Note: my list only includes the special heroes earned during a DLC, not the ones granted at the beginning of a DLC. I have no experience with the "catch-up" heroes and so can't comment on them.
Oleh Dir
Type: Infantry
+2 initiative
+2 speed
Famous (20 prestige/turn)
Precision Weapon (+20% accuracy)
Oleh is a fantastic infantry hero. There is no infantry in the game that doesn't want 2 more movement, and extra initiative and accuracy combine to make the unit deadly. Initiative isn't always great for infantry because close terrain tends to cap initiative very low, but there will be infantry battles in the open and you'll be happy for the bonus when they happen.
Here are ways I've used Oleh:
- Gebirgsjager in mountainous or hilly maps: a 5 move alpine unit is devastating; it's an amazing flanker and can hold or take a hill or a mountain like nothing else
- Fallschirmjager: turning a 3/4 move unit into a 5/6 move unit is amazing value when conducting airborne operations. You can break encirclements and establish supply much more easily when you have this kind of mobility.
- Cavalry: their weaknesses are: lower initiative than Grenadiers and airborne, weak air defence, and that they're stuck at 5 move when other inf get organic transports. Oleh solves the two most important of those. Horse movement type is amazing at getting through difficult terrain, and 7 move horse with high initiative is astoundingly versatile.
- Hit and Run: with Oleh, this hero becomes a No Retaliation hero against other infantry (except when terrain or weather cap initiative)
- Phased Movement: Oleh with Phased Movement on cavalry makes your recon units jealous: cavalry have the same spotting range as recon and your wheeled units will have difficult experiences in terrain that cavalry laughs at
- Ignores ZOC: this makes Oleh cavalry into good flankers and encirclers
- Overrun: Building up to Steamroller is easier when your infantry can get to the fight and Oleh's initiative and accuracy boosts make it easier for the unit to win a combat without taking damage
Helmut Wirnsberger
Type: Infantry
+3 initiative
+1 speed
Low Profile (enemies get -20% accuracy when attacking this unit)
Ignores ZOC
Wirnsberger comes in the 1941-E DLC and is a welcome addition. When I got him, I immediately put him on my cavalry and moved Oleh to my new Azul Infanterie. It drops the cavalry from move 7 to move 6, which hurts a bit, but even move on horse is most important, as a lot of terrain costs 2 for horse. This means that default (5 move) horse can move 2 hexes in such terrain, while Wirnsberger (6 move) and Oleh (7 move) horse can move 3 hexes in such terrain. In 3 and higher cost terrain, default horse can move 1 hex, while Wirnsberger and Oleh can move 2. So the difference between Wirnsberger and Oleh is not nearly as large as the difference between default horse and Wirnsberger horse.
Wirnsberger is good in many of the same ways Oleh is: he'll be good on mountain infantry or airborne, because they have reasons not to use organic transports. He'll also be good on any 3 move infantry, because he takes them to 4. I would much rather put Oleh on 2 move infantry, though - going from 2 to 4 is much better than 2 to 3, or 3 to 5, or 3 to 4.
The differences between them are that Oleh gives extra offensive power, while Wirnsberger gives defense and the intriguing freedom from ZOC. These make him an ideal cavalry hero in my opinion.
Pair with:
- Phased Movement: this goes well on Cavalry with Ignores ZOC for encirclements in tight spaces
- Hit and Run: same reasons as for Oleh Dir: in battles where initiative is a factor, Wirnsberger gives a huge boost to offense and defense
- Provocator (forces adjacent enemies to attack this unit instead of their target): Wirnsberger can take a hit, so if you're not using him as a durable mobile shock force or if you're in a defensive situation, he can be used to protect other units with a Provocator hero.
Type: Tank, AT
+3 initiative
Famous (20 prestige/turn)
Tank Killer (+5 attack against tanks)
Aggressive Counterattack (+3 attack when defending)
I always wind up putting this guy on a tank, because it's the easiest way to bring him to as many fights as possible. In theory he would be great on towed AT, but the AI will never attack into a unit supported by this guy unless the unit also has Camouflage. Even with that setup, I think there's more impact on a tank or self-propelled AT, and between the two, I find that the tank needs Kerscher's boosts more than the AT (AT already have high initiative, already have high hard attack, and will usually only be attacked by infantry, where Aggressive Counterattack won't help much). In '41 I put him on a unit of captured T-34s.
Pair with:
- Camouflage if on towed AT: otherwise he'll never support.
