items & Equipment' diverges from traditional RPGs. There are no loot drops or inventory management in the conventional sense. Instead, "equipment" manifests as a crucial layer of strategic depth through unit upgrades, vehicle add-ons, and powerful Battlegroup abilities. These enhancements are not merely stat boosts; they fundamentally alter unit roles, combat effectiveness, and tactical possibilities on the battlefield. Mastering the acquisition and application of these upgrades is paramount to victory, allowing you to tailor your forces to specific threats and operational objectives.
This comprehensive guide will detail the various categories of upgrades available, how they are acquired, their specific impacts on your forces, and offer strategic advice for their optimal use. Understanding these systems will transform your gameplay from reactive to proactive, enabling you to build a truly formidable army.
Unit Upgrades: Enhancing Infantry & Support Teams
Infantry and support weapon teams form the backbone of any army in Company of Heroes 3. Their effectiveness can be dramatically increased through specialized upgrades purchased directly from their respective production buildings or through specific Battlegroup abilities. These upgrades typically improve firepower, durability, or grant new abilities.
Infantry Weapon Upgrades
These upgrades replace or augment standard infantry weapons, significantly boosting their combat performance against specific target types. They are usually purchased for a squad from their production building (e.g., Barracks, Panzergrenadier Kompanie).
- US Forces:
- Riflemen - BAR Upgrade: Equips a Rifleman squad with two Browning Automatic Rifles (BARs).
- Impact: Significantly increases sustained firepower, making them much more effective against enemy infantry, especially in prolonged engagements. Transforms them into potent assault infantry.
- Acquisition: Available at the USF Barracks once the "Weapon Rack" upgrade is purchased (requires 200 Manpower, 30 Fuel). Cost: 100 Manpower, 20 Fuel per squad.
- Strategy: Essential for mid-game infantry dominance. Prioritize for Rifleman squads intended for front-line combat or holding key positions.
- Assault Engineers - Flamethrower Upgrade: Equips Assault Engineers with two M2 Flamethrowers.
- Impact: Devastating against garrisoned infantry, light cover, and provides area denial. Excellent for clearing buildings and flushing out entrenched enemies.
- Acquisition: Available at the USF Barracks once the "Weapon Rack" upgrade is purchased. Cost: 75 Manpower, 15 Fuel per squad.
- Strategy: Crucial for urban combat maps or when facing heavy enemy garrisons. Combine with smoke grenades for safe approach.
- Pathfinders - M1919A6 LMG Upgrade: Equips Pathfinders with two M1919A6 Light Machine Guns.
- Impact: Enhances their suppressive fire capabilities and damage output against infantry at range, making them highly effective ambush units.
- Acquisition: Available at the USF Barracks once the "Weapon Rack" upgrade is purchased. Cost: 120 Manpower, 25 Fuel per squad.
- Strategy: Ideal for setting up defensive positions or ambushing enemy advances from elevated terrain.
- Riflemen - BAR Upgrade: Equips a Rifleman squad with two Browning Automatic Rifles (BARs).
- Wehrmacht:
- Grenadiers - LMG42 Upgrade: Equips a Grenadier squad with an MG42 Light Machine Gun.
- Impact: Provides superior suppressive fire and increased damage against infantry, making them excellent defensive and support units.
- Acquisition: Available at the Wehrmacht Barracks once the "Heavy Weapons Training" upgrade is purchased (requires 200 Manpower, 30 Fuel). Cost: 80 Manpower, 15 Fuel per squad.
- Strategy: Essential for holding ground and suppressing enemy advances. Combine with Panzergrenadiers for a strong infantry core.
- Pioneers - Flammenwerfer 35 Upgrade: Equips Pioneers with a Flammenwerfer 35.
- Impact: Similar to USF Flamethrowers, highly effective for clearing garrisons and denying areas.
- Acquisition: Available at the Wehrmacht Barracks once the "Heavy Weapons Training" upgrade is purchased. Cost: 70 Manpower, 10 Fuel per squad.
- Strategy: Use aggressively to dislodge entrenched infantry or to counter early-game rushes.
- Grenadiers - LMG42 Upgrade: Equips a Grenadier squad with an MG42 Light Machine Gun.
Support Weapon Team Upgrades
These upgrades are less common for dedicated support teams (like MGs or Mortars) as their primary role is often fixed. However, some Battlegroups or specific units may offer enhancements.
- Wehrmacht - Panzergrenadier Kompanie - MG34 Team: While not an upgrade to an existing team, this building allows for the production of dedicated MG34 Heavy Machine Gun Teams, providing crucial area denial and suppression.
- Impact: Locks down sightlines, suppresses enemy infantry, and forces re-positioning.
- Acquisition: Available from the Panzergrenadier Kompanie (requires 250 Manpower, 40 Fuel). Cost: 240 Manpower.
- Strategy: Deploy in strategic locations with good fields of fire, preferably behind cover. Always protect them from flanking maneuvers.
Vehicle Add-ons & Upgrades: Armoring the Steel Beasts
Vehicles are powerful assets, and their effectiveness can be further amplified through various upgrades, often focusing on improved armor, firepower, or utility. These are typically purchased directly from the vehicle production building or from the vehicle itself once deployed.
Armor & Durability Upgrades
- US Forces - Sherman Tank - Dozer Blade: Equips the Sherman with a dozer blade.
- Impact: Allows the Sherman to construct light cover (sandbags) and clear obstacles, providing tactical flexibility and improving infantry support.
- Acquisition: Available from the Sherman Tank itself once deployed. Cost: 75 Manpower, 15 Fuel.
- Strategy: Use to create impromptu defensive positions for infantry or to clear paths through rubble. Can also be used to block enemy sightlines temporarily.
