Company of Heroes 2 is a real-time strategyvideo game developed by Relic Entertainment and published by Sega for Microsoft Windows, OS X, and Linux.[5] It is the sequel to the 2006 game Company of Heroes. As with the original Company of Heroes, the game is set in World War II but with the focus on the Eastern Front, with players primarily controlling the side of the SovietRed Army during various stages of the Eastern Front, from Operation Barbarossa to the Battle of Berlin. Company of Heroes 2 runs on Relic Entertainment's proprietary Essence 3.0game engine.
Welcome to the Commander Tiers guide, a quick rating reference to which Commanders are 'Good', 'Bad', and 'Ugly'.
Whilst we would encourage people to try all of them and see which work for them and their style, it's also true that not everybody wants to do that, and quick snapshot can be helpful to help evaluate possible choices or DLC purchases. (COH2.ORG will never force you to buy DLC, but just know that we wont lie to you in regards to which commander is strong or weak.) Commanders are given stars(allies),crosses(Ostheer and Oberkommando West), or 'mugs'(British) based on effectiveness across 3 categories: Offense, Defense,and Support. Offense: The Offensive capability of the commander. This rating is given off how many offensive-minded abilities the commander has,and the strength of these abilities. This rating includes abilities like Heavy tanks, off-map artillery and its potency during an assault, and infantry or vehicle based upgrades. Defense: The Defensive capability of the commander. This rating is given off of the defensive capability the commander offers to unit survivability, friendly sector defense, emplacements, and general 'lock-down' ability. This also considers 'offensive' abilities that can be used 'defensively' such as White phosphorus smoke. Support: The Team-game efficiency of the commander. How well does the commander synergize with teammates? Does it have strong off-maps? Can it lay down repair stations,or create HQ's that your teammates can use? This rating isn't as heavily weighed as the other ratings,so keep that in mind if a commander has a high support rating,but is tiered low overall. = Great = Average = Bad
'Extremely well balanced and powerful across all 3 fronts. Aircraft can be used in an effective defensive ,offensive, and supporting role. Resource Conversion can outfit your troops with the weapons of their dreams. Mines,bunkers,and forward positions are the name of the game. The only drawback to this doctrine is the lack of vehicles. But of course,this is up to you and how much you use the conversion. '
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'Extremely well balanced and powerful across all 3 fronts. Aircraft can be used in an effective defensive ,offensive, and supporting role. Resource Conversion can outfit your troops with the weapons of their dreams. Mines,bunkers,and forward positions are the name of the game. The only drawback to this doctrine is the lack of vehicles. But of course,this is up to you and how much you use the conversion. '
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'Ostruppen allow ostheer to acess a durable,hardy 6 man rifle squad to replace grenadiers. Perfect for outnumbering the British, trading with the Americans,and matching the Soviet horde. This doctrine has access to resource conversion,allowing your non-ostruppen troops to be well equipped with everything from Flamethrowers to LMGs and Panzershreks. This opens up more defensive play options as well, as excess munitions will allow for plenty of mines and bunkers. Later,railway artillery can be used offensively,and defensively. All these perks make up for the lack of call'in armor. The only drawback to this doctrine is that those with improper cover usage will struggle to use ostruppen to their best effect. '
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'Ostruppen allow ostheer to acess a durable,hardy 6 man rifle squad to replace grenadiers. Perfect for outnumbering the British, trading with the Americans,and matching the Soviet horde. This doctrine has access to resource conversion,allowing your non-ostruppen troops to be well equipped with everything from Flamethrowers to LMGs and Panzershreks. This opens up more defensive play options as well, as excess munitions will allow for plenty of mines and bunkers. Later,railway artillery can be used offensively,and defensively. All these perks make up for the lack of call'in armor. The only drawback to this doctrine is that those with improper cover usage will struggle to use ostruppen to their best effect. '
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'Jaeger Light Infantry package grenadiers, charged up by Tactical movement,and supported by a Stuka Close air support loiter that devastated all enemy armor..Lightning war offers a bone-crushing offense,and synergizes well with teammates. Ostruppen Reserves are available as well. Topped off with a tiger tank,which can hold your own lines well,or push enemy lines with a well performed assault. '
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'Jaeger Light Infantry package grenadiers, charged up by Tactical movement,and supported by a Stuka Close air support loiter that devastated all enemy armor..Lightning war offers a bone-crushing offense,and synergizes well with teammates. Ostruppen Reserves are available as well. Topped off with a tiger tank,which can hold your own lines well,or push enemy lines with a well performed assault. '
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'The all-mighty Mortar halftrack and its specialized incendiary roudns can make grill-bait of any emplacement or weapon team. Tiger Tanks,and supporting airstrikes can be absoulutely devastating to your enemies. A Recon sweep is also on-hand. Making this commander solid in every stage of the game,only lacking in Defensive options at times.'
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'The all-mighty Mortar halftrack and its specialized incendiary roudns can make grill-bait of any emplacement or weapon team. Tiger Tanks,and supporting airstrikes can be absoulutely devastating to your enemies. A Recon sweep is also on-hand. Making this commander solid in every stage of the game,only lacking in Defensive options at times.'
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'The name Elite Troops is essentially a lie, overall. Troop Training will hurt you more than help,and is not recommended. Stun Grenades and a G43 package is a great compliement to an aggressive player. The power in this doctrine lies at the end of the tree, with the Tiger Ace. Which is the best offense,and defense, in the game. At a huge cost of most of your resources and a limit of 1,of course. This commander has 0 team-play,so its NOT the best team commander in the slightest.'
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'The name Elite Troops is essentially a lie, overall. Troop Training will hurt you more than help,and is not recommended. Stun Grenades and a G43 package is a great compliement to an aggressive player. The power in this doctrine lies at the end of the tree, with the Tiger Ace. Which is the best offense,and defense, in the game. At a huge cost of most of your resources and a limit of 1,of course. This commander has 0 team-play,so its NOT the best team commander in the slightest.'
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'Overloaded with aggressive options. Assault grenadiers, STUG E, Tiger, and an artillery strike allows you to crush a multitude of enemy lines,or hold you own. This commander is somewhat weaker on the defense however. '
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'Overloaded with aggressive options. Assault grenadiers, STUG E, Tiger, and an artillery strike allows you to crush a multitude of enemy lines,or hold you own. This commander is somewhat weaker on the defense however. '
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'The ultimate defense commander, augment your strong core Ostheer army with extremely powerful defensive options. The Command tank, Elefant, and hull-down abilities allow you to lock down anything late game. Panzer tactician allows you to save your tanks from death,further increasing your defensive capability. This commander loses its shine on the offensive however,where the Elefant does not perform well. In a supporting role,this commander is also extremely strong, as the command tank can buff you and your allies units to be extremely powerful. '
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'The ultimate defense commander, augment your strong core Ostheer army with extremely powerful defensive options. The Command tank, Elefant, and hull-down abilities allow you to lock down anything late game. Panzer tactician allows you to save your tanks from death,further increasing your defensive capability. This commander loses its shine on the offensive however,where the Elefant does not perform well. In a supporting role,this commander is also extremely strong, as the command tank can buff you and your allies units to be extremely powerful. '
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'A commander that truly lives up to its name. The Opel Blitz can create insane income rates, combined with a supporting anti infantry loiter strafe, and an infantry buffing Panzerwerfer Barrage recharge ignoring officer, this commander is great for supporting teammates. However, the Strafe and Supply Truck though are on a less powerful scale than in the past,as the Stuka strafing run and Opel Blitz trucks have been nerfed and gutted from their previous 2013 glory. The Tiger Tank is still the cherry on-top. '
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'A commander that truly lives up to its name. The Opel Blitz can create insane income rates, combined with a supporting anti infantry loiter strafe, and an infantry buffing Panzerwerfer Barrage recharge ignoring officer, this commander is great for supporting teammates. However, the Strafe and Supply Truck though are on a less powerful scale than in the past,as the Stuka strafing run and Opel Blitz trucks have been nerfed and gutted from their previous 2013 glory. The Tiger Tank is still the cherry on-top. '
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'A commander that also lives up to its name. The Panzer 4 command tank,Ostruppen reserves, and puma-scout car creates a fluid mobile defense force. Breakthrough tactics allows you to recapture a fallen cut-off,or win a close-VP game. This commander falls short offensively, and on a teammate-support role outside of the command tank,though. '
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'A commander that also lives up to its name. The Panzer 4 command tank,Ostruppen reserves, and puma-scout car creates a fluid mobile defense force. Breakthrough tactics allows you to recapture a fallen cut-off,or win a close-VP game. This commander falls short offensively, and on a teammate-support role outside of the command tank,though. '
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'Should be called, Heavy Tank destroyer+ Divebomb. This commander specializes in destroying onmap howitzers with its Dive-bomb/Recon combo,and specializes in countering allied Heavies with the Elefant. however,it falls short in every other category.'
