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CoH EF Landsers

A Landser Squad
Army Ostheer
Role Core Infantry
Men per Squad 5
Unit Cost 300Icon Manpower Small 300
5Icon PopCap Small 5
Upkeep per Minute -11Icon Manpower Small −11 (per squad)
Prereq. None
Produced By Schutzen War Camp
Cost to Reinforce 30Icon Manpower Small 30
1Icon PopCap Small 1
Health per Man 65Icon Health Small 65
Infantry Type Infantry
Basic Weapon 4x Gewehr 43 Rifle, 1x MKb 42(H)
Open Weapon Slots 5
Max. Speed 3 m/s
Abilities (2)
Ability Throw Grenade Axis
Throw Grenade
  • Throws a small explosive charge with a modest but deadly blast radius.
  • Requires Schutzen War Camp: Grenade Supplies
  • Costs 25Icon Munitions Small 25
  • Cooldown: 15 seconds

Landsers are the mainline Infantry for the Ostheer featured in Company of Heroes: Eastern Front. Comprised of 5 men and carrying semi-automatic rifles, this unit's primary advantages are its default durability and flexibility in combat. Like other core infantry units, Landsers can receive several global upgrades (purchased at the Schutzen War Camp and Headquarters) to enhance combat capabilities and eventually become a multi-purpose infantry squad.


Landsers are a flexible and tough general-use squad that specialize in mobile and aggressive tactics. Like Wehrmacht Grenadiers, they are among the most well rounded and equipped Infantry squads available and form the backbone of the Ostheer forces. With these factors in mind, you will likely encounter Landsers in every battle involving the Ostheer.

Despite their overall flexibility they don't come without drawbacks. These include a fairly high manpower upkeep cost at -11Icon Manpower Small −11 per squad and a steep initial fielding cost (300Icon Manpower Small 300) compared to most other early game Infantry. They also require a number of global tech upgrades to scale and stay relevant throughout the course of a game.

Most of the strengths of the Landsers revolves around their multipurpose combat role and adaptability during most combat situations. It is expected that other units provide support fire to the Landsers as they battle to seize and protect territory.


When a Landser squad is deployed, 4 of its members are carrying a Gewehr 43 Semi-Automatic Rifle, designed to do prolonged mid-range combat with enemy units. The 5th man is carrying an Maschinenkarabiner 42(H) Assault Rifle with similar properties.

The MG34 Light Machine Gun Global Upgrade, purchased at the Schutzen War Camp, will equip squads with an MG34 Light Machine Gun that significantly elevates this unit's overall combat performance.

Like most other Infantry units, Landsers can also pick up a wide variety of abandoned weapons, from automatic rifles and anti-tank launchers to heavy weapons like Mortars and Machine Guns.

Gewehr 43[]

The Gewehr 43 is a fairly standard semi-automatic rifle. A basic Landser Squad carries 4 of these rifles.

This weapon is designed to kill infantry at relatively close ranges: about 10–20 meters, where accuracy is still somewhat lacking. Each shot hitting the target delivers 10 points of damage, so it would take about 6-7 hits to kill an enemy infantryman. The firing rate of this weapon leaves something to be desired, with ~2 seconds between each bullet.

When compared to the standard Axis combat rifle, the bolt-action Kar 98k, the semi-automatic Gewehr 43 has a major difference: the Firing Rate ("Cooldown") modifier they receive based on range to target. At a range of 17 meters, about the average infantry engagement range, both the Gewehr 43 and Kar 98k have a similar fire rate. However, while the Kar 98k's fire rate doesn't change much with distance, the Gewehr 43 fires significantly slower at long range and much faster at short range. The Gewehr 43 also benefits from high base accuracy at medium range.

As a result, Landsers won't do very well in long-range combat against most Infantry units, having a much better chance if they can close the distance. Assuming Landsers can cover the distance without being seriously wounded first, the fast firing rate paired with good overall durability will subdue enemy units quickly. Of course, coming closer is usually a bad idea if the enemy is armed with close-range weapons like SMGs or LMGs.

Maschinenkarabiner 42(H)[]

The Maschinenkarabiner 42(H), or MKb 42(H) in short, is a magazine-fed assault rifle. The squad leader carries one of these by default.

