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Oberkommando West Unit Guide

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Introduction
Welcome Company of Heroes 2 fans to the COH2.ORG Oberkommando West (OKW) Unit guide! The OKW is an army that features a combination of elite infantry, advanced technologies, and some of the biggest tanks built during the war. OKW commanders have in their hands some of the strongest and flashiest units in the game. In addition to the potentcy of their units, the OKW can deploy their base structures on owned territory anywhere on the map. Each building provides a variety of passive and active abilities for the commander to strategically place on the map. In order to better represent the faction as the resource starved but technologically advanced army near the end of the war, the OKW receive 66% of normal resource income. Stay tuned to this page for more updates as information becomes available.
Command Headquarters (Tier 1)
"The basic military units needed to start offensive and defensive operations are ordered in from the Command Headquarters. Orders in Sturmpioneers, Volksgrenadiers, the fast Kübelwagen, the potent Raketenwerfer 43 Anti-tank weapon, and the 'King Tiger' Heavy Tank."
Sturmpioneer Squad
"Sturmpioneers are tough combat troops whose primary tasks are creating or clearing battlefield obstacles and attacking enemy defensive positions. Can be upgraded to clear mines and cut wire. No movement penalties when moving through rough terrain."

320 9

Sturmpioneers are the OKW equivalent of Engineers. Unlike other engineer units, Sturmpioneers are very potent fighting infantry. Equipped the StG44 Assault Rifle they are a very effective at medium to close range and as a flanking squad. In addition to being an effective attack squad, they are able to construct tank traps, and fortified barb wire which prevents light vehicle crush.

!Sturmpioneers are very effective as a flanking squad and will outperform most infantry at medium range. Use cover when engaging or flanking. They are expensive to reinforce and replace, be careful.Tips from COH2.ORG


Kübelwagen
"The Kübelwagen is a very light utility vehicle carrying a machine gun. Fast and good at scouting. Low armor."

240 0 4

The Kübelwagon fills a variety of roles as a light reconnaissance vehicle, as well as a mobile suppression platform. After staying still for a short while the Kübelwagon will enter suppression mode, and a lightning bolt will appear above the unit. This indicates that it can now suppress.

!Unit has low armor and health, be careful about pushing it too far in. Use with spotters like all Machine Guns.Tips from COH2.ORG


Volksgrenadiers
"Volksgrenadiers are reformed from hardened veterans, recovering wounded, and new recruits. They are potent frontline infantry for the Oberkommando. Effective against infantry at long range. Can be upgraded with anti-tank weapons."

240 6

Volksgrenadiers are the basic combat infantry of the OKW. They are strong at long range, but vulnerable to light vehicles due to their lack of an AT snare in the early game. Can be upgraded with a Panzershrek and Cold Immunity at the cost of munitions. Can also throw a potent grenade.

!Keep Volksgrenadiers in cover and at range. Use with a flanking Sturmpioneer squad to overwhelm enemies.Tips from COH2.ORG


Raketenwerfer 43 Anti-Tank Rocket Launcher
"Engage any vehicle, tank, or structure with armor-penetrating rockets. Effective against light vehicles, medium tanks, assault guns. Can retreat and can garrison most structures."

270 7

The Raketenwerfer is the OKW AT gun. It lacks the penetration and punch of larger AT guns, but makes up for it with mobility. Unlike other AT guns, the Raketenwerfer is capable of retreating and of garrisoning buildings. It can also be deployed earlier than any other AT weaponry in the game, giving the OKW a unique capability of fighting early vehicles effectively.

!Put in buildings to provide greater protection, and don't be afraid to retreat. Purchase early to fight Soviet M3 scout cars or other light vehicles. If using Grid keys be careful to observe that "R" will retreat the unit, not reverse it.Tips from COH2.ORG


Tiger B 'Königstiger'
"Excellent armor and an even better gun, the "King Tiger" can tackle any foe on the battlefield. Effective against all targets. Weak to massed anti-tank weapons."

720 260 26

Requires: All 3 sWs Half-tracks Converted

The "King Tiger" is a massive Heavy Tank with unparalleled armor and firepower. It requires all sWs Half-tracks be deployed into structures. Like all Heavy Tanks, it is susceptible to flanking due to slow turn speed and turret rotation.

!Pay special attention to the flanks of your King Tiger. Use supporting infantry to ensure the enemy does not get behind with an AT force. Use the King Tiger as a spearhead, but be careful about engaging too deep and exposing the weaker rear armor.Tips from COH2.ORG


Battlegroup Headquarters (Tier 2)
"Permanently convert the sWS Supply Half-track to the Battlegroup Headquarters. Retreat point, available medics can heal nearby infantry."