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'Should be called, Heavy Tank destroyer+ Divebomb. This commander specializes in destroying onmap howitzers with its Dive-bomb/Recon combo,and specializes in countering allied Heavies with the Elefant. however,it falls short in every other category.'
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'The Panzer IV command tank,panzer tactician,and later Stuka-Close Air Support can all be very strong. This doctrine is good in offense and defense,but doesn't excel excessively at either. The main draw-back to this commander is the amount of munitions you will have to expend to use all abilities to great effect. '
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'The Panzer IV command tank,panzer tactician,and later Stuka-Close Air Support can all be very strong. This doctrine is good in offense and defense,but doesn't excel excessively at either. The main draw-back to this commander is the amount of munitions you will have to expend to use all abilities to great effect. '
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'Definition of support commander,Luftwaffe support is god-awful on its own,but in a team, it can be a very powerful asset with its supply-drops and air-support. One can also outfit all of their infantry with the weapons of their dreams,much like Close Air Support.'
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'Definition of support commander,Luftwaffe support is god-awful on its own,but in a team, it can be a very powerful asset with its supply-drops and air-support. One can also outfit all of their infantry with the weapons of their dreams,much like Close Air Support.'
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'Defense and team-support written all over it. Pak-43 Emplacements,Recon support,and supporting artillery buffed with the Field Officer makes this commander. It is awful on offense,and is ineffective without being in a support role.'
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'Defense and team-support written all over it. Pak-43 Emplacements,Recon support,and supporting artillery buffed with the Field Officer makes this commander. It is awful on offense,and is ineffective without being in a support role.'
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'Can be awkward to use at times. Not much too special about it. Essentially a very- poor-mans Mechanized Assault. '
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'Can be awkward to use at times. Not much too special about it. Essentially a very- poor-mans Mechanized Assault. '
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'Specializes in support,but really isn't the best at it. Weak offensively, and defensively, oh forget it,its weak everywhere. But there are worse commanders.. '
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'Specializes in support,but really isn't the best at it. Weak offensively, and defensively, oh forget it,its weak everywhere. But there are worse commanders.. '
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'a cool defensive option in Riegel mines, but all of the other abilities are underwhelming and don't perform well together. Only in theory. Munitions costs altogether for all the abilities is too much. Not weak, but not strong, either. '
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'a cool defensive option in Riegel mines, but all of the other abilities are underwhelming and don't perform well together. Only in theory. Munitions costs altogether for all the abilities is too much. Not weak, but not strong, either. '
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'Scary stormtroopers...and a very hard to execute Encirclement ability. Its hard to grade this commander fairly.'
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'Scary stormtroopers...and a very hard to execute Encirclement ability. Its hard to grade this commander fairly.'
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'Sub-par starting commander. Nothing more,nothing less. Was strong back in 2013.'
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'Sub-par starting commander. Nothing more,nothing less. Was strong back in 2013.'
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'Sub-par common commander. Nothing more,nothing less. '
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'Sub-par common commander. Nothing more,nothing less. '
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'Another lie in the commander name,this commander may say 'defensive' but it fails at it. Tank traps are easily destroyed, there's no command tank, and..ah this doctrine just sucks. No offense,weak team-play options,and very sub-par defense. '
'Another lie in the commander name,this commander may say 'defensive' but it fails at it. Tank traps are easily destroyed, there's no command tank, and..ah this doctrine just sucks. No offense,weak team-play options,and very sub-par defense. '
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'The most offensive-minded soviet commander,Shock Rifle offers hardy assault infantry in Shock troopers, a devastating offmap artillery ability in Incendiary artillery,and two of the beefiest large impact armored vehicles in the game,in the KV-8 and IS-2. Anti Tank gun camo should not go un-noticed. '
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'The most offensive-minded soviet commander,Shock Rifle offers hardy assault infantry in Shock troopers, a devastating offmap artillery ability in Incendiary artillery,and two of the beefiest large impact armored vehicles in the game,in the KV-8 and IS-2. Anti Tank gun camo should not go un-noticed. '
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'Lacks true elite infantry,but makes up for it as the game drags along. Dushka HMG's are a serviceable replacement for elite infantry. Conscript repairs can support you and your teammates as well. This commander has unparalleled late game armored swarm potential,'spammable' no-tech-required M4C Lend-Lease Sherman's. The M-5 half-track mid-game offers further offensive and support options.(Double flamer M5 anyone? ) All of this in combination with Fuel drops,that CAN be shared with teammates. Further pushing its teamwork rating higher. This commander severely lacks in defensive options however,which drags it down somewhat.'
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'Lacks true elite infantry,but makes up for it as the game drags along. Dushka HMG's are a serviceable replacement for elite infantry. Conscript repairs can support you and your teammates as well. This commander has unparalleled late game armored swarm potential,'spammable' no-tech-required M4C Lend-Lease Sherman's. The M-5 half-track mid-game offers further offensive and support options.(Double flamer M5 anyone? ) All of this in combination with Fuel drops,that CAN be shared with teammates. Further pushing its teamwork rating higher. This commander severely lacks in defensive options however,which drags it down somewhat.'
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'Early game revolves around Defensive guard-rifle-infantry supported by the 120-mm mortar, later emphasizing an aggressive T34-85 and Mark vehicle combination to smash enemy armor. Its Self-Repair Ability allows Engineers to perform other tasks than repairs in a pinch. The doctrine lacks team-supporting abilities outside of Mark Vehicle and a support mortar, however. Defensively,this commander is lacking late game,and is below average early game.'
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'Early game revolves around Defensive guard-rifle-infantry supported by the 120-mm mortar, later emphasizing an aggressive T34-85 and Mark vehicle combination to smash enemy armor. Its Self-Repair Ability allows Engineers to perform other tasks than repairs in a pinch. The doctrine lacks team-supporting abilities outside of Mark Vehicle and a support mortar, however. Defensively,this commander is lacking late game,and is below average early game.'
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'Strong defensive troops in Guard-Rifle-Infantry,alongside mark vehicle and later,an ISU-152,Makes this a very well rounded and versatile commander. Topped off with a bombing run. The Anti Tank Camo should not go un-noticed,however. '
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'Strong defensive troops in Guard-Rifle-Infantry,alongside mark vehicle and later,an ISU-152,Makes this a very well rounded and versatile commander. Topped off with a bombing run. The Anti Tank Camo should not go un-noticed,however. '
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'Lacks elite infantry,but makes up for it later with a wombo-combo of T34-85's and the mighty IS2, supported from the air; bringing a strong offense late game. Self repair allows for quick or combat engineer-less repairs. Radio intercept can keep you and your teammates up-to-date on enemy actions.'
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'Lacks elite infantry,but makes up for it later with a wombo-combo of T34-85's and the mighty IS2, supported from the air; bringing a strong offense late game. Self repair allows for quick or combat engineer-less repairs. Radio intercept can keep you and your teammates up-to-date on enemy actions.'
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'Lacks true elite infantry. T34-85's and IL2's bring a strong offense late game, Conscript repair kits can be supportive to teammates. Conscript PPSH are good in theory, but rarely perform as such in game. This commander is all about offense, but other commanders do offense better.'
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'Lacks true elite infantry. T34-85's and IL2's bring a strong offense late game, Conscript repair kits can be supportive to teammates. Conscript PPSH are good in theory, but rarely perform as such in game. This commander is all about offense, but other commanders do offense better.'
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'Early game revolves around aggressive shock-trooper play. Later,Recon runs,B-4 artillery strikes, combined with KV-1 Heavy tank pushes allows for a strong offense. This commander lacks distinct defensive capability.'
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'Early game revolves around aggressive shock-trooper play. Later,Recon runs,B-4 artillery strikes, combined with KV-1 Heavy tank pushes allows for a strong offense. This commander lacks distinct defensive capability.'
