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Penal Battalion Icon COH2 Soviet
Penal Battalion
Army Soviet Army
Role Elite Anti-Infantry
Men per Squad 6
Unit Cost 290CoH2 Manpower Icon 290
8CoH2 Population Icon 8
Upkeep per Minute -12CoH2 Manpower Icon −12
Produced By Special Rifle Command
Cost to Reinforce 27CoH2 Manpower Icon 27
1CoH2 Population Icon 1
Health per Man 80Icon Health Small 80
Build Time 32 seconds
Received Accuracy 1.0
Basic Weapon 6x SVT-40 Rifles
Firing Range 35
Sight Range 35
Max. Speed 3 m/s
Abilities (2)

Satchel Charge

  • Squad throws a Satchel Charge, which detonates for massive AOE damage
  • Costs 45Icon Munitions Small 45
  • Cooldown: 26 seconds

Aimed Satchel Charge

  • Like a Satchel charge, however has to target a vehicle, to which it sticks. Requires the PTRS Anti-Tank Rifle package upgrade.
  • Costs 45Icon Munitions Small 45
Upgrades (1)
'2x PTRS Anti-Tank Rifle package
  • Upgrades the squad with two PTRS Anti-Tank rifles, giving them light anti-vehicle capability.
  • Costs 50Icon Munitions Small 50
  • Takes 20 seconds to install

Penal Battalions are improved rifle infantry squadrons composed of criminals and "independent thinkers", armed with SVT-40 automatic rifles and thrown into the face of the enemy.

These Penal units were historically, not only composed of criminals. Some of the members were former rear officers who showed reluctance to fight, were demoted after a trial, and reassigned to a penal formation as per the Order No. 227. Some of these PENICI units also served in the Red Army Air Force, with no kill credits received whatsoever, and only rehabilitated when killed in combat. After the war, some remained in penal military duty, while some were released and given honors and decorations for their bravery.


Penal Battalions are somewhat expensive for what they are, so despite comments made by the Soviet Commissar they are not to be used in a suicidal manner. They are excellent Infantry killers at longer ranges, due partly to their rifles being Semi-Automatic and also because of their low armor.

Their primary function is Anti Infantry and Capturing & holding points early on, until they get their PTRS upgrade. However, they are expensive for how early you get them. They are capable of going toe to toe with Grenadiers, able to do more damage per second and also more able to take damage (because there are more of them).

Their satchel does a lot of damage and has a long timer to balance its destructive power. It can destroy most anything it explodes near. If an enemy Vehicle is holding still, it is a prime target for their satchel charge. If you need to destroy a bridge, satchel. If infantry are holding still, they are to have satchel charge tossed immediately. If Infantry are in a building, they can be easily killed by a quick satchel. Actually, anything and everything holding still is a target for the satchel. It is not recommended to use it against targets that can easily move away, however.

Penal Battalions can purchase Anti-Tank rifle upgrade, which replaces two SVT-40 rifles with 2 PTRS rifles. These rifles are cheaper than most other anti-armor infantry upgrades and are good at destroying light vehicles and certain structures at a distance but do very limited damage to medium tanks or heavier vehicles, even when flanking. The real threat to enemy armor comes with their Anti-vehicle satchels, unlocked along with the PTRS rifles.

With the newest commander, they can have six PPSHs at their disposal. This makes them better Assault Grenadiers, since their PPSH combined with their size, will allow them to completly wipe out even the toughest of squads. With One level of veterancy, they gain the ability to be potentialy best unit at extreme close quarters.

In the campaign, PENICI instead have the flamethrower upgrade.


Satchel Charge[]

  • Costs 45Icon Munitions Small 45
  • Activation: Target Ground
  • Cooldown: 26 seconds

The Penal Squad throws a bag of explosives at an area, causing massive damage to anything foolish or unlucky enough to be near. The charge is capable of completely destroying light and medium vehicles, support weapons, bridges, buildings, and wiping out entire squads of infantry. It cripples heavy vehicles. It costs 45Icon Munitions Small 45.

Anti-vehicle Satchel[]

  • Costs 45Icon Munitions Small 45
  • Activation: Target Vehicle
  • Cooldown: 26 seconds

This is exactly the same as their normal satchel charge, but it can only target vehicles, and it will "stick" or "home in" like an anti-tank grenade or a Panzerfaust. It is guaranteed to cause engine damage, and will completely destroy light vehicles while doing a respectable amount of damage to tanks.

To the Last Man![]

  • Costs nothing.
  • Requires veterancy 1
  • Activation: Passive ability

The Penal Squad seeks redemption for their sins, causing them to fight harder as there are fewer of them. It's an excellent ability to slow down the enemy, as Penal squad can dish out more damage. However, it encourages the user to have them stay in fight for longer, which poses a risk of having them wiped out. It is ill advised to try and use this ability early game, due to their cost.


