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German Commanders Part 2 (CE/DLC)

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German Commanders Part 2 (CE/DLC)
History’s great armies were great not simply because of their warriors, or their equipment, but because of their leaders. The Mongols would never have reached Europe without Genghis, and who but Caesar would have dared to cross the Rubicon? This remains true on the war-torn, frozen landscape of Company of Heroes 2: to defeat your enemy, you will need the right man to lead your troops. Here are the 5 German commanders that are unlockable via the Collector's Edition or Downloadable Content.
Spearhead Doctrine

The Spearhead Doctrine is ideal for Ostheer players who want to field a highly-mobile, vehicle-heavy army. Vehicle smoke-screens allow your units to strike quickly and escape before the enemy can bring his anti-tank weapons to bear. Patient commanders will be rewarded with the ability to call a Tiger tank onto the field, a beast that strikes fear into even the most hardened of Soviet players.
2CP - Sd.Kfz. 250/7 Mortar Halftrack

The Sd.Kfz. 250/7 Mortar Halftrack with its 8cm mortar can provide vital battlefield support for infantry forces. In addition to its standard high-explosive shells, this halftrack can also fire incendiary shells to burn out the enemy, and smoke rounds to cover retreats or assaults.

2CP - Panzer Tactician

All armored vehicles gain the ability to deploy a smoke screen blocking line of sight in an area. Incredibly useful against enemy tanks, weapon teams, or any anti-tank infantry squads, as they will not be able to shoot the vehicle without sight.

4CP - Reconnaissance Overflight

A plane will fly over the designated area for a small period of time, revealing all enemy units and terrain near the location. Use it to find enemy anti-tank guns, MG positions, infantry movement or scout the base to see what your opponent is teching.
10CP - Fragmentation Bomb

High explosive fragmentation bombs are dropped on the designated area, inflicting heavy damage to all units in the area. Has a high cost and is easy to avoid; best used on units that cannot move.

13CP - Tiger Tank

The mighty Tiger tank can now be called onto the battlefield. This heavy tank is equipped with a powerful 88mm main gun, has strong armor and an upgradable MG42 on the top. It can take on any unit on the field.


Joint Operations Doctrine

This commander is ideal for locking down territory and pummeling the opposition from a strong, fortified position. It is useful against Soviet builds that focus on gaining early map control through heavy conscript play, followed up by armor. Howitzers and Pak 43s will allow you to claw your way back into the game, even without fuel.
1CP - Artillery Field Officer

An Artillery Field Officer specializing in supporting troops can be called onto the battlefield. The officer can co-ordinate artillery fire, call for smoke bombs to be dropped, and increase nearby infantry's combat effectiveness.
4CP - Reconnaissance Overflight

A plane will fly over the designated area for a small period of time, revealing all enemy units and terrain near the location. Use it to find enemy anti-tank guns, MG positions, infantry movement or scout the base to see what your opponent is teching.
8CP - Pak 43 Emplacement

Pioneers are able to construct powerful Pak 43 88mm anti-tank emplacements. This armor-killer can shoot through any battlefield obstacle to destroy enemy vehicles.
8CP - LEFH 18 Artillery

Allows construction of an on-map artillery piece. This light 10.5cm Field Howitzer doesn't have the destructive power of some Soviet artillery, but it counters with a good rate of fire and reasonably long range.
8CP - Light Artillery Barrage

A light artillery barrage from nearby 7.5 cm le.IG 18 infantry support guns can scatter enemy forces. While not particularly powerful, these shells will force your opponent to react or take damage.
Storm Doctrine

The Storm Doctrine favors strategies that seek to overwhelm the enemy with fast-moving, hard-hitting Ostheer infantry power. Soften your opponent's defenses with artillery and blitz your grenadiers and panzergrenadiers into the gap!
1CP - Ambush Camo

HMG teams, Grenadiers and Panzergrenadiers can upgrade camouflage, giving them the ability to conceal themselves when in cover or deep snow making them invisible to enemy units. When attacking an enemy unit, the squad will break camouflage and do more damage for a very short period of time.
2CP - Half-track Riegel Anti-tank Mine