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'Early game revolves around aggressive shock-trooper play. Later, ISU-152 Assault guns can augment you and your teammate's fighting force. Bombing runs and Conscript repairs can support you and your teammates as well. This commander has above average offense and defense,but where it really shines,is in a support role.'
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'Early game revolves around aggressive shock-trooper play. Later, ISU-152 Assault guns can augment you and your teammate's fighting force. Bombing runs and Conscript repairs can support you and your teammates as well. This commander has above average offense and defense,but where it really shines,is in a support role.'
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'Aggressiveness. Shock troops, retreat-inducing fear artillery, and IL2 bombing runs ontop of an Ml20 howitzer brings a strong offense late game. This commander has some of the highest emphasis on offense in the soviet arsenal,it IS however average otherwise in defense and team-play options,bringing it down overall '
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'Aggressiveness. Shock troops, retreat-inducing fear artillery, and IL2 bombing runs ontop of an Ml20 howitzer brings a strong offense late game. This commander has some of the highest emphasis on offense in the soviet arsenal,it IS however average otherwise in defense and team-play options,bringing it down overall '
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' Aggression. Hardy shock-troops,Off-map Fear and incendiary artillery, and a recon flight brings strong offensive and team-coordination capability. Defensively,this commander offers nothing of note. '
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' Aggression. Hardy shock-troops,Off-map Fear and incendiary artillery, and a recon flight brings strong offensive and team-coordination capability. Defensively,this commander offers nothing of note. '
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'Strong defensive infantry in Guard-riflemen and hit the dirt PPSH-Conscripts. Artillery+ An IL2 anti infantry strike+Recon sweep combined with an assault can be somewhat potent,but not nearly as potent in-game as in theory. The lack of call-in armor cripples this doctrine.
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'Strong defensive infantry in Guard-riflemen and hit the dirt PPSH-Conscripts. Artillery+ An IL2 anti infantry strike+Recon sweep combined with an assault can be somewhat potent,but not nearly as potent in-game as in theory. The lack of call-in armor cripples this doctrine.
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'Strong defensive infantry in Guard-riflemen. Artillery+ An IL2 strike+Recon sweep combined with an assault can be somewhat potent,but not nearly as potent in-game as in theory. The lack of call-in armor cripples this doctrine.
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'Strong defensive infantry in Guard-riflemen. Artillery+ An IL2 strike+Recon sweep combined with an assault can be somewhat potent,but not nearly as potent in-game as in theory. The lack of call-in armor cripples this doctrine.
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'Partisans bring amazing EARLY and mid-game offense to the table. Combined with A spy network, radio intercept, and Mark Vehicle, a Partisan Commander can be a very supportive role to teammates.,. Partisans can plant mines, and Anti-Tank partisans can be deployed in a pinch to help break an assault. But donât count on it. '
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'Partisans bring amazing EARLY and mid-game offense to the table. Combined with A spy network, radio intercept, and Mark Vehicle, a Partisan Commander can be a very supportive role to teammates.,. Partisans can plant mines, and Anti-Tank partisans can be deployed in a pinch to help break an assault. But donâÂÂt count on it. '
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'Strong assault troops in shock troopers and PPSH-Conscripts, Il2 Anti Infantry strafes,and a powerful on-map artillery combination in the 120mm mortar and ML20 howitzer. These two weapons can be supportive to teammates. '
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'Strong assault troops in shock troopers and PPSH-Conscripts, Il2 Anti Infantry strafes,and a powerful on-map artillery combination in the 120mm mortar and ML20 howitzer. These two weapons can be supportive to teammates. '
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'On paper, this doctrine has the potential to be the best armored assault doctrine in the game with its massive fuel boosts,combined with amazing non-doctrinal armor in the KV8 and KV2. However,thanks to the income penalty,this doctrines potential is crippled overall. It offers nothing of note otherwise defensively, as the KV2 is relatively unavailable due to its cost in manpower.In a supporting role,it can somewhat shine with its repair stations. '
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'On paper, this doctrine has the potential to be the best armored assault doctrine in the game with its massive fuel boosts,combined with amazing non-doctrinal armor in the KV8 and KV2. However,thanks to the income penalty,this doctrines potential is crippled overall. It offers nothing of note otherwise defensively, as the KV2 is relatively unavailable due to its cost in manpower.In a supporting role,it can somewhat shine with its repair stations. '
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'The doctrine is named after defense,but it truly only shines in a supportive role..The 'defensive' options offered by this commander are either sub-par or tied to the easily countered forward HQ. '
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'The doctrine is named after defense,but it truly only shines in a supportive role..The 'defensive' options offered by this commander are either sub-par or tied to the easily countered forward HQ. '
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'This doctrine has been nerfed from its former Tier one glory, PTRS Conscripts aren't nearly as good on the offense, but defensively this commander has some degree of potential with the light anti tank mines, and PTRS conscripts with anti tank grenades. complete with an off-map bombing run. Overall,this commander tries to do other things that other commanders do better. Guards are better than PTRS conscripts,the IL2 bombing run is better than the IL2 Anti tank bombing run, and the light AT mines are just as finicky(in a bad way) as the old USF M7 mines. In regards to team-play,other than the IL2 bombing run,there's not much. '
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'This doctrine has been nerfed from its former Tier one glory, PTRS Conscripts aren't nearly as good on the offense, but defensively this commander has some degree of potential with the light anti tank mines, and PTRS conscripts with anti tank grenades. complete with an off-map bombing run. Overall,this commander tries to do other things that other commanders do better. Guards are better than PTRS conscripts,the IL2 bombing run is better than the IL2 Anti tank bombing run, and the light AT mines are just as finicky(in a bad way) as the old USF M7 mines. In regards to team-play,other than the IL2 bombing run,there's not much. '
OFFENSE:alliesallies DEFENSE:alliesalliesSUPPORT:alliesallies
OVERALL:alliesallies
'This doctrine is another case of a doctrine that tries to do things that other doctrines do better. Overall,it is a subpar version of Terror Tactics and anti infantry. '
alliesalliesalliesalliesallies
OVERALL:allies
'>
'This doctrine is another case of a doctrine that tries to do things that other doctrines do better. Overall,it is a subpar version of Terror Tactics and anti infantry. '
OFFENSE:alliesallies DEFENSE:alliesSUPPORT:alliesallies
OVERALL:allies
'Yay! Anti Tank partisans! Too bad thats the only good part of this doctrine. Ok rapid conscription is really good too.'
alliesalliesalliesalliesallies
OVERALL:allies
'>
'Yay! Anti Tank partisans! Too bad thats the only good part of this doctrine. Ok rapid conscription is really good too.'
OFFENSE:allies DEFENSE:alliesalliesSUPPORT:alliesallies
OVERALL:allies
'This commander has defensive in its name, but once a Walking-Stuka comes out, things will get ugly. You will struggle to make this commander work as the game drags along, as the weapons are all good early game,but once the enemy gets out the proper counters,your doctrine will become a liability. This early game defensive advantage(Which isn't that large) is not enough to make up for the lack of late game armor,either. It also doesn't come with a forward HQ like Urban Defense.'
alliesalliesalliesalliesallies
OVERALL:allies
'>
'This commander has defensive in its name, but once a Walking-Stuka comes out, things will get ugly. You will struggle to make this commander work as the game drags along, as the weapons are all good early game,but once the enemy gets out the proper counters,your doctrine will become a liability. This early game defensive advantage(Which isn't that large) is not enough to make up for the lack of late game armor,either. It also doesn't come with a forward HQ like Urban Defense.'
OFFENSE:allies DEFENSE:alliesalliesSUPPORT:alliesallies
OVERALL:allies
'Do yourself a favor and ignore the fact that this commander exists.it has cool abilities and a cool name.'
alliesalliesallies
OVERALL:allies
'>
'Do yourself a favor and ignore the fact that this commander exists.it has cool abilities and a cool name.'