In terms of combat performance, the MKb 42(H) is more or less identical to the Gewehr 43.

MG34 Light Machine Gun[]

The MG34 Light Machine Gun Global Upgrade, purchased at the Schutzen War Camp, will equip each existing and future Landser Squad with one of these magazine-fed light machine guns. The addition of this weapon makes Landsers a very good defensive infantry unit, capable of overwhelming enemy infantry at most ranges.

The weapon fires 15-30 bullets per burst, with a 2-2.5 second interval between each burst. After six or seven bursts the weapon needs to be reloaded, which takes about 7 seconds. Each hit inflicts 5 points of damage.

The nature of the weapon means that it has lower overall accuracy than a rifle, but this is made up for through sheer volume of fire. This will ultimately mean that the MG34 Light Machine Gun will dish out more damage per second than the Gewehr 43 at all ranges. However, it is important to keep in mind that the MG34 Light Machine Gun cannot be fired on the move, rendering it far better on defense or when supported by other more mobile close-combat units.

This weapon stands central in ensuring that Landsers are not outmatched by enemy (elite) Infantry during the mid and later stages of a game. However, while its importance is evident, it is by no means an absolute necessity to be picked up right away. It should usually only be prioritized in situations where Landsers struggle to hold their ground against overwhelming numbers of Infantry.

Note: When an soldier holding a MG34 Light Machine Gun is killed, and there is no other squad member available to pick the weapon up, there is a 30% chance of the weapon being dropped and becoming abandoned. Other infantry squads (friendly or enemy) with sufficient weapon slots can pick this weapon up.


The Panzerschreck is a handheld fire-and-forget Anti-Tank Rocket Launcher firing shape-charged ammunition, made to deal with Vehicles and Tanks.

The Panzerschreck is an upgrade-based weapon that can be equipped on individual Landser squads for the cost of 75Icon Munitions Small 75. The upgrade is only unlocked after the Ordnance Depot is built once.

A Panzerschreck warhead inflicts 110 points of damage per hit and needs to be reloaded after every shot. In terms of penetration, the Panzerschreck is able to consistently pierce the frontal armor of most Allied vehicles.

The Panzerschreck is generally inefficient against Infantry due to the low splash radius, slow rate of fire, and poor accuracy against all Infantry Types. This means that Landsers equipped with Panzerschrecks lose some of their anti-infantry capabilities. Although it is worth mentioning that they can provide some use when attacking Buildings, Infantry garrisoned inside Structures, or to demolish cover providing objects and field defenses such as Sand Bags, and Barbed Wire.

Note: When an soldier holding a Panzerschreck is killed, and there is no other squad member available to pick the weapon up, there is a 30% chance of the weapon being dropped and becoming abandoned. Other infantry squads (friendly or enemy) with sufficient weapon slots can pick this weapon up.



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


Like all other Ostheer units, Landsers obtains Veterancy points by killing enemy units. It receives 100% of the experience value of each unit it kills. Once enough veterancy points are accumulated, the squad will automatically advance to the next level, gaining the related bonuses immediately.

Ostheer units do not share Veterancy points with one another. To receive points, the unit must personally kill an enemy unit.


At each Veterancy level, Landsers gain a specific set of bonuses as listed below. These bonuses are cumulative with each other.

No Veterancy:
  • Unit is at normal combat efficiency.
Level 1 Veterancy:
  • -10% received accuracy from all sources.
  • +10 increase to Maximum Health
Level 2 Veterancy:
  • +20% accuracy with all weapons.
  • -10% damage reduction from all sources.
Level 3 Veterancy:
  • -15% reload time with all weapons.
  • -20% cooldown time with all weapons.
  • -20% received accuracy from all sources.
Level 4 Veterancy:
  • +25% accuracy with all weapons.
  • +20% damage with all weapons.

With the above Veterancy bonuses, squads becomes significantly more valuable as a combat unit, capable of surviving far longer in combat and delivering much more accurate firepower - especially when coupled with the MG34 Light Machine Gun and Panzerschreck weapon package. The cost of reinforcing a Veteran unit does not change, it combines these strong traits with constant reinforcements to become one of the best infantry units available.