Healing and Reinforcement Guide
Healing and reinforcing is an important mechanic in the CoH series. By keeping infantry units healthy it helps reduce resource drain and overall leads to greater advantages in matches, as healthy squads can fight longer before losing effectiveness due to losing soldiers. Inevitably casualties will occur and thus reinforcing squads back to full strength is also important, especially as it is rewarding to keep units alive thanks to the veterancy mechanic.
While reinforcing is readily available at base, healing by default is usually not available and each player must decide when and where to invest resources into it.
This guide will cover the mechanics of how healing/reinforcing works in CoH3, alongside explaining faction specific methods. New players will especially benefit from this information, as resource management and unit preservation is an extremely important aspect of playing skirmishes in CoH3.
Healing and Reinforcement Methods
Each faction has their own methods of healing and reinforcing. For reinforcing, every Headquarters as well as all production buildings can reinforce nearby squads. This is also why you may see players build their production buildings closer to the edge of their HQ territory, in order to optimize reinforce range.
For every faction except the DAK, they typically can build a structure or upgrade that allows for healing of injured units within the HQ territory. This serves as the primary healing and reinforcing method, although it does require a significant resource cost (mainly the Fuel cost). Typically players will retreat their units over the course of the match, allowing them to be healed and reinforced immediately after finishing retreating.
When it comes to healing and reinforcing outside the HQ territory, things get more varied though it typically involves using a utility vehicle or special abilities. Note that vehicles capable of healing/reinforcing need to be stationary in order to do so.
Reinforce Time Penalty
Reinforcing typically occurs very quickly but there are substantial time penalties added on in certain circumstances.
Squads being reinforced at a distance of 45 or more meters away from the Headquarters, will incur a +100% time penalty. It can be hard to understand what distance looks like in CoH3, but as a reference most units have a sight range of 35. Thus, this distance is rather small and you should expect this time penalty to be added on practically anytime a unit is being reinforced outside the HQ territory.
Squads being reinforced while in combat will also incur a +100% time penalty.
These penalties can stack, meaning a squad that is in combat and reinforcing far away from the HQ, will take an additional +200% more time to reinforce members (in other words, 3 times longer).
Healing/Reinforcing Teammate Units (Sharing)
A very important mechanic to note is that a player's healing/reinforcement method will also apply to teammates. This means healing is applied as normal, and reinforcing can be done by the player manually reinforcing while near an applicable reinforcement method even if it is owned by a teammate.
This means for example in team games, depending on the HQ starting locations players can save resources by constructing less healing stations overall, and instead share it between players next to each other. Likewise, players can help the entire team save resources by sharing medical trucks and other forward healing/reinforcement methods on the field outside the HQ territory.
As one might guess, 'teamwork makes the dream work'. By sharing healing/reinforcing methods, a team can be far more efficient as the extra resources saved can be put to use elsewhere, and often times it also helps alleviate weaknesses while enabling different strategies (ex. one player can volunteer to build forward healing/reinforcing while another player can use their saved Fuel for teching up faster).
United States Forces (USF)
The USF's primary healing and reinforcement structure is the
For forward healing and reinforcing, the USF have access to either a vehicle or a Battlegroup exclusive structure, alongside some specific Battlegroup abilities. Remember that reinforce times are longer for units far away from HQ and/or in combat.
The
The
There are more niche methods outside of the above. For example the
If the
Overall, USF are versatile in this area. Typically USF players will rely on the Medical Station at base for healing, especially since it offers casualty collection at no extra cost, making it very advantageous compared to some other factions. The Weasel vehicle (Special Operations Battlegroup exclusive) can also be a handy way of providing early healing before a Medical Station is built, although since it heals at a reduced rate it is not a suitable replacement for healing in the long term.
Due to the larger map sizes present in team games, using forward healing/reinforcement methods become much more important, alongside sharing said methods with teammates. The battlegroup exclusive Frontline Medical Station (Advanced Infantry Battlegroup) can be lucrative for multiple players although it can be quite risky as a stationary structure that needs protection. Otherwise, typically a healing vehicle is easier as they are mobile and can move when necessary. The Infantry Support Center is a popular 'tech choice' that can allow for further reduction in Manpower bleed via the Advanced Logistics upgrade, which is incredibly powerful though at a great resource cost to research.
United Kingdom Forces (UKF)
The UKF share similar methods to the USF. Their primary structure in this case is the
For forward healing and reinforcing, the UKF can use either a vehicle or a Battlegroup exclusive structure, alongside some Battlegroup specific abilities. Remember that reinforce times are longer for units far away from HQ and/or in combat.
The
The UKF also has access to a forward structure that is exclusive to the Air and Sea Battlegroup. Once the Supply Surplus Battlegroup perk is obtained, the player can 'upgrade' any selected friendly Manpower nodes into a Forward
There are other more niche methods. For example, the
If the Volunteer Infantry perk from the Indian Artillery Battlegroup is obtained, all reinforcement costs are reduced by -25%.
