Company of Heroes Wiki
Veterancy Forward Barracks 0
Forward Barracks
Unit Forward Barracks
A Church converted into an American Forward Barracks
Army American
Role Forward production and reinforcement building
Unit Cost 260Icon Manpower Small 260
Produced By All American or Wehrmacht infantry units that can garrison this building
Can Be Garrisoned By Varies
Health Varies
Armor None
Cost and unit types vary by army, see production part of article below
Abilities (1)
Ability Reinforce Squad
Reinforce Squad
  • Can reinforce nearby Infantry units
  • Costs vary by unit type
  • Requires building to be in connected territory

In Company of Heroes, a Forward Barracks is a neutral structure that has been converted into a forward command outpost by American or Wehrmacht Infantry. Once converted, the building is considered the property of the player who converted it. It can also reinforce nearby infantry units, as long as the sector the building is in is connected to your supply lines, the Forward Barracks can produce basic production units such as Engineer Squads or Pioneers. It may also produce other kinds of units if their default production facilities exist back in the HQ territory.


When an Infantry unit is garrisoned inside a neutral building within friendly territory, a button appears in the building's main menu. This button activates an ability called Upgrade to Barracks.

The upgrade costs 260Icon Manpower Small 260, and takes 30 seconds to complete. Once it's completed, the building is transferred from Neutral ownership to the respective players ownership, and will be visually outfitted with flags, sandbags and a large American or Wehrmacht symbol floating above it.

This building now functions as a Forward Barracks for the player. It serves two primary functions: reinforcement of infantry units, and production of new units.

All friendly infantry units (including those of other players) within 25 meters of this structure can be reinforced for the appropriate cost.

By default, the Forward Barracks can produce Engineer Squads, Pioneers and Volksgrenadiers. Production of additional units at this structure depends on the existence of other production facilities back at the base. For example, if a Barracks exists at the American base, Riflemen Squads can be produced. If a Weapons Support Center exists, it unlocks production of Heavy Machine Gun Team and Mortar Team.

The same applies to the Wehrmacht as well, if the Wehrmacht Quarters is built, then the MG42 Heavy Machine Gun Team can be produced, if the Krieg Barracks exists, you can build Grenadiers, Mortars, and AT guns

Furthermore, since the building is owned by the player, it cannot be garrisoned by enemy troops. Enemy infantry will be able to "un-convert" the building back to Neutral ownership, but this is a very time-consuming process. Vehicles can only attack the structure.

You can set up as many Forward Barracks outposts as you can afford - there's no real limit. The only requirement is that the building must be within friendly territory that's linked to your supply lines. If enemies take the sector after the building has been converted, the Forward Barracks will nonetheless remain in the players ownership. However, it will not be able to produce any more units or provide reinforcement to friendly infantry until reconnected to your supply lines.


For the Americans the Forward Barracks can potentially produce up to 5 different kinds of units, for the Wehrmacht its 7. By default though it can only produce Engineer Squads, Pioneers and Volksgrenadiers and the other types become unlocked when the appropriate base structures are built back in the HQ Territory.

All production is disabled if the sector containing the Forward Barracks is rendered neutral, captured by the enemy, or disconnected from friendly supply lines.

American buildable units[]

Production Engineers Engineer Squad

  • A basic 3-man repair and construction unit, with upgrades for further specialization.
  • Costs 140Icon Manpower Small 140, 3Icon PopCap Small 3
  • Takes 21 seconds to produce
  • Unlocked by default

Production Riflemen Squad Riflemen Squad

  • A 6-man core infantry unit with potential for both anti-infantry and anti-tank abilities.
  • Requires an existing Barracks
  • Costs 270Icon Manpower Small 270, 6Icon PopCap Small 6
  • Takes 36 seconds to produce

Production Heavy Machine Gun Team Heavy Machine Gun Team

  • A mobile anti-infantry weapon crew, capable of quickly suppressing and destroying enemy infantry units and light vehicles.
  • Requires an existing Weapons Support Center
  • Costs 240Icon Manpower Small 240, 3Icon PopCap Small 3
  • Takes 36 seconds to produce

Production Mortar Team Mortar Team

  • An infantry-carried light artillery piece for shelling enemy positions from afar.
  • Requires an existing Weapons Support Center
  • Costs 280Icon Manpower Small 280, 3Icon PopCap Small 3
  • Takes 36 seconds to produce

Production M1 57mm Anti Tank Gun M1 57mm Anti Tank Gun

  • A powerful, long-ranged but slow anti-tank cannon.
  • Requires an existing Motor Pool
  • Costs 280Icon Manpower Small 280, 3Icon PopCap Small 3
  • Takes 67 seconds to produce

Wehrmacht buildable units[]

PioneersBuildingIcon Pioneer Squad

  • A basic 2-man repair and construction unit, with upgrades for further specialization.
  • Costs 120Icon Manpower Small 120, 2Icon PopCap Small 2
  • Unlocked by default