ROKS-3 Flamethrower[]

  • Costs 60Icon Munitions Small 60
  • Takes 20 seconds to install

Upgrade the squad with a flamethrower. Improves Anti-Infantry and Anti-structure capability. Only available in singleplayer campaign and before March 2017 update in multiplayer.

PTRS Anti Tank Rifles[]

  • Costs 60Icon Munitions Small 60
  • Takes 20 seconds to install

Upgrade the squad with two Anti-tank rifles. Improves Anti-Vehicle and Anti-structure capability. Allows use of Anti-vehicle satchel.


As a Soviet unit, the Penal Batalion 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 Soviet units, the Penal Batalion obtains Veterancy points by participating in combat.


At each Veterancy level, the Penal Batalion gains a specific set of bonuses as listed below.

Veterancy1 CoH2 Level 1 Veterancy:
  • "To the Last Man!" ability unlocked.
Veterancy2 CoH2 Level 2 Veterancy:
  • Cooldown decreased by 20%.
  • Accuracy increased by 30%.
Veterancy3 CoH2 Level 3 Veterancy:
  • Accuracy increased by 30%.
  • Received accuracy reduced by 15%.
  • Munition cost for both satchel charges reduced by 10.


-Penal troops are very powerful anti-infantry units due to their large squad size and semiautomatic rifles, but suffer the same weaknesses as any standard rifle infantry - being rushed by SMG-wielding assault infantry, pinned by machineguns, and overwhelmed by armor and firepower. They are also expensive, at 300 manpower, and have a very short range on their thrown explosives. Getting the PTRS package helps them against vehicles, especially with a very powerful anti-tank satchel charge, but this decrease their firepower against infantry . Savvy German players will focus fire on them to deplete their numbers and kill them altogether when they attempt to close in to use their explosives.

-The Tier 1 tech building where they are been spawn, lack anti-tank units despite their PTRS upgrade, it's not enough to fight against light vehicles and tanks when a Axis player will spawn one. Either build a Tier 2 so anti-tank gun are available to build. But it's still expensive and have a delayed time before producing light vehicle from Tier 3 and tanks from Tier 4. Or skip Tier 2 and build Tier 3 and Tier 4 but still the build order will lack anti-tank units before the Tier 3 and Tier 4 units arrives on the battlefield.

Tips and tricks[]

- Penals with PTRS upgrade hidden behind any structure and using ones of your units as a bait to lure one opponent vehicle . When the vehicle approaches , the penals are able to throw a satchel charge when it's close . Mines would help the penals damaging the vehicle with an engine damage critical, the vehicle is slowed down to half . This means the penals have a opportunity to throw a satchel charge in this critical moment .

-Penals are mostly effective in medium range rather than long range because their SVT-40 semi-automatic rifle help them slightly win a skirmish in their favor against Volks or Grenadiers earlier in the phase of a game.


Creating or reinforcing squad:

  • "You need a suicide squad?"
  • "You have a use for these scum?"

Order to attack an enemy:

  • "You can only by redeemed by blood!"
  • "Shoot them or I will shoot you!"
  • "Do not hesitate, kill them!"
  • "You heard your orders, attack!"
  • "Straffniki you will attack"
  • "Attack you cowards!"
  • "Charge the enemy"
  • "Attack the enemy"
  • "Fire your weapons!"
  • "After them!"
  • "Penal troops will attack"
  • "There is your target. Go kill it"
  • "You have failed the state before. Do not fail it again."
  • "The blocking detachment will shoot anyone who runs"
  • "Kill them or die trying"
  • "Attack that infantry you dogs!"
  • "Charge the infantry!"
  • "You will assult enemy infantry"
  • "Enemy infantry is your target"
  • "Redeem yourself, take out that machine gun!"
  • "That is what straffniki are for! Charge that MG!"
  • "Silence that MG! It is threat to real soldiers."
  • "Your target is that MG crew"
  • "Attack that mortar"
  • "Charge that mortar"
  • "Straffniki charge that armor!"
  • "Distract that tank!"
  • "Go after that armor"
  • "Destroy that field gun!"
  • "Charge that AT gun!"
  • "You will attack that AT gun"
  • "The AT gun is your target"

Order to attack an enemy while having flamethrower:

  • "Burn them!"
  • "Use the flamethrower!"
  • "Burn them to ash!"
  • "Flamethrower advance on that infantry"

Being under fire:

  • "Yes! They are shooting at us comrade obvious!"

Losing men in squad:

  • "If you are not dying, you are not trying!"
  • "There is glory in death!"
  • "The state now forgives him!"


  • "Brothers! We have been redeemed!"

Capturing sector:

  • "Captured. You occasionally do something right."

Giving order to capture a sector:

  • "Real soldiers are busy, you must capture this sector."