Overall the UKF has similar methods to the USF, but they distinctly lack the advantage of casualty collection. Instead, players looking to further reduce Manpower bleed will be forced into specific Battlegroups for special perks. Indian Artillery is a popular choice overall as once enough CPs are attained, the global reduction in reinforcement cost is incredibly powerful. On the other hand, getting the Forward Field Infirmaries with the Air and Sea Battlegroup can be deceptively powerful especially due to its much cheaper requirements (including saving on Fuel cost), although it is obviously harder to utilize since its effectiveness can vary wildly depending on the map and situations.
Due to the larger map sizes present in team games, using forward healing/reinforcement methods become much more important, alongside sharing said methods with teammates. Depending on the map, using Air and Sea's Forward Field Infirmary can useful, but it is very situational depending on the location of the Manpower nodes and how easily it can be protected - typically it can only really be utilized by the owning player. Otherwise using healing vehicles tends to be safer as they are mobile and can move when necessary.
Wehrmacht (WM)
The Wehrmacht differs the most from other factions, having both conventional and new methods available to them. Typically, their primary healing method is Medical Station upgrade available at their
While using the HQ upgrade is often the most popular method, the Wehrmacht also have access to another structure that arguably offers better benefits, for a different resource and time investment cost. This involves building the
The bunker can be built in any friendly territory including outside the HQ territory, and as such could serve as a forward healing/reinforcing station. Typically however, it is far safer to build a Medical Bunker at base, functioning just like the USF Medical Station. In the long term, a Medical Bunker used like this tends to be 'better' than relying on the HQ upgrade, due to the additional Manpower savings from casualty collection. As mentioned before though there are different trade-offs: It requires using a unit to build a Concrete bunker in the first place, alongside costing Munitions (instead of Fuel) and additional overall time to upgrade.
Another method of forward healing/reinforcing is the
Remember that reinforce times are longer for units far away from HQ and/or in combat.
A special mention for Wehrmacht reinforcement needs to go to the
As with other factions there are other niche methods of healing/reinforcing. For example, the
If the Infantry Reserves perk is obtained from the Luftwaffe Battlegroup, all squad reinforcement costs will be reduced by -25%.
Overall, the Wehrmacht offer a surprising variety of methods. While the HQ upgrade is popular for enabling healing at base, it is worth noting the Bunker trade-off. If one is okay with the extra construction/upgrade time as well as a hefty Munitions cost over paying Fuel, it is generally a far superior method due to reducing Manpower bleed via casualty collection in the long term. As with the USF and UKF, they can also access a Battlegroup specific perk (Luftwaffe Battlegroup in this case) for even more Manpower savings on reinforcements.
In general if one utilizes Grenadiers, it is highly recommended to make use of their Squad Merge ability especially to save Manpower on reinforcing more elite squads.
Due to the larger map sizes present in team games, using forward healing/reinforcement methods become much more important, alongside sharing said methods with teammates. Building a Medical Bunker on the frontlines can be more lucrative for multiple players but this can be incredibly risky unless utilizing a specific strategy with the Italian Coastal Battlegroup (where bunkers are generally enhanced and easier to protect). Otherwise sharing healing vehicles is often easier as they are mobile and can move when necessary. It is worth noting that Wehrmacht players can choose where to build their bunkers, and thus sometimes can be far easier to share a Medical Bunker between two players at base, rather than making teammates move units to an upgraded Headquarters for healing.
Deutsches Afrikakorps (DAK)
The DAK are the most unconventional in this area and overall have the least amount of methods. Unlike all the other factions, they do not have a standard structure they can build in the HQ territory for healing.
Instead, their primary healing method comes from the
As a downside, some savvy players can dive a vehicle (typically a light tank) into the DAK base and attempt to destroy the Medical Truck, as it is far easier to destroy compared to structures.
Aside from this, the more niche methods involving abilities are available. The
Beyond this, the DAK do not have additional methods of healing/reinforcing. This means protecting the Medical Truck is extremely important.
Overall, the DAK are lacking in this area, putting far more emphasis on their vehicles. Ironically, they are extremely demanding of the Manpower resource as a faction, and thus it is very important to deploy the Medical Truck fairly quickly in order to reduce Manpower bleed by keeping squads healthy. As mentioned before, due to lack of healing methods this makes the Medical Truck extremely important to protect, and DAK players must be wary when enemy light tanks hit the field, as a base dive can spell doom for the truck if it is not micromanaged properly.
Due to the larger map sizes present in team games, using forward healing/reinforcement methods become much more important, alongside sharing said methods with teammates. Depending on the situation it can be easier to move the Medical Truck out of the base due to having additional teammate protection.