200 40

The Battlegroup Headquarters allows OKW players to deploy a forward healing, reinforcement, and upgradeable retreat point. This is a strategically powerful tool that savvy commanders will use to great potential. It poses a unique Risk versus Reward decision: Deploy forward to put a strangle hold on territory, or hold back and keep it safe. The building can be taken down by virtually any AT weaponry, but can also provide enough support to take on superior numbers. The building can also be deployed at the players base sector for a more traditional base. This tier also provides players with a strong indirect fire weapon, a unique infrared half-track, and a potent tank destroyer.

!Choose wisely when placing this structure. Halfway across the map in the open is a bad location. Behind a shot blocker and near the front line is a great choice. This is a high value target for your enemy to attack, make sure to defend it. Losing any structure is a significant fuel loss for OKW.Tips from COH2.ORG

Abilities and Upgrades
Reinforce (Passive Ability): Reinforce a depleted squad near the Battlegroup HQ.

Medics (Passive Ability): Medics surround the building and heal units nearby.

Retreat Point Unlock (300MP, Toggle-able): Enables a toggle ability, when active it allows the building to be established as a retreat point.

!If deployed in your base sector, do not upgrade to retreat point - it is redundant.Tips from COH2.ORG


7.5cm le.IG 18 Infantry Support Gun
"A small, high-angle fire weapon capable of delivering rapid barrage of 7.5cm artillery shells. A light mobile howitzer effective against static positions, infantry, and light vehicles."

430 9

The Light Infantry Gun provides powerful indirect fire support, and can also engage nearby targets directly. Can barrage enemy positions from a distance and break up infantry formations or defenses.

!Keep this unit behind the lines. Like all weapon teams, it is susceptible to flanking and advancing infantry. Use barrage for additional range and/or against large formations.Tips from COH2.ORG


Sdkfz 251/20 Half-track w/Infrared Searchlight
"When deployed, 60cm Infrared spotlight can be used to reveal enemy units. Scans for targets in the Fog of War, use in conjunction with artillery or tanks."

200 25 5

After stopping and setting up, the Infrared Halftrack will scan the battlefield for enemies. Can detect enemies through the fog of war and display a red silhouette with their location. A fragile and non-combat unit that must be kept behind the lines.

!Use in conjunction with indirect fire weapons to hit enemies through the fog of war. Keep the unit behind the lines.Tips from COH2.ORG


Jagdpanzer IV/70 (V)
"High velocity gun gives the Jagdpanzer IV effective capabilities against enemy armor and structures. Effective against light vehicles, armored vehicles, defenses and structures."

400 130 14

The Jadgpanzer is an excellent anti-armor platform. Although it lacks a turret it has sufficient range and punch to penetrate armor. Not effective versus infantry.

!Use with anti-infantry support units and spotters to engage enemy armor or buildings. Like all Assault Guns, smart use of reverse will help this unit engage advancing armor without getting flanked.Tips from COH2.ORG



Mechanized Regiment HQ (Tier 3)
"The Mechanized Regiment Headquarters supplies vehicles to counter any threat - infantry or armored - that the enemy can field. Powerful anti-infantry and anti-tank options add dimension to attack or defend. Orders in the 251/17 Flak Half-track, SdKfz 234 Heavy Armored Car, and the SdKfz 251 "Stuka zu Fuß" Half-track."

200 40

The Mechanized Regiment Headquarters provides OKW players with the vehicle tools needed to counter any threat. In addition to providing access to new vehicles, the structure can repair nearby vehicles, and passively convert resources.

!There is no need to put this building too far forward. The repair feature is great for vehicles, but not if the building dies. Keep it in base, or a ways off from the front.Tips from COH2.ORG

Abilities
Repair Pioneers (Passive Ability): Pioneers will automatically repair all damaged vehicles near the Mechanized Regiment Headquarters.

Munitions Transfer Toggle Ability): Command allows the transfer of resources, increasing Munitions income at the cost of Fuel income. Fuel income is reduced by 50%; for every 1 Fuel per minute lost, 2 Munitions per minute are gained.

Fuel Transfer (Toggle Ability): Command allows the transfer of resources, increasing Fuel income at the cost of Munitions income. Munitions income is reduced by 50%; for every 4 Munitions per minute lost, 1 Fuel per minute are gained.

Self-Destruct (No cost, Active Ability): Sets up explosive charges around the structure which detonate after 10 seconds. The structure is destroyed and any units in the surrounding area will take damage. Building cost is not refunded.

SdKfz 251/17 Flak Half-track
"When this Half-track is deployed, 360 degree capable 2cm autocannon is effective against light targets. Effective vs. infantry, light vehicles, and aircraft."

270 45 7

The Flak Half-track is very strong versus infantry and light vehicles. It has a relatively low cost for its capabilities, but is limited by low health, low armor, and a short setup/teardown time. The flak cannon fires rapidly and inflicts a lot of damage against infantry.

