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Conscript Infantry Squads are the primary infantry units for the Red Army in Company of Heroes 2. Their high target size makes them vulnerable to small arms fire from the enemy, but their 6-man squad (as opposed to 4 or 5 of their Axis counterparts) give them more total health point and better damage retention than the opponent, to maintain their battlefield presence. Their Merge ability is incredibly versatile, allows them to quickly replenish the nearby squad to save other squads from being wiped, maintain the combat pressure, as well as save reinforcement cost and time. With upgrade from headquarter, they can access Molotov grenades to damage and deter the enemy's static unit, as well as RPG-43 Anti-tank Grenade to threaten the enemy's reckless vehicle. Additionally, they also have Oorah! ability to help them quickly position themselves and complement all of their other abilities. Being able to construct their unique sandbags and trip wire flare, Conscript can work along side Combat Engineers to shape the battlefield to their advantage. During late game, the Mobilized Reserve upgrade will grant them one more man to their retinue, boosting their survivability and firepower further, as well as reducing their reinforcement cost to make them one of the most powerful infantry squads in the game. With numerous utilities, great scaling, and exceptional resilience, Conscript Infantry Squads is the master of attrition warfare and a relentless force to be reckoned with on the battlefield.


Conscript Infantry Squad is available immediately to the Soviet Union army and can be constructed from the Regimental Field Headquarters.

They can also be brought to the battlefield through the Rapid Conscription commander ability. If the player loses loses 6 infantry models while the ability is activated, a Conscript squad will be called in from off map. Available to Conscripts Support Tactics and Soviet Reserve Army.


Conscript Infantry Squad has the ability to construct the following field defense object to help them set up the battlefield to their advantage:

Sandbag Fighting Position Hotkey Q (Grid)
Conscript Sandbag Conscripts squad will construct a sandbag wall, providing directional heavy cover.

  • Health Point: 240
  • Target size: 20
  • Cost: None
  • Build Time: 18s

PMD-6M Light Anti-Vehicle Mines
File:PMD-6M Light Anti-Vehicle Mines.png

  • Cost: 10 Munition
  • Build Time:

Fire Pits

  • Costs 50Icon Manpower Small 50
  • Time:

This ability is available on winter Maps only. The conscripts can build fire pits to keep troops warm and prevent them from freezing to death.


Conscript Assault Package Upgrade

  • Costs 40Icon Munitions Small 40
  • Install time: 30 seconds
  • Only available to certain commanders

Available as a passive ability to some commanders, conscripts may replace three of their bolt-action rifles with PPSh-41 sub-machine guns, at a cost of 40Icon Munitions Small 40. Gives the conscripts greater short range firepower.

Mobilize Reserves

  • Costs 50Icon Munitions Small 50
  • Only available after building the Mechanized Armor Kampaneya, or after building the Tankoviy Battallion Command and buying both grenade upgrades at the HQ.

This upgrade is purchased by each conscript squad in the same manner as a weapons package, and adds a 7th rifleman. It increases their durability and damage, as well as the speed at which they gain veterancy and rate of fire, but takes up their one weapon slot to do so, which locks them out of weapon upgrades.



  • Costs 15CoH2 Munition Icon 15.
  • Activation: Immediate
  • Cooldown: 30 seconds after wearing off.

The squad lets out a battle cry of "Oorah!" giving the squad a boost in morale and speed. The ability costs 15Icon Munitions Small 15 and is available from the get-go. "Oorah!" will cause the conscript squad to move faster during a short period of time. There are no side effects after the ability wears off. The ability is very useful in an attempt to sprint past machine guns or rush into cover. In multiplayer, "Oorah!" only causes a temporary speed increase and no suppression reduction or damage increase. In the campaign, it slightly increases their damage and accuracy.


  • Costs nothing
  • Activation: Select Squad (friendly)

Allows the squad to merge into other squads of infantry and support teams that have lost team members (except Scout Sniper).

HitthedirtHit the Dirt!

  • Requires: Guard Combined Arms Tactics, Conscript Support Tactics, Commanders
  • Costs nothing
  • Activation: Immediate
  • Cooldown: 3 seconds

Conscripts drop to the ground and lie prone, reducing received accuracy and rendering them immune to suppression. Disables movement while active. Available only to certain commanders.