OFFENSE:allies DEFENSE:alliesSUPPORT:allies
OVERALL:allies
'Mainline infantry armed with strong cover and garrison clearing flamethrowers, flares to reveal enemy positions and defenses. devastating off-map phosphorus artillery,and a strong,versatile medium tank rounds out one of the strongest offensive minded commanders in the allied arsenal. '
alliesalliesalliesalliesalliesalliesalliesalliesalliesalliesalliesallies
OVERALL:alliesalliesalliesalliesallies
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'Mainline infantry armed with strong cover and garrison clearing flamethrowers, flares to reveal enemy positions and defenses. devastating off-map phosphorus artillery,and a strong,versatile medium tank rounds out one of the strongest offensive minded commanders in the allied arsenal. '
OFFENSE:alliesalliesalliesalliesallies DEFENSE:alliesalliesalliesSUPPORT:alliesalliesalliesallies
OVERALL:alliesalliesalliesalliesallies
'The only USF Doctrine that offers a vehicle that can take and pack a punch, combined with off-map smoke, Combined Arms oriented abilities,and Ranger Assault Infantry, in addition to being outfitted with 'Rifleman Field Defenses' which includes mines, Heavy Cavalry company offers amazing offensive firepower,and defensive possibilities. A USF Teammate bringing a heavy tank to the table in team games also adds to team-play related combined arms.'
alliesalliesalliesalliesalliesalliesalliesalliesalliesalliesalliesalliesallies
OVERALL:alliesalliesalliesalliesallies
'>
'The only USF Doctrine that offers a vehicle that can take and pack a punch, combined with off-map smoke, Combined Arms oriented abilities,and Ranger Assault Infantry, in addition to being outfitted with 'Rifleman Field Defenses' which includes mines, Heavy Cavalry company offers amazing offensive firepower,and defensive possibilities. A USF Teammate bringing a heavy tank to the table in team games also adds to team-play related combined arms.'
OFFENSE:alliesalliesalliesalliesallies DEFENSE:alliesalliesalliesalliesSUPPORT:alliesalliesalliesallies
OVERALL:alliesalliesalliesalliesallies
'The best indirect fire commander in the game.. In addition to being outfitted with 'Rifleman Field Defenses' which includes mines and sandbags,Infantry company offers the best 'Defend and bombard' possibility in Company of Heroes 2. M-1919 Riflemen behind Sandbags,Mortar half-tracks, protected by riflemen built minefields, and later M-7 Priest and time on target artillery to smash enemy concentrations. The sheer amount of Artillery and indirect fire in the commander is invaluable to an Allied team. This commander is somewhat weaker on the offensive, and defensively,there are definitely better commanders, however.'
alliesalliesalliesalliesalliesalliesalliesalliesalliesalliesalliesallies
OVERALL:alliesalliesalliesalliesallies
'>
'The best indirect fire commander in the game.. In addition to being outfitted with 'Rifleman Field Defenses' which includes mines and sandbags,Infantry company offers the best 'Defend and bombard' possibility in Company of Heroes 2. M-1919 Riflemen behind Sandbags,Mortar half-tracks, protected by riflemen built minefields, and later M-7 Priest and time on target artillery to smash enemy concentrations. The sheer amount of Artillery and indirect fire in the commander is invaluable to an Allied team. This commander is somewhat weaker on the offensive, and defensively,there are definitely better commanders, however.'
OFFENSE:alliesalliesallies DEFENSE:alliesalliesalliesalliesSUPPORT:alliesalliesalliesalliesallies
OVERALL:alliesalliesalliesalliesallies
'Mobile, cheap, and expendable, the M10 alongside heavier breakthrough armor like the Bulldozer Sherman Combined with a devastating 240 mm artillery barrage, Armor Company has unparalleled armored offensive swarm and destroy capability. However, on the defensive, the somewhat fragile armor of this doctrine can be a liability. However, the Bulldozer Sherman barrier creating ability can be useful for blockades,but can be easily destroyed by an aware opponent. Assault Engineers allow USF players to clear buildings,further increasing offensive firepower. Engineer Demo charges and mines are good defensively. It is somewhat lacking higher level team-play synergy abilities outside of the Artillery. '
alliesalliesalliesalliesalliesalliesalliesalliesalliesallies
OVERALL:alliesalliesalliesallies
'>
'Mobile, cheap, and expendable, the M10 alongside heavier breakthrough armor like the Bulldozer Sherman Combined with a devastating 240 mm artillery barrage, Armor Company has unparalleled armored offensive swarm and destroy capability. However, on the defensive, the somewhat fragile armor of this doctrine can be a liability. However, the Bulldozer Sherman barrier creating ability can be useful for blockades,but can be easily destroyed by an aware opponent. Assault Engineers allow USF players to clear buildings,further increasing offensive firepower. Engineer Demo charges and mines are good defensively. It is somewhat lacking higher level team-play synergy abilities outside of the Artillery. '
OFFENSE:alliesalliesalliesalliesallies DEFENSE:alliesalliesalliesSUPPORT:alliesallies
OVERALL:alliesalliesalliesallies
Airborne offers great support play with its Weapon Paradrops,alongside powerful auxiliary infantry in Paratroopers,and the best spotter infantry in the game in Pathfinders. P47s also provide amazing support to your army. This dynamic is where airborne falls short,however, Its over emphasis on support leaves it lacking in offensive capability outside of thompson paratroopers. It has no Defensive capability in the slightest,lacking mines,heavier armor, and artillery. It may be however,be among the best supportive commanders in the game.
alliesalliesalliesalliesalliesalliesalliesalliesallies
OVERALL:alliesalliesallies
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Airborne offers great support play with its Weapon Paradrops,alongside powerful auxiliary infantry in Paratroopers,and the best spotter infantry in the game in Pathfinders. P47s also provide amazing support to your army. This dynamic is where airborne falls short,however, Its over emphasis on support leaves it lacking in offensive capability outside of thompson paratroopers. It has no Defensive capability in the slightest,lacking mines,heavier armor, and artillery. It may be however,be among the best supportive commanders in the game.
OFFENSE:alliesallies DEFENSE:alliesalliesalliesSUPPORT:alliesalliesalliesallies
OVERALL:alliesalliesallies
Mechanized offers a utility and potential plentiful jeep in the WC-51 and M-3 half-track. However,both are too fragile for any serious use. The commander technically has assault engineers(which are buried in the prohibitive half-track call-in cost). The artillery/recon sweep combo is the best part of this commander,and even then, this has seen better days. This commander is beaming and brimming to the lid with potential, but potential alone sadly wont give it a higher ranking on this list. This commander lacks offensive capability,has very limited defensive ability, and the only thing preventing it from being put at 'tier 6' is its 'okay' Recon+Artillery combination.
alliesalliesalliesalliesalliesallies
OVERALL:alliesalliesallies
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Mechanized offers a utility and potential plentiful jeep in the WC-51 and M-3 half-track. However,both are too fragile for any serious use. The commander technically has assault engineers(which are buried in the prohibitive half-track call-in cost). The artillery/recon sweep combo is the best part of this commander,and even then, this has seen better days. This commander is beaming and brimming to the lid with potential, but potential alone sadly wont give it a higher ranking on this list. This commander lacks offensive capability,has very limited defensive ability, and the only thing preventing it from being put at 'tier 6' is its 'okay' Recon+Artillery combination.
OFFENSE:allies DEFENSE:alliesalliesSUPPORT:alliesalliesallies
OVERALL:alliesalliesallies
Another commander brimming with theoretic potential,and theoretic potential alone. Stating that this commander is viable in any shape or form would be a bold-faced lie. This commander is lacking in all aspects. Offensively,the best ability available is the IR Pathfinder artillery barrage,unfortunately unique to this commander. Rifleman Forward Observers has plenty of potential and theoretic use,but in-game,it falls short. The Greyhound arrives late in comparison to its big brother Stuart, and alongside its quadruple nerfed canister ability,is a massive pile of junk. The Recon sweep offers nothing of note. The Airdrop is too late and too expensive for practical use. Defensively, the commander offers nothing. Support wise,the commander is far below its Cousin in Airborne Company. This is the closest thing to a troll commander in the game,and its ratings reflect this. Recon Support is without-a-doubt, among the worst commanders in Company of Heroes 2.
alliesalliesallies
OVERALL:allies
'>
Another commander brimming with theoretic potential,and theoretic potential alone. Stating that this commander is viable in any shape or form would be a bold-faced lie. This commander is lacking in all aspects. Offensively,the best ability available is the IR Pathfinder artillery barrage,unfortunately unique to this commander. Rifleman Forward Observers has plenty of potential and theoretic use,but in-game,it falls short. The Greyhound arrives late in comparison to its big brother Stuart, and alongside its quadruple nerfed canister ability,is a massive pile of junk. The Recon sweep offers nothing of note. The Airdrop is too late and too expensive for practical use. Defensively, the commander offers nothing. Support wise,the commander is far below its Cousin in Airborne Company. This is the closest thing to a troll commander in the game,and its ratings reflect this. Recon Support is without-a-doubt, among the worst commanders in Company of Heroes 2.