Production VolksgrenadierSquad Volksgrenadier Squad

  • Basic five-man infantry squad, good for fighting early Riflemen Squads
  • Costs 280Icon Manpower Small 280, 5Icon PopCap Small 5
  • Takes 30 seconds to produce
  • Unlocked by default

Production MG42HMG MG42 Heavy Machine Gun Team

  • Three-man support unit, operating heavy machine-gun.
  • Requires an existing Wehrmacht Quarters
  • Costs 250Icon Manpower Small 250, 3Icon PopCap Small 3
  • Takes 40 seconds to produce

Production GrenadierSquad Grenadier Squad

  • Heavy infantry squad. Can be equipped with heavy weapons for increased effectiveness.
  • Requires an existing Krieg Barracks
  • Costs 300Icon Manpower Small 300, 4Icon PopCap Small 4
  • Takes 30 seconds to produce

Production AxisMortar Gr. 34 8cm Mortar Team

  • Light artillery unit. Can fire explosive shells over long distances.
  • Requires an existing Krieg Barracks
  • Costs 270Icon Manpower Small 270, 3Icon PopCap Small 3
  • Takes 30 seconds to produce

Production PaK3850mm Pak 38 50mm Anti Tank Gun

  • Basic, long-ranged anti-tank cannon. Can camouflage itself.
  • Requires an existing Krieg Barracks
  • Costs 290Icon Manpower Small 290, 3Icon PopCap Small 3
  • Takes 43 seconds to produce

Production KnightsCrossHolders Knight's Cross Holders

  • Elite Infantry Unit, spezialized in anti-infantry combat.
  • Requires an existing Panzer Command
  • Costs 360Icon Manpower Small 360, 6Icon PopCap Small 6
  • Takes 45 seconds to produce


A Forward Barracks has no manually-activated abilities of its own. However, it does allow reinforcement of nearby infantry units, activated through those units' own menus.

Ability Reinforce Squad Reinforce Squad[]

  • Costs vary based on reinforced unit
  • Activation: Through the target unit's menu
  • Duration varies based on reinforced unit
  • Requires building to be in connected territory

Any infantry squad within 25 meters of the Forward Barracks can replenish lost men for a specific cost and duration determined by the type of unit being reinforced.

Note that the Forward Barracks does not heal wounded infantry.

Also note that infantry garrisoned inside the structure need to exit it first in order to reinforce.


The American and Wehrmacht army's have a wide variety of Defensive Structures, but they are all easily destroyed and not capable of stopping an entire enemy army on their own. They often need continuous support from other units - particularly the cheaper infantry squads and crewed weapons.

Unfortunately, maintaining this defensive support force is tricky when infantry need to travel back and forth to home-base to reinforce, and new units must slowly travel the entire way to the front lines from the production centers. The Forward Barracks solves this logistical problem by allowing both reinforcement and production to take place far forward of the HQ territory. By placing Forward Barracks near each important position along the defensive line, it is possible to keep the defensive units in good condition to repel enemy attacks until the armored core is ready to make its next assault.

Furthermore, claiming a structure as a Reinforcement Point denies its use to the enemy. Enemy infantry cannot garrison it, and thus cannot use the building as cover against shelling or suppression. They must seek another structure to garrison.


The best place for a Forward Barracks is close to the front lines, just behind a good defensive position that often comes under enemy attacks. If the Forward Barracks cannot be properly defended, the enemy might reach and "un-convert" it, wasting your invested resources.

Be advised to try to convert large structures rather than small ones, if you have that choice at all. A small building may be harder to spot, but a short shelling by enemy artillery will turn it to rubble before long. A larger structure may attract more attention once the enemy realizes it's in your hands, but will survive longer as well.

Sometimes, as explained above, it's also a good idea to just convert a potentially dangerous structure to a Forward Barracks simply to keep the enemy from using it. For example, a tall building near the front line with great potential vantage points for snipers or other infantry units is better in your hands than anybody else's, and converting it would make sure that the enemy can't quickly rush troops into it to hold the entire area against you.


The Forward Barracks is tasked with producing units to replace those fallen during both defensive and offensive operations. Whichever units you require, it's usually better to produce them at this forward location instead of back at the base, since that means they don't have to travel a long distance to reach their defensive positions or rejoin an ongoing battle.

Therefore, treat this as you would the original production facilities for those units. There's no real difference except location. Of course, when desperate, you can always have a Forward Barracks churn out several units with which to defend itself or the sector it's in - which is why it's so important to place Forward Barracks inside buildings close to the front lines.


As with all buildings, a Forward Barrackss are vulnerable to enemy artillery and flamethrowers. Fortunately, enemy infantry cannot directly attack it, but they can "un-convert" it given time. Note that you do not get a warning when the building is attacked nor when it is being un-converted. Keep a watch on any unoccupied Forward Barracks to prevent the enemy from wasting your resources!