The standard German halftrack can now lay heavy anti-tank mines. These mines will deal a lot of damage to any enemy vehicle that drives over them.
4CP - Tactical Movement

All infantry units will move as fast as possible while this ability is active. This ability is best used when you plan on moving multiple squads at once. A global ‘Oorah!'
8CP - LEFH 18 Artillery

Allows construction of an on-map artillery piece. This light 10.5cm Field Howitzer doesn't have the destructive power of some Soviet artillery, but it counters with a good rate of fire and reasonably long range.
12CP - Stuka Bombing Strike

A JU-87D Stuka dive bomber is now available for air support. When used, it will bomb the designated area with a 50kg bomb inflicting heavy damage to any enemy unit that gets hit by it. If used on a captured sector, the bomb will neutralize the sector.
Fortified Armor Doctrine

A doctrine that rewards the patient commander who understands playing the long game. The Fortified Armor Doctrine will benefit most the player who keeps his units alive in order to make a powerful, late-game push supported by the final word in anti-armor: the Elefant heavy tank destroyer.
2CP - Panzer Tactician

All armored vehicles gain the ability to deploy a smoke screen blocking line of sight in an area. Incredibly useful against enemy tanks, weapon teams, or any anti-tank infantry squads, as they will not be able to shoot the vehicle without sight.
4CP - Recon Overflight

A plane will fly over the designated area for a small period of time, revealing all enemy units and terrain near the location. Use it to find enemy anti-tank guns, MG positions, infantry movement or scout the base to see what your opponent is teching.
5CP - Hull Down

An upgrade that can be used by Pioneers, Grenadiers and Panzergrenadiers, allowing them to build defensive sandbags around your tanks, making them immobile yet giving them more protection from enemy fire, increased accuracy, and quicker reload times. The tanks can break cover and move at any time.
9CP - Command Tank

Allows a Command Panzer IV to be called onto the battlefield. With a smaller HE cannon than the standard PIV, the Command Tank is more effective against infantry but can only threaten lightly armored vehicles. The Command Tank also gives a defensive bonus to units residing in its aura (45).
14CP - Elefant Tank Destroyer

Allows the Elefant Tank Destroyer to be called onto the battlefield. This behemoth has devastating range, firepower, and virtually impenetrable front armor. However, it’s lack of turret and slow speed make it vulnerable to flanking maneuvers.
Lightning War Doctrine

A munitions-heavy doctrine that can benefit players who favor gambling with dramatic, "all-or-nothing" assaults. G43 upgrades increase the firepower of Grenadiers and Panzer Grenadiers. Units that fall are replaced with Osttruppen until the awesome Tiger can be called on to put the boot in.
3CP - Jaeger Light Infantry

German combat infantry can now be upgraded with two G43 semi-automatic rifles, replacing two of the standard K98k (Grenadiers) or MP44 (Panzer Grenadiers). Upgrading to G43s also gives the unit the ability to interrogate dying enemy units that are crawling on the ground, revealing positions of enemy forces on the map for a short period of time.
4CP - Relief Infantry

The use of this ability causes troops lost in combat to be replaced by "Osttruppen". This is a relatively weak fighting unit compared to other German infantry. They make up for their weak strength in cost effectiveness and large numbers, with reinforce costs much lower than normal German Infantry.
6CP - Tactical Movement

All infantry units will move as fast as possible while this ability is active. This ability is best used when you plan on moving multiple squads at once. A global "Oorah!"
12CP - Stuka Close Air Support

One of the most powerful air attacks in the game. A Stuka bomber will attack the designated area for a short period of time, making several runs. The 37mm cannons will inflict heavy damage to enemy units inside the area of effect.




13CP - Tiger Tank

The mighty Tiger tank can now be called onto the battlefield. This heavy tank is equipped with a powerful 88mm main gun, has strong armor and an upgradable MG42 on the top. It can take on any unit on the field.
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