OFFENSE:allies DEFENSE:alliesSUPPORT:allies
OVERALL:allies
'Special Weapons is well balanced and strong across all fronts. Anti Tank infantry sections allow for proper screening defense against light vehicles The M3 Halftrack allows for more aggression,and defense,as well as being strong in a supportive role. Hold the line,while slightly bugged,is a great defensive ability. Concentrated Fire operation and the Vanguard Operation Crocodile round out the offensive power of this commander.'
OFFENSE :SUPPORT :
OVERALL:alliesalliesalliesalliesallies
'>
'Special Weapons is well balanced and strong across all fronts. Anti Tank infantry sections allow for proper screening defense against light vehicles The M3 Halftrack allows for more aggression,and defense,as well as being strong in a supportive role. Hold the line,while slightly bugged,is a great defensive ability. Concentrated Fire operation and the Vanguard Operation Crocodile round out the offensive power of this commander.'
OFFENSE : DEFENSE:SUPPORT :
OVERALL:alliesalliesalliesalliesallies
'A strong emphasis on offense,and constant pressure with the forward glider HQ. Later,support and anchor your assault with the Crocodile Churchill,and the Hawker Typhoon Strafe support. Vangaurd sets an aggressive tone for the British Forces. '
alliesalliesalliesalliesallies
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'A strong emphasis on offense,and constant pressure with the forward glider HQ. Later,support and anchor your assault with the Crocodile Churchill,and the Hawker Typhoon Strafe support. Vangaurd sets an aggressive tone for the British Forces. '
OFFENSE: DEFENSE:SUPPORT:
OVERALL:alliesalliesalliesalliesallies
'The Name doesn't lie. This commander is great at support. Command vehicles, Support Airdrops,that drop defensive weapons. The Artillery Cover ability may be the best off-map in the game, allowing any attack to succeed,and salvage engineers offer a great repair and salvage force for you and your teammates.'
alliesalliesalliesalliesallies
'>
'The Name doesn't lie. This commander is great at support. Command vehicles, Support Airdrops,that drop defensive weapons. The Artillery Cover ability may be the best off-map in the game, allowing any attack to succeed,and salvage engineers offer a great repair and salvage force for you and your teammates.'
OFFENSE: DEFENSE:SUPPORT:
OVERALL:alliesalliesalliesalliesallies
'Top-heavy on offense,and lacking somewhat in defense, Commando regiment's emphasis on line-buster abilities and units make it the best offensive commander. These abilities can also be used well in a support role.'
alliesalliesalliesalliesallies
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'Top-heavy on offense,and lacking somewhat in defense, Commando regiment's emphasis on line-buster abilities and units make it the best offensive commander. These abilities can also be used well in a support role.'
OFFENSE: DEFENSE:SUPPORT:
OVERALL:alliesalliesalliesalliesallies
'Defense. This commander's ability to prolong the life of emplacements with Stand-Fast,as well as having the potential to breakthrough later with a churchill AVRE and command vehicle buffed units,gives it average and respectable ratings all around.'
alliesalliesalliesallies
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'Defense. This commander's ability to prolong the life of emplacements with Stand-Fast,as well as having the potential to breakthrough later with a churchill AVRE and command vehicle buffed units,gives it average and respectable ratings all around.'
OFFENSE: DEFENSE:SUPPORT:
OVERALL:alliesalliesalliesallies
'This commander is apparently about finding the enemy and destroying them with artillery. Unfortunately,the Sexton SPG is very under-powered,the Valentine comes late. This leaves the royally nerfed concentration barrage to carry the commander. Perimeter overwatch and Early warning can be useful in a team,but there are stronger doctrines in that regard.'
alliesalliesalliesallies
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'This commander is apparently about finding the enemy and destroying them with artillery. Unfortunately,the Sexton SPG is very under-powered,the Valentine comes late. This leaves the royally nerfed concentration barrage to carry the commander. Perimeter overwatch and Early warning can be useful in a team,but there are stronger doctrines in that regard.'
OFFENSE: DEFENSE:SUPPORT:
OVERALL:alliesalliesalliesallies
'This commander is strong in every game mode. Jäger Light Infantry can be used in a versatile way: Defensive behind Cover, aggressively rushing (sprint ability + throwing grenades) and their sniper critical rifle allows them to deal with Infantry, regardless of received accuracy. A blob of Jägers reliably counters snipers, or when spawned out of a building infiltrating enemy lines, taking high priority units out. Their vet bonuses are insane. At vet 2 they have received accuracy modifers of Riflemen, on vet 5 they have 0.4 received accuracy. Stealing team weapons with them makes your team weapons spot on their own, giving here an additional boost. Infiltrating grenades can wipe whole blobs and clear buildings for only 15 munitions. The Ostwind reliably deals with allied infantry - a In addition it helps you to shot down planes in team games. The scavenger Artillery allows you to counter soviet artillery emplacements or turtling players. '
OFFENSE :okwokwokwokwokwokwokwokwokwSUPPORT :okwokwokwokwokw
OVERALL:okwokwokwokwokw
'>
'This commander is strong in every game mode. Jäger Light Infantry can be used in a versatile way: Defensive behind Cover, aggressively rushing (sprint ability + throwing grenades) and their sniper critical rifle allows them to deal with Infantry, regardless of received accuracy. A blob of Jägers reliably counters snipers, or when spawned out of a building infiltrating enemy lines, taking high priority units out. Their vet bonuses are insane. At vet 2 they have received accuracy modifers of Riflemen, on vet 5 they have 0.4 received accuracy. Stealing team weapons with them makes your team weapons spot on their own, giving here an additional boost. Infiltrating grenades can wipe whole blobs and clear buildings for only 15 munitions. The Ostwind reliably deals with allied infantry - a In addition it helps you to shot down planes in team games. The scavenger Artillery allows you to counter soviet artillery emplacements or turtling players. '
OFFENSE :okwokwokwokwokw DEFENSE:okwokwokwokwSUPPORT :okwokwokwokwokw
OVERALL:okwokwokwokwokw
'Breakthrough tactics (35 muni) are nice for late game when the VP clench is real, those games where its all about holding and decapping vps. In the beginning you don't want to spend that munis, since you rather want to you upgrade your.. ..Panzerfüsiliers they are a god tier scaling mainline infantry, they are the main infantry OKW deserves but never will get AT snares, vision, flares and winning engagements against allied mainline infantry & sometimes elite infantry. The sturmoffiziers provides buffs for you and your team mate & In team games the Jagdtiger is the final boss of the game. 320 dmg, 85 range he destroys emplacement tanks and leads to flame. The arty is kinda meh, as it barrages only the cap circle and can be easily dodged. However since it munitions heavy you sometimes can't afford to upgrade your fussiliers, this will change in the patch however. '
okwokwokwokwokwokwokwokwokwokwokwokwokwokw
OVERALL: okwokwokwokw
'>
'Breakthrough tactics (35 muni) are nice for late game when the VP clench is real, those games where its all about holding and decapping vps. In the beginning you don't want to spend that munis, since you rather want to you upgrade your.. ..Panzerfüsiliers they are a god tier scaling mainline infantry, they are the main infantry OKW deserves but never will get AT snares, vision, flares and winning engagements against allied mainline infantry & sometimes elite infantry. The sturmoffiziers provides buffs for you and your team mate & In team games the Jagdtiger is the final boss of the game. 320 dmg, 85 range he destroys emplacement tanks and leads to flame. The arty is kinda meh, as it barrages only the cap circle and can be easily dodged. However since it munitions heavy you sometimes can't afford to upgrade your fussiliers, this will change in the patch however. '
OFFENSE:okwokwokwokw DEFENSE:okwokwokwokwSUPPORT:okwokwokwokwokwokw
OVERALL: okwokwokwokw
'This commander is struggles slightly in 1vs1, because of the lack of call in infantry, but its probably the best Team game commander. As the units and are abilities it provides are accessible in team games, but kinda hard to afford or reach in 1vs1 games. Radio Silence, confuses high level players that use the tac map and leads to many wipes. Stg44 Obers best infantry in game when vetted. Can detect cloaked units and wins every engagement, especially when vetted. The commander panther costs too much in a 1vs1 and does too little for it (well can solo tanks). But it shines when you have multiple damage sources due mark vehicle. Multiple Damage sources are rather common in team games. The flare ability is nice in team games to scout for your team member/s so they can call in off map strikes or barrage with arty. '