- Hit and Run: high initiative goes well with this trait
- Provocator (adjacent enemies attack this unit instead of others): high initiative plus the counterattack bonus makes you want to be attacked on this unit: here's a way to force it
Type: Artillery
+3 ammo
+1 range
Kloss represents quiet competence. Such simple bonuses, and so effective. There is no artillery unit in my core that does not wish Elsa was assigned to them. My AA units wish she could be assigned to them! My KV-2 unit dreams of Kloss (imagine the destruction! but it can't be done). She is amazingly versatile. +3 ammo is spectacular for units that provide support fire, because you will see situations where they run out. +1 range is wanted by any artillery in the game. Consider:
Close-support artillery like StuGs and BT-7As become more versatile, and can climb a hill and provide real ranged power
Rocket launchers can become peers to tube artillery and deliver pain to a wide front
A 20cm artillery unit becomes a complete artillery denial device: range 4 becomes 5; put it on a hill for a 6 hex radius of counter battery fire. Amazing.
I switch Kloss around depending on the scenario. I often use her as a training hero on my lowest experience artillery crew, paired with Camouflage and Double Support - the experience rolls in. Currently she commands a Wurfrahmen 40 unit that I got in 1940 from some industry connections; it supports my infantry and gets plenty of support fire opportunities and unit experience.
Pair with:
- Camouflage: Put that extra ammunition to use! Camouflaged support units are the ones that see use.
- Double Support: a gun with 5 ammo by default can only use this hero twice per turn. Kloss's +3 ammo adds one or two more double support uses per turn (depending on whether the gun fired on its turn)
- Counter Battery Fire: Kloss increases the area protected and enables more shots
Type: Fighter, Tactical Bomber
+2 initiative
+2 air attack
Legendary (50 prestige/turn)
Aiming Assistance (+10% accuracy to all adjacent friendly units)
Leadership (+1 initiative to all adjacent friendly units)
I can't ever find a reason to put him on a tactical bomber. Everything he does is something I want on a fighter. When there are intense air superiority battles, he makes my other fighters better. When I have air superiority, he makes my land forces better. And while a tac bomber only sometimes cares about initiative and air attack, those stats are central to a fighter's mission. He's very good at earning xp for his unit, because a unit with Aiming Assistance or Leadership traits gets xp from the fights it influences. I put him on my least experienced fighter wing, or my longest range fighter wing.
Pair with:
- Phased Movement: this lets Galland influence battles in multiple hot spots per turn
- Fast Rebase: this has the same benefit, and makes sure that Galland is where I need him, every turn
- Double Attack: I am a big fan of maximizing the value of your best heroes. Double Attack pairs well with all of these heroes, but I prioritize Galland because I hate not having air superiority
Type: Fighter
+1 air attack
Famous (20 prestige/turn)
Double Attack
Bar is great: one of the best hero traits (Double Attack) with a small stat boost. I would put Bar on the highest-initiative German fighter you have, because the wing he's on will get chewed up badly from attacking twice every turn. An alternative is to pair him with heroes who help the air wing survive.
Pair with:
- No Retaliation: this eliminates the cost of Double Attack on a fighter and makes Bar a suitable hero for wings made of captured aircraft
- Adolf Galland: Galland's initiative boost helps make Bar's Double Attack less expensive, and Galland wants to be attacking more often. I normally would try to put each special hero on a separate unit to maximize the number of units that become exceptional performers, but this pairing is too good for me not to use. I have them in a Spitfire wing - it doesn't take many casualties and the unit is an amazing performer; I even bring it along on missions when I'm told to leave the airforce behind.
Type: Tactical Bomber
Legendary (50 prestige/turn)
Double Attack OR Double Move
Aggressive Counterattack OR Lightning Attack
Ignores Entrenchment OR Tank Killer
Rudel is harder to comment on because you get him from the factory and can choose what traits he has. To my mind the choices are obvious. A Double Attack hero is much better than a Double Move hero. A Lightning Attack hero is better than an Aggressive Counterattack hero. And I prefer Tank Killer on a tac bomber to Ignores Entrenchment: we get Rudel right before war with the Soviets, and what terrifies me about the Soviets is not their entrenchment, it's their armor. Besides, my strat bombers and artillery can handle entrenchment. I want Rudel to be a tank smasher, so he gets Double Attack, Lightning Attack, and Tank Killer. Soviet armor beware.
Given all that, I put him on my best hard attack Tac Bomber; that is currently an Il-2 that I found at the bottom of a pile of garbage in the back of a bombed-out train once. Crazy story. Remind me to tell you about it later.
Pair with:
- Phased Movement: if you worry that you chose wrong by taking Double Attack, this is the way to erase those feelings. Or a Double Move hero, I suppose. I have never found one of those. In any case, this lets you attack a single target twice and then move away to let another bomber finish it off.
- Crippling Blow: this is an absolutely ideal hero to work with Rudel. Double Attack + Tank Killer (both from Rudel) + Crippling Blow means Rudel can single-handedly destroy an entire tank unit in one turn by himself.
- Fast Rebase: this ability is strong and lets you choose any spot on the map within range of one of your airfields for Rudel to threaten