RPG-40 Anti-Tank Grenade Assault

  • Requires: Tank-Hunter Tactics Commander
  • Costs 25Icon Munitions Small 25
  • Activation: Select Vehicle (enemy)
  • Cooldown: ?? seconds

All members of the conscript squad lob an Anti Tank grenade at an enemy vehicle. Damage done varies by the amount of conscript members that have thrown it. Like the regular anti-tank grenade, this ability will inflict engine damage upon vehicle whose health is brought down to 75% at the time the ability is casted.

Molotov Cocktail

  • Requires: Molotov Cocktail Upgrade Global Upgrade from the Regimental Field HQ
  • Costs 15Icon Munitions Small 15
  • Activation: Select Ground
  • Cooldown: 26 seconds after activation
  • Duration: 22 seconds

The ability is unlocked at the HQ for a sum of 80Icon Manpower Small 80 and 10Icon Fuel Small 10. It enables the conscript squad to throw a Molotov Cocktail. Upon impact, the cocktail creates a pool of burning fuel on the ground, damaging all infantry standing in it over time. This is very useful to flush enemy infantry out of cover or out of houses and to speed up the process of killing support teams. It deals much less damage, however, if the enemy runs away from the area of effect. It also has a painfully long animation of a conscript lighting, pulling his arm back and throwing, allowing alert players to quickly move their squads.

RPG-43 Anti-Tank Grenade

  • Requires: RPG-43 Anti-Tank Grenade Global Upgrade from the Regimental Field Headquarters.
  • Costs 25Icon Munitions Small 25
  • Cooldown: 30 seconds

Allows the Conscripts to lob a heavy grenade at an enemy vehicle, dealing 80 damage upon successful connection. The vehicle's engine will be damaged if it succeeds in bringing the vehicle's health below 75%. It is essentially the same as the German Panzerfaust, but with a shorter range and smaller munition cost. The cooldown of the grenade decreases at the third level of veterancy.

Soviet Trip Wire Flare Trip Wire Flares

  • Costs 10Icon Munitions Small 10
  • Time:
    • Requirement: Veterancy 1


As a Soviet unit, the Conscript Infantry Squad can gain three levels of Veterancy. Each level brings its own specific benefits, increasing the unit's combat potential and/or survivability.


The Conscript Infantry Squad receives experience points for killing enemy units. Once it has accumulated a sufficient number of experience points, it will automatically advance to the next level of veterancy.


Veterancy1 CoH2 Level 1 Veterancy:
  • "Trip Wire Flare" ability unlocked
  • -8% Received accuracy
Veterancy2 CoH2 Level 2 Veterancy:
  • +40% Accuracy
  • +25% Molotov cocktail throw speed
Veterancy3 CoH2 Level 3 Veterancy:
  • -20% Weapon cooldown
  • +10% Accuracy
  • -29.3% Received accuracy
  • -25% Recharge time on RPG-43 anti-tank grenade


Conscripts are cheap line infantry, and must-haves in every Soviet order of battle. They do average damage, and will lose to Grenadiers and Volksgrenadiers in even combat, and are evenly matched with Osttruppen, but due to their large squad size, can hold the line against the German soldiers long enough for other units to come to their aid. However, a capable player can potentially hold off a German assault should they place Conscripts in cover and away from hostile units that specialize in close quarters. Since they have rifles, directly engaging assault infantry is out of the question, unless they can be kept at a distance and in cover.

Their grenade upgrades and Merge ability make them perfect support units in larger battles - even when the units being supported are simply more conscripts. "Oorah!" allows them to quickly run up to vehicles and bust their engines (take note that on average it takes two grenade hits to destroy the engine of a fully repaired medium tank), or threaten stationary infantry with fiery deaths. If munitions are plentiful, it can even be spammed to quickly travel the battlefield. Merging squads allows the Soviet player to retain presence by shuttling conscripts back and forth between his base and the front.

Their large squad sizes also make them perfect for capturing weapons, if the Soviet player has the good fortune to find them. A conscript squad that manages to pick up two light machineguns or two antitank weapons will become a terror on the battlefield against infantry or vehicles, respectively.

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