okwokwokwokwokwokwokwokwokwokwokwokwokw
OVERALL:okwokwokwokw
'>
'This commander is struggles slightly in 1vs1, because of the lack of call in infantry, but its probably the best Team game commander. As the units and are abilities it provides are accessible in team games, but kinda hard to afford or reach in 1vs1 games. Radio Silence, confuses high level players that use the tac map and leads to many wipes. Stg44 Obers best infantry in game when vetted. Can detect cloaked units and wins every engagement, especially when vetted. The commander panther costs too much in a 1vs1 and does too little for it (well can solo tanks). But it shines when you have multiple damage sources due mark vehicle. Multiple Damage sources are rather common in team games. The flare ability is nice in team games to scout for your team member/s so they can call in off map strikes or barrage with arty. '
OFFENSE:okwokwokwokwokw DEFENSE:okwokwokwSUPPORT:okwokwokwokwokw
OVERALL:okwokwokwokw
'HMG 34 are a crutch that help you till you can get obers. S-Mine Fields are the real highlight here, plants those little annoying fields everywhere for 15 munis and win engangments when the enemy tries to close in green (mined) cover, or lay it in the retreat path. The Pak43 & Bunkers really help you to defend large areas of the map. Especially the pak43 can not be countered when your enemy picked a wrong doctrine. Zeroing Arty costs a ton of munitions, but will break any turtled position, so it will force your enemy to back off or lose their complete army. '
okwokwokwokwokwokwokwokwokw
OVERALL:okwokwokwokw
'>
'HMG 34 are a crutch that help you till you can get obers. S-Mine Fields are the real highlight here, plants those little annoying fields everywhere for 15 munis and win engangments when the enemy tries to close in green (mined) cover, or lay it in the retreat path. The Pak43 & Bunkers really help you to defend large areas of the map. Especially the pak43 can not be countered when your enemy picked a wrong doctrine. Zeroing Arty costs a ton of munitions, but will break any turtled position, so it will force your enemy to back off or lose their complete army. '
OFFENSE:okw DEFENSE:okwokwokwokwSUPPORT:okwokwokwokw
OVERALL:okwokwokwokw
' Heat shells can make your vehicles beasts, The real focus here is on the Sturmtiger,which can win games on attrition alone. However most abilities are underwhelming. With Self Repair, Your tank will be decrewed when being shot at, appears to be bugged: Do self repair, get shot, get decrewed. Reclaim your vehicle, every further penetrating shot will again decrew it ( thx relic ) Panzer Commander: Basically a major arty for which you need to drive your tank close to the enemies and which costs too much to upgrade,Vehicle detection is a Decent ability that allows you to detect tanks when you need to know whether a flank is going on or when a enemy barely escaped with his tank and you want to chase. However: OKW has the IR Halftrack, so you can use that instead, which costs no munitions, and is easy affordable. '
okwokwokwokwokwokwokwokwokw
OVERALL:okwokwokwokw
'>
' Heat shells can make your vehicles beasts, The real focus here is on the Sturmtiger,which can win games on attrition alone. However most abilities are underwhelming. With Self Repair, Your tank will be decrewed when being shot at, appears to be bugged: Do self repair, get shot, get decrewed. Reclaim your vehicle, every further penetrating shot will again decrew it ( thx relic ) Panzer Commander: Basically a major arty for which you need to drive your tank close to the enemies and which costs too much to upgrade,Vehicle detection is a Decent ability that allows you to detect tanks when you need to know whether a flank is going on or when a enemy barely escaped with his tank and you want to chase. However: OKW has the IR Halftrack, so you can use that instead, which costs no munitions, and is easy affordable. '
OFFENSE:okwokwokw DEFENSE:okwokwSUPPORT:okwokwokwokw
OVERALL:okwokwokwokw
'Falls are the 'poor mans obers' and help you to crutch your game till you get fancy expensive units out in later tiers. The HMG34 provides flank support and 250 munitions into a 440 MP squad helps you in late game when the bleed is hard. Falls die however easily when focused down, so in team games they can not impact that game as hard as they do in 1vs1's. '
okwokwokwokwokwokwokwokwokwokwokw
OVERALL:okwokwokw
'>
'Falls are the 'poor mans obers' and help you to crutch your game till you get fancy expensive units out in later tiers. The HMG34 provides flank support and 250 munitions into a 440 MP squad helps you in late game when the bleed is hard. Falls die however easily when focused down, so in team games they can not impact that game as hard as they do in 1vs1's. '
OFFENSE:okwokwokwokw DEFENSE:okwokwokwokwSUPPORT:okwokwokw
OVERALL:okwokwokw
' OKW lovers waited 1 1/2 months and got this.. The only useful here is the Flamer upgrade on the Sturmpioneer, for maps with a lot of green cover. When you want to clear houses, you can use simply flame grenades or infiltration grenades. And then again, Spec Ops Obers are better for green cover fights. Recoup losses gives you mp back in hairy situation.. but then again you rather want a HMG when being surrounded by enemies loses models left and right. And blobbing into enemies in order to get MP is kinda against game mechanics. The Flame Hetzer is a WASP with more Armour and HP, takes ages to vet and therefore is always a bad investment. The stuka barrage is useful for taking out soviet howitzers, but then again, scavenge can do this too. '
okwokwokwokwokw
OVERALL:okwokw
'>
' OKW lovers waited 1 1/2 months and got this.. The only useful here is the Flamer upgrade on the Sturmpioneer, for maps with a lot of green cover. When you want to clear houses, you can use simply flame grenades or infiltration grenades. And then again, Spec Ops Obers are better for green cover fights. Recoup losses gives you mp back in hairy situation.. but then again you rather want a HMG when being surrounded by enemies loses models left and right. And blobbing into enemies in order to get MP is kinda against game mechanics. The Flame Hetzer is a WASP with more Armour and HP, takes ages to vet and therefore is always a bad investment. The stuka barrage is useful for taking out soviet howitzers, but then again, scavenge can do this too. '
OFFENSE:okwokw DEFENSE:okwSUPPORT:okwokw
OVERALL:okwokw
In January 2013, Sega acquired Relic Entertainment and along with it the Company of Heroes intellectual property from THQ.[6][7] The game was released on June 25, 2013 in North America and Europe.[8]
Gameplay[edit]Resources[edit]
The resource-generation system from the first game has been modified. Players will still capture specific flagged points all over the map to collect munitions and fuel credits, which will be invested in assembling their units. Most armies can construct caches to increase the fuel or munitions income from these points, though some points produce a higher income of one material but cannot have caches built on them. Instead of the soldier units actually gathering at the flagged point itself, capturing the point is possible if the player's units are inside a specific zone with no enemy units in the same zone. The accumulation of these resources and the size of the player's army can be much faster if players capture various flagged points all over the map. In order for a player to receive the benefits of a captured flagged point, it must be part of a continuous area of captured territory, thus allowing an unbroken chain ('supply line') connected to the headquarters. Thus, the resource intake will be curtailed if the opposing side captures territory that isolates ('cuts off') owned points from other allied sections in the map. Manpower is used to build common units, and the amount will decrease the larger a player's army grows.
Buildings[edit]
Units can occupy a civilian building and use it as a temporary strongpoint. However, the occupants can be flushed out through attacks by artillery or soldiers using flamethrowers and grenades. The building-damage system from Company of Heroes is retained and enhanced; wooden buildings set afire will continue burning until they are reduced to cinders. Furthermore, buildings can be damaged by tanks and light vehicles driving into them.The Soviets' main structure is the Regimental Field Headquarters, which is used to produce conscripts and field engineers. The Special Rifle Command, Support Weapon Kampaneya, Mechanized Armor Kampaneya, and the Tankoviy Battalion Command are the respective Soviet equivalents of the original game's barracks; weapons support center, vehicle center, and tank hall. A field hospital can help treat seriously injured soldiers. The Wehrmacht's main structure is the Kampfgruppe Headquarters, which is used to produce pioneers and MG42 Heavy Machine Gun teams and to upgrade battle phases to allow for more advanced units and structures.