- Wehrmacht - Panzer IV - Side Skirts (Schürzen): Adds spaced armor to the sides of the Panzer IV.
- Impact: Significantly increases protection against anti-tank infantry weapons (e.g., Bazookas, Panzerschrecks) and some light anti-tank guns by detonating projectiles prematurely.
- Acquisition: Available from the Panzer IV itself once deployed. Cost: 100 Manpower, 20 Fuel.
- Strategy: Crucial for extending the survivability of your Panzer IVs, especially when facing infantry-heavy anti-tank threats. Prioritize for front-line tanks.
Firepower & Utility Upgrades
- US Forces - M3 Half-track - M2 Browning HMG: Mounts an M2 Browning Heavy Machine Gun on the Half-track.
- Impact: Transforms the transport vehicle into a mobile fire support platform, highly effective against infantry and light vehicles.
- Acquisition: Available from the M3 Half-track itself once deployed. Cost: 60 Manpower, 10 Fuel.
- Strategy: Use for early-game harassment, suppressing enemy infantry, or supporting pushes. Keep it moving to avoid concentrated anti-vehicle fire.
- Wehrmacht - Stug III G - Coaxial MG42: Adds a coaxial MG42 machine gun to the Stug III G.
- Impact: Improves the Stug's ability to deal with enemy infantry that get too close, providing a vital secondary weapon.
- Acquisition: Available from the Stug III G itself once deployed. Cost: 50 Manpower, 5 Fuel.
- Strategy: Essential for a tank destroyer that often operates without direct infantry support. Helps deter infantry from swarming the vehicle.
Battlegroup Abilities: Strategic Force Multipliers
Battlegroups are the primary source of unique and powerful "equipment" in Company of Heroes 3. These are not physical items but rather strategic abilities, call-ins, and unit enhancements that are unlocked by spending Command Points (CPs) as the battle progresses. They represent specialized training, advanced technology, or unique tactical doctrines.
Example Battlegroup Abilities & Their "Equipment" Impact
Each Battlegroup offers a distinct set of abilities that can dramatically alter your army's composition and tactical approach. Here are a few examples showcasing how they function as "equipment" for your entire force or specific units:
US Forces - Armored Battlegroup
- Mechanized Assault Package (Tier 1, 1 CP):
- Impact: Grants all M3 Half-tracks the ability to transport a second squad and increases their speed. Essentially "equips" your Half-tracks with enhanced transport capacity and mobility.
- Strategy: Crucial for rapid infantry deployment and flanking maneuvers. Allows for aggressive early-game pushes.
- Advanced Vehicle Crew Training (Tier 2, 3 CP):
- Impact: All vehicles gain increased sight range and a small veterancy boost. This "equips" your entire vehicle fleet with improved situational awareness and combat experience.
- Strategy: Enhances the effectiveness of all your armored units, making them more resilient and capable.
Wehrmacht - Luftwaffe Battlegroup
- Stuka Dive Bomb (Tier 1, 2 CP):
- Impact: Calls in a Stuka to perform a precision dive bomb on a target area, dealing heavy damage to vehicles and structures. This is a powerful "item" in the form of a devastating air strike.
- Strategy: Excellent for eliminating entrenched enemy positions, destroying key structures, or crippling high-value enemy vehicles.
- Fallschirmjäger Squad (Tier 2, 4 CP):
- Impact: Calls in a squad of elite Fallschirmjäger (paratroopers) equipped with FG 42 assault rifles. These are highly versatile and powerful infantry "items" dropped directly onto the battlefield.
- Strategy: Use for flanking, capturing undefended points, or reinforcing a critical sector. Their FG 42s make them exceptional at close-to-medium range combat.
Wehrmacht - Breakthrough Battlegroup
- Tiger I Heavy Tank Call-in (Tier 3, 10 CP):
- Impact: Calls in a formidable Tiger I Heavy Tank, a game-changing "item" that provides unparalleled armor and firepower.
- Strategy: The ultimate spearhead for an assault or an unyielding defensive anchor. Protect it at all costs and use its superior firepower to break enemy lines.
Veterancy: Organic Equipment Growth
While not an "item" in the traditional sense, veterancy acts as an organic form of equipment growth for your units. As units gain combat experience (by dealing damage, capturing points, or surviving engagements), they earn veterancy ranks. Each rank provides passive bonuses, effectively "equipping" them with improved stats and sometimes new abilities.
Impact of Veterancy Ranks
The specific bonuses vary by unit type and faction, but generally include:
- Increased Accuracy: Units hit their targets more often.
- Improved Reload Speed: Units fire more frequently.
- Enhanced Damage Output: Weapons deal more harm.
- Reduced Received Damage: Units become tougher and more resilient.
- New Abilities: Some units unlock unique active or passive abilities at higher veterancy ranks (e.g., a tank might gain a "Target Weak Point" ability for increased penetration).
Strategy for Veterancy
- Preserve Veterans: Prioritize keeping veteran units alive. Their accumulated experience makes them significantly more effective than fresh recruits.
- Focus Fire: Use veteran units to engage high-priority targets to maximize their experience gain.
- Support Veterans: Provide cover, repairs, and medical attention to ensure your veteran squads and vehicles can continue to gain ranks.
Conclusion: The Strategic Layer of "Equipment"
In Company of Heroes 3, "Items & Equipment" are deeply integrated into the core gameplay loop of unit production, battlefield tactics, and Battlegroup selection. By understanding and strategically utilizing infantry weapon upgrades, vehicle add-ons, and powerful Battlegroup abilities, you can craft an army perfectly suited to overcome any challenge. Remember that each upgrade represents a significant investment of resources, so choose wisely and adapt your "equipment" choices to the evolving battlefield conditions.
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