!Be careful about over-committing with this unit. The setup and teardown time limits the hit and run capabilities. Use with spotters to look out for AT weaponry.Tips from COH2.ORG


SdKfz 234 ‘Puma’ Heavy Armored Car
"Mobile, reasonably protected, and armed with a hard-hitting 5cm gun that is a threat to most armored vehicles. Effective vs. light vehicles and light tanks."

320 70 8

The Puma is a relatively fragile anti-tank vehicle. It has fast speed, good range, and is best used to hit and run or flank armor.

!Use Pumas to flank enemy armor and shoot the weak rear armor. Avoid direct engagement with tanks or AT weapons. Pumas are great at augmenting your anti-tank forces.Tips from COH2.ORG


SdKfz 251 "Stuka zu Fuß" Half-track
"Six heavy 28cm rockets can be launched in a single barrage, destroying enemy positions and infantry. Effective vs infantry, structures, and light armor."

300 100 10

The "Walking Stuka" Rocket Half-track is a devastating indirect fire platform. Unlike other indirect fire weapons, the Walking Stuka chooses the direction of its 6 rockets, creating a destructive line.

!Pair with an Infrared Searchlight to identify targets through the fog of war, and choose the direction of the rockets carefully. After barraging, pull the unit back while its barrage reloads. You can use the Shift button to issue a reverse command after the barrage to automate the task.Tips from COH2.ORG



Schwerer Panzer Headquarters (Tier 4)
"Schwerer Panzer Headquarters orders in the most powerful infantry and armored units - elite and heavy forces capable of smashing through enemy infantry, armored units, or concentrations of both. Orders in the Obersoldaten, Panzer II 'Luchs' Light Tank, Panther PzKpfw V Tank, and the Sturmtiger."

200 80

Requires: Converted Battlegroup Headquarters or Mechanized Regiment Headquarters.

The Panzer Headquarters is fully loaded with potent anti-infantry and anti-tank options. In addition to unlocking an array of new hardware, the deployed structure also has a powerful flak gun on top. This can be deployed down the field to help secure territory or protect other structures.

!This building is well suited for deployment near the front line, but can be costly to replace. Consider keeping this back, nearer to your cutoff or base, for example. Place it near a Battlegroup Headquarters for a powerful healing/flak gun combo.Tips from COH2.ORG

Abilities
3.7cm Flak cannon: The Panzer Headquarters is equipped with a powerful Flak Cannon that will engage nearby targets.

!The flak cannon faces the back of the truck when not engaging targets. Face the back of the truck towards the action! If you face it incorrectly it will take a little bit of time to turn around before engaging targets.Tips from COH2.ORG


Self-Destruct (No cost, Active): Sets up explosive charges around the structure which detonate after 10 seconds. The structure is destroyed and any units in the surrounding area will take damage. Building cost is not refunded.


Obersoldaten
"Veteran infantry squad equipped with an MG34 Light Machine Gun. Effective against infantry at long range."

400 10

Obersoldaten are incredibly strong elite infantry available to the OKW. They have formidable long range damage, and should be approached with caution. They come also with two powerful grenades, one of them unlocked with veterancy.

!Use behind cover and at long range. Do not advance on squads if you have good cover to fire from.Tips from COH2.ORG



Panzer II Ausf. L ‘Luchs’ Light Tank
"Light reconnaissance tank with a 2cm rapid-firing cannon can tackle infantry and light vehicles. Effective vs. infantry and other light targets."

315 50 8

The Luchs is very strong against infantry and light vehicles. It fires rapidly and is very nimble. Be careful when engaging medium tanks or larger.

!Use this as a hit and run vehicle. Like all vehicles, it fires less accurately on the move, and is best used to stop and fire. Shoot heavier tanks from behind if you want to penetrate.Tips from COH2.ORG


Panther PzKpfw V ‘Medium’ Tank
"Amazing frontal protection and a high velocity 75mm gun make the Panther deadly versus enemy armor. Effective against all armored vehicles. Weak to infantry anti-tank."

490 175 16

The venerable Panther is also present in the OKW lineup. Heavily armored, fast, and equipped with a potent anti-tank gun.

!Use speed to your advantage. Panther has good range and penetration and is well suited for hit-and-run versus heavy tanks.Tips from COH2.ORG


Sturmtiger
"A short-range heavy assault gun with a 38cm rocket launcher for smashing infantry, buildings, and even armored vehicles. Effective against all infantry and structures. Weak to anti-tank weapons."

560 160 18

The Sturmtiger may only fire one shot at a time, after which it must manually reload. During the reload time the crew exits the vehicle, and is susceptible to ambush. A shot in the rear will immediately de-crew the vehicle and make it capture-able.

!The Sturmtiger is very potent, but be careful when reloading. Pull back a safe distance, and don't forget to protect it.Tips from COH2.ORG


Commander Units
Coming soon!TM Thank you for reading our unit guide for the Oberkommando West! As more information surfaces, we will update this guide!
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