Combat mechanics[edit]
Combat includes controllable units that are recruited and ordered directly by the player (through the user interface at player-controlled buildings, or through a doctrine ability), as well as activated support actions, such as artillery bombardment or air cover suppression. Every controllable unit type, whether infantry or vehicle, has an associated construction cost and recruitment time, as well as a range of fighting abilities. Vehicles and infantry can eventually be upgraded by purchasing specific capabilities. Upgrades generally improve the unit's effectiveness. Some upgrades are global, granting immediate benefits to all deployed units, while others must be purchased on a unit by unit basis.Most combat takes place through direct, line-of-sight engagements. As with the original Company of Heroes, colored dots will show locations that provide varying degrees of cover for soldiers and support units. Soldiers can also climb over low terrain obstacles such as fences and walls while vehicles, depending on their type, can simply smash through obstacles. Occasionally if a vehicle takes too much damage, it will be abandoned rather than destroyed; the crew is killed but the vehicle remains mostly intact. Abandoned vehicles can be repaired by engineer units and recovered or captured by sending an infantry squad of sufficient size to crew it, or they could be destroyed by collateral fire to deny them to the enemy. The game also offers the player a chance to complete side quests in a mission, which are denoted by an inverted triangle icon.
TrueSight[edit]
The game's Essence 3.0 engine introduces a new line-of-sight feature called the TrueSight system,[9] which aims to better emulate troop visibility in real combat. In contrast to overhead visibility seen in other strategy games, TrueSight more accurately represents a unit's visibility range based on environmental conditions and type of unit.
Weather[edit]
Fallout 4 how to add items. Weather conditions are a major factor in Company of Heroes 2's gameplay, under the new ColdTech weather-simulation system.[10][11] Since many battles in the Eastern Front occurred in winter weather, troops can die of frostbite if caught in the outside during severe weather, especially when pinned by enemy fire; a thermometer-shaped bar to the left side of the unit icon denotes a soldier's body temperature. The soldiers can recover their body heat if they are close to a bonfire or have found a building to shelter in, though soldiers in cover outside will not lose or gain body heat. Players moving through deep snow will move at a reduced speed unless they are on a road; their footprints are also visible to the enemy. Certain maps have frozen bodies of water, allowing for more movement options. However, players face the danger of being attacked from the other side; as a result, the ice can buckle under the weight of the units in movement or shattered by explosions.
Theatre of War[edit]
The game introduces the 'Theatre of War', a series of single-player and cooperative missions detailing various aspects of the Eastern Front campaign from both German and Soviet sides. Eighteen missions set in 1941 will be part of the game upon release with the missions from 1942 onward available as downloadable content. The first of these offerings is Case Blue, a package only free to pre-ordered copies and Red Star editions of the game, featuring the Axis forces during the Fall Blau campaign on the Eastern Front.[12] Later releases include Victory at Stalingrad, taking place around the city of Stalingrad during 1942, and Southern Fronts, focusing on events surrounding the spring rasputitsa in 1943.
Order 227[edit]
Company of Heroes 2's campaign attempts to tackle Joseph Stalin's Order No. 227, which prohibits retreating except under the direction of senior officers. Starting from the fifth mission set in Stalingrad, Order 227 will be in effect if the player deploys Fresh Conscripts, Frontovik Squads, or Penal Battalions. A time bar appears on the left side of the map display; for that duration, players must not have their soldiers go into full retreat back to headquarters or else said soldiers will be executed for doing so.
Plot[edit]
The game's story focuses on the Eastern Front campaign as narrated through flashbacks by Lev Abramovich Isakovich, a Soviet Army lieutenant locked up at a gulag in Siberia in 1952. Colonel Churkin â his old commanding officer â shows him a book and interrogates him about his experiences during the war, including the Battle of Stalingrad, the Battle of Moscow, combat in the outskirts of Leningrad, fighting in Poland, up to the Fall of the Reichstag.[13]
Lev Isakovich first reminisces the Battle of Stalingrad in 1942, where he, as a Lieutenant, motivates his men to break through the German lines. As the Soviets reach Red Square, a wave of conscripts is pushed back by heavy defenses. The commissar orders a Maxim gunner to gun down the retreating men as part of Order 227; Not One Step Back. The Soviets attack again, this time the Germans are defeated. As Lieutenant Isakovich and his men inspect the carnage, they stumble upon a lone German survivor trying to surrender, only to be killed. His next experience details when he first met with Colonel Churkin of the NKVD. Churkin orders the Soviet forces to hold the line against the Germans and destroy/burn anything of value that cannot be evacuated to keep it out of enemy hands, including several houses and fields. As the rest of the supplies are evacuated, the Germans bring in Panzers IVs and the Soviets are ordered to fall back to the bridge. As a few soldiers run towards the bridge, Lieutenant Isakovich regrettably detonates the explosives, leaving the men at the mercy of the pursuing Germans. As winter began to roll in, the Soviets under Lev defend Mtsensk from German soldiers and StuGs long enough for Tâ34 reinforcements to arrive. Soon later, temperatures dropped to an extreme low; the Soviets were far better prepared for these conditions than the Germans, whose vehicles stalled and suffered more losses to frostbite. Outside of Moscow, a small Soviet force struggles through the snow while destroying several disabled vehicles.
Returning to Stalingrad, Lev recalls that the only thing driving the Soviet soldiers to fight was Order 227, in which soldiers caught retreating would be executed as traitors. As the fighting in Stalingrad was coming to an end, Lev Isakovich, now a captain, searches for German intel. As he discovers a map on an officer, a German Tiger Heavy Tank flattens the building, burying Lev alive under the rubble. Yuri, one of the survivors of the expedition, goes back to HQ to ask to save Captain Isakovich before the Germans reach him. The Soviet forces then move into the area and hold their ground long enough for the captain to be freed. Upon returning to HQ, Major Polivanov shoots Yuri for leaving his post to save Lev, and orders Lev to placed on the next train to Moscow while the remaining soldiers that helped him are executed. As Lev is recovering at the hospital, he is holding a conversation with Sergeant Ivan Pozharsky, who discusses the Siege of Leningrad, which was completely cut off by the Germans for over a year, until the Soviets manage to break through the siege. As fighting in Leningrad continued, a Soviet armored squadron investigates the site of a recent tank battle. However, they are ambushed by a Tiger Heavy Tank. Despite losing their armor, the Soviets manage to kill the Tiger's crew and drive it back to their base.
After recovering from his wounds, Lev abandons his military career in favor of journalism but found nothing inspiring of the war, except for the heroism demonstrated by the soldiers on the battlefields. Django admin default password. As the war went on, the Soviets fight the Germans in Lublin, Poland. After the ISU-152s break down the gate of a suspected prison camp, Lev realizes that this was Majdanek, a Nazi concentration camp and a glimpse into the Holocaust. Soon afterwards, Sergeant Pozharsky, who had recently returned to active service, introduces Lev Isakovich to Ania Zielinska, a leader of the Polish partisans. After she returns with a captured German officer, Pozharsky directs her to the supplies that were promised. But Lev watches in horror as Pozharsky betrays Ania and her fellow partisans, claiming that once the war with the Germans ended, the Polish would be fighting the Russians, before executing her. Lev then decides to publish his findings, only to be stopped by Churkin, who promptly assigns him to the 8th Guards' penal battalion.
As the Soviets enter Germany, they encircle a town full of Germans and prevent most of them, including civilians, from escaping. Soon, the Soviets began to lay siege to Berlin fighting the remaining Germans through the streets and ruined buildings, ultimately capturing the Reichstag, signaling final German defeat. Ironically, the Reichstag was disused since Hitler first came to power and millions of Soviets died to raise the flag.
These experiences have left Isakovich shaken as he reveals he tried to defect after the war in order to show the world the truth. He was captured and sent to the gulag on Churkin's orders. Isakovich claims that 'The first casualty of war is Truth' and the truth is in the pages of the book. A man then steps forth and prepares to execute Isakovich, only to be killed by Churkin. Churkin then allows Isakovich to escape the gulag to spread the truth, and commits suicide, stating that he never looked at the pages of the book ever since it was recovered and he was not to survive Joseph Stalin's next purge.
