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[[File:Zeal.png|center]]
 
[[File:Zeal.png|center]]
   
Group Zeal increases the combat effectiveness of [[Wehrmacht]] infantry. In essence, the more units in the squad die the more resilient they become. The units that receive the effects of this passive ability are [[Volksgrenadier Squad|Volksgrenadiers]], [[Grenadier Squad|Grenadiers]], and [[Knight's Cross Holders]].
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Zeal increases the combat effectiveness of [[Wehrmacht]] infantry. In essence, the more units in the squad die the more resilient they become. The units that receive the effects of this passive ability are [[Volksgrenadier Squad|Volksgrenadiers]], [[Grenadier Squad|Grenadiers]], and [[Knight's Cross Holders]].
   
 
==Game Info==
 
==Game Info==
For Volks and Grenadier squads with three men, the bonuses are as followed:
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For Volks and Grenadier squads with three men, the bonuses are as followed:
 
* Received damage x0.95
 
* Received damage x0.95
 
* Received suppression x0.85
 
* Received suppression x0.85
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For 1 CP, this ability is a very good early game bonus, but becomes even more beneficial when late game units arrive with veteran status. Although units with one man are quite strong because of this ability, they are not invincible, so retreating them is still advised.
 
For 1 CP, this ability is a very good early game bonus, but becomes even more beneficial when late game units arrive with veteran status. Although units with one man are quite strong because of this ability, they are not invincible, so retreating them is still advised.
 
 
[[Category:Terror Doctrine]]
 
[[Category:Terror Doctrine]]

Revision as of 00:13, 14 December 2011

Zeal

Zeal increases the combat effectiveness of Wehrmacht infantry. In essence, the more units in the squad die the more resilient they become. The units that receive the effects of this passive ability are Volksgrenadiers, Grenadiers, and Knight's Cross Holders.

Game Info

For Volks and Grenadier squads with three men, the bonuses are as followed:

  • Received damage x0.95
  • Received suppression x0.85
  • Weapon accuracy x1.15
  • Maximum health +10

For all infantry units with two men:

  • Received damage x0.95
  • Received suppression x0.75
  • Weapon accuracy x1.15
  • Health regeneration +9.6/min
  • Weapon cooldown x0.75

For all infantry units with one man:

  • Received damage x0.9
  • Received suppression x0.75
  • Weapon accuracy x1.25
  • Weapon cool down x0.25
  • Weapon reload x0.75

For 1 CP, this ability is a very good early game bonus, but becomes even more beneficial when late game units arrive with veteran status. Although units with one man are quite strong because of this ability, they are not invincible, so retreating them is still advised.