Development[edit]
THQ first announced the sequel to the acclaimed Company of Heroes in May 2012.[14] THQ executive vice president of core games Danny Bilson noted that the publisher will continue working on Company of Heroes 2 following its launch next year.On December 19, 2012, publisher THQ filed for bankruptcy just after postponing the release date of the video game.[15][16] The following month, on January 23, 2013, it was announced that THQ had sold Relic Entertainment to Sega for US$26.6 million as part of an auction of the company's properties in result of the bankruptcy.[6]
Company of Heroes 2 takes advantage of DirectX 11 but also supports DirectX 10. The game also utilizes Valve's Steamworks technology with matchmaking and achievements.[9]
On March 6, 2013, Sega announced that Company of Heroes 2 would be released in North America and Europe on June 25, 2013.[8] A few weeks later, the company announced that the first closed beta will begin April 2, 2013.[17] The open beta was released to the public on June 4, 2013 after the stress tests and the closed beta sessions were finished.[18]
Downloadable content[edit]
Relic has released downloadable content for the game aside from the Theatre of War packs. Commanders: Add new abilities and units to a players arsenal, which are available in skirmish and multiplayer matches. A player can choose up to 3 commanders of which he can choose one during a skirmish. This commander will then give access to 5 unique units/abilities. However, some commanders have been given away for free at certain events by Relic. Vehicle skins allow to alter the camouflage pattern of certain vehicles and tanks and are a purely cosmetic change. Faceplates are another cosmetic change only visible in the main menu or loading screen. With the release of the Western Front Armies DLC, the playable factions of the U.S Forces (USF) and Oberkommando West (OKW) are available. Relic had released The Western Front Armies and Ardennes Assault DLCs, which was released on June 24, 2014[19] and November 18, 2014 respectively.[20] Ardennes Assault added a new, non-linear campaign taking place in Belgium as the USF. The third expansion of the game, titled The British Forces, was released on September 3, 2015.[21]
Reception[edit]
PCWorld gave the game 3.5 out of five stars.[27] PC Gamer rated the game at 80 concluding, 'Company of Heroes 2 is the USSR of real-time strategy games: huge, powerful and just a little bit broken.'[28] IGN gave the game an 8.4, saying, 'More sequel-sized expansion than true successor, Company of Heroes 2 repeats many of the original Company of Heroes feats.[23]
As of March 31, 2014, the game has sold 680,000 copies in Europe and North America.[29]
The Ardennes Assault DLC received a similar score on Metacritic, with a score of 81 compared to the game's score of 80.
Controversy[edit]
Relic has been questioned by critics and historians about accuracy of its portrayal of the Eastern Front in World War II. An article written for video game website Polygon by Colin Campbell reflecting on the subject stated that the 'comments on forums and on Metacritic are testament to the strong feelings that the war still generates'. In the same article, it cites the game's director Quinn Duffy who in regards to the creative direction of the first and second game felt that 'the second game is painted on a broader canvas', whereas 'in contrast, the first game focused on a small group of soldiers and did not seek to take a wider view'.[30]
Reception and criticism in Russia[edit]
In Russia and Post-Soviet states the game was found offensive by many users and critics for portraying the Red Army commanders as cruel, using their own soldiers in a cold-blooded way, exaggerating brutal war tactics.[31] After the video made by the Russian blogger BadComedian (real name - Evgeny Bazhenov),[32] thousands of people have signed a Change.org petition demanding Steam to block the game in CIS countries. The petition brands the game as 'disgusting'. In 2013 the sale of the game was banned in Russia.[33]
Russian game publisher 1C-Softclub stopped distribution of the game on 26 July 2013 due to the strong negative feedback (notably a petition to stop the sale that was filed by the game players). Following the news, the game's publisher SEGA released a statement that they were 'taking this issue very seriously and are investigating these concerns thoroughly with all relevant partners'.[34]
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Company_of_Heroes_2&oldid=903087463'
Attention! Eyes straight ahead! Welcome to the Oberkommando West Guide for Company of Heroes 2. This guide will describe the commanders available to the new Axis faction of The Western Front Armies. Each commander has five 'doctrinal abilities' that are unlocked by command points (CP) as you progress through a multiplayer game. The guide will be updated as new commanders are added or current commanders are changed.
Use stealth and surprise to catch the enemy off guard and defeat them before they can react. Units can hide themselves from the enemy until they are ready to strike. When attacking, combine a Panther PzKpfw V Command Tank with a grenade assault.
Luftwaffe forces will fight alongside your army. Use reconnaissance plans to spot enemy positions, deploy tank traps, trenches and flak emplacements while the elite Fallschirmjägers ambush and destroy enemy squads. Later, use an airborne assault to steal key enemy territories.
Break through the enemy line with heavy armor and elite infantry support. Panzerfusiliers will recon the enemy position while the 'Jadgtiger' Panzerjäger Tiger Ausf. B Heavy Tank Destroyer crushes the enemy armor allowing infantry to advance.
Use superior equipment and experienced crewman to augment your armored forces. Plan your tactics with Signal Relay or recover your armor with an Emergency Repair. Use the Sturmtiger equipped with a 380 cm rocket launcher to breach the defences.
Gather whatever resources you can from the battlefield and defeated enemies. Troops are trained to be more thorough in their salvage operations while infiltrating light infantry can disrupt enemy supplies and lay traps. With a large amount of resources stockpiled, more devastating artillery can be deployed on the enemy strong points.
Deploy heavy defensive structures to hold back the enemy at all costs. Infantry can construct advanced defensive buildings. Heavy weapons such as the Pak43 and LefH18 can be combined with zeroing artillery to zone out and eradicate breakthroughs.
Squad, turn! In step, march! The Americans and British have landed on the beaches of Europe. The Russians will not resign in the East. Our glorious Leader is a crazy man who will drive us to ruin (but please don't tell him we said that). We are soldiers. Fight for the man next to you. Summon all of your fortitude, and prepare to counter-attack both fronts!
Welcome to the U.S. Forces Commander Guide for Company of Heroes 2. This guide will describe the commanders available to the U.S. Forces, both 'Common' and 'Rare.' Each commander has five 'doctrinal abilities' that are unlocked by command points (CP) as you progress through a multiplayer game. The guide will be updated as new commanders are added or current commanders are changed.
'Focus your strategy around Allied air superiority. Deploy elite infantry units from the air and support them with weapon drops from cargo planes. If the enemy deploys heavy armor, call in a P-47 Thunderbolt to strafe the target.'
'Infantry combined with artiillery support, hold the enemy in place while bombardin them to dust. Advanced weapons such as the M1919A6 help infantry to hold the line while mobile artillery units move into place to break the attack. When the enemy is locked down, time on target artillery ran rapidly destroy them.'
'Overwhelm the enemy with elite American armored vehicles and supporting infantry. Assault engineers can clear fortifications to allow vehicles to advance, while Sherman Bulldozers can be used to setup a roadblock or defensive line. The enemy's strongpoints can be bombarded with 240mm artillery prior to an attack.'
'Focused on intelligence and reconnaissance, this Company Commander relies on its ability to observe enemy movement and react quickly. This agile Commander will provide vital enemy intel using forward observers and high altitude recon sweeps while also being able to swiftly respond with light operation support in the form of M8 Greyhounds and Airdropped Combat Groups.'
'Light Vehicles provide valuable support to advancing American infantry units. Take advantage of a wide range of light US vehicles along with air support, as the battle escalates withdraw lighter units to replace them with more armored counterparts. Heavy artillery can be used to destroy infantry or provide a support role against enemy vehicles.'
'The Rifleman is the backbone of the American army emphasizing the American doctrine of versatility and individual firepower. Rifleman receive additional time in training to be more experienced against multiple threats as well as having access to more versatile weapon packages. Mobile vehicles and a smokescreen can be used to support the rifleman advance.'
Company Of Heroes 2 Commanders Mod
'A smoke barrage is fired at the target area. This will obscure the sight of units. Blocks sight of weapon teams and is cheap and fast to recharge. '
'Vehicles and infantry within a radius of 30 ingame meters will coordinate together to improve their potency. Lasts 30 seconds,so time well.'
The tools are at your fingertips. Get out there an use them. France, Belgium and the Netherlands ain't gonna liberate themselves! It's on you, noble young Commander. As in the motto of the mighty 101st Screaming Eagles, you sir, have a rendezvous with destiny.
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