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.
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 point-captuing Kübelwagen, and the potent Raketenwerfer 43 Anti-tank weapon."|
|"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. Can be upgraded with anti-tank weapons." |
Sturmpioneers are the OKW equivalent of Engineers. Unlike other engineer units, Sturmpioneers are very potent fighting infantry without their panzershrek upgrade. Equipped the StG44 Assault Rifle by default, 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. They can upgrade to a Panzershrek rocket launcher which will allow them to support the Raketenwerfer in countering vehicles.
|!Sturmpioneers are very effective as a flanking squad and will outperform most infantry at medium range. Use cover when engaging or flanking. Sturmpioneers can salvage wreckage for munitions.|
|"The Kübelwagen is a very light utility vehicle carrying a machine gun. Fast and good at scouting. Low armor." |
The Kübelwagon fills a variety of roles as a light reconnaissance vehicle. The kubel wagen can capture points.
|!The kubelwagon has a 15% faster capturing rate than other OKW units.|
|"Volksgrenadiers are reformed from hardened veterans, recovering wounded, and new recruits. They are potent frontline infantry for the Oberkommando. Effective against infantry at close/medium range. Can be equipped with close range STG-44 rifles. " |
Volksgrenadiers are the basic combat infantry of the OKW. They are strong at long range in their vanilla form, but vulnerable to light vehicles due to their lack of handheld AT weapon in the early game. They do have panzerfausts like ostheer grenadiers, but they have a rather short range. Can be upgraded with STG-44 assault rifles after a truck has been constructued, which improve their close quarters effectiveness at the cost of munitions. Can also throw a potent flame grenade for use versus garrison.
|!Keep Volksgrenadiers in cover and at range. Use with a flanking Sturmpioneer squad to overwhelm enemies. Volkgrenadier can salvage wreckages. |
Raketenwerfer 43 Anti-Tank Rocket Launcher
|"Engage any vehicle, tank, or buildable structure with armor-penetrating rockets. Effective against light vehicles, medium tanks, assault guns. Can retreat and can garrison most structures." |
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.|
|"A slow and vulnerable supply truck that can be placed on any allied sector on the map to be converted into tech structures.Can convert into a Battlegroup Headquarters, Mechanized Regiment Headquarters, and a Schwerer Panzer Headquarters."|
MG34 Heavy Machine Gun
|"Once set up, the MG34's 900 rounds per minute encourage enemy infantry to keep their heads down. Heavy Machine Guns are effective against massed infantry within their firing arc. Requires a set-up tech structure to purchase." |
Considering the lack of weapons capable of suppressing units for the OKW, the MG34 represents a great early game choice to stop the hordes of Conscripts or Riflemen. Thanks to the Incendiary Rounds ability unlocked at Vet1, the MG34 can even fight much more expensive light vehicles like the the M15A1 AA Half-track.
|!When you want to use the Incendiary rounds, set up the machine gun and and the ability preemptively so you do not have to wait for the crew to swap ammo types. |
Battlegroup Headquarters (Tier 2)
|"Permanently convert the sWS Supply Half-track to the Battlegroup Headquarters. Retreat point, available medics can heal nearby infantry once upgraded." |
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 anti infantry halftrack suppression tool. The medics must be unlocked with further manpower and fuel.
|!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.|
Abilities and Upgrades
Reinforce (Passive Ability):
Reinforce a depleted squad near the Battlegroup HQ. Does not require an upgrade.
Retreat Point Unlock (Toggle-able):
Enables a toggle ability, when active it allows the building to be established as a retreat point.
| 300|| |
Medics surround the building and heal units nearby.
| 100|| 15|
|!Please remember that the medics must be unlocked with further manpower and fuel after you initially place the structure.|
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." |
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 supported. Like all weapon teams, it is susceptible to flanking and advancing infantry. Use barrage for additional range and/or against large formations.|
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." |
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.|
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." |
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. Use with spotters to look out for AT weaponry.|
Mechanized Regiment HQ (Tier 3)
Repair Pioneers (Passive Ability):
| 100|| 15|
Pioneers will automatically repair all damaged vehicles near the Mechanized Regiment Headquarters.
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." |
The Luchs is very strong against infantry and light vehicles. It fires rapidly and is very nimble. Support your Luchs with anti tank weapons when engaging medium tanks or larger.
|!Use to clear the flanks of unprepared infantry on retreat, but watch for allied counter units such as the AEC or stuart as they will rapidly kill your Luchs..|
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." |
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. Remember to sweep for mines. Pumas are great at augmenting your anti-tank forces.|
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." |
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.|
Schwerer Panzer Headquarters (Tier 4)
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.|
|"Veteran infantry squad equipped with an MG34 Light Machine Gun. Effective against infantry at long range." |
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.|
|"High velocity gun gives the Jagdpanzer IV effective capabilities against enemy armor and structures. Effective against light vehicles, armored vehicles, defenses and structures." |
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.|
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." |
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.|
Panzer IV Medium Tank
Good armor,Good weapons,and decent mobility make the Panzer IV a solid frontline tank.
Effective against most targets. Weak to heavy anti-tank,assault guns.
|!This Panzer IV comes equipped with armored skrits which gives it an advantage over its Allied rivals(M4 Sherman and T34/76) in Tank to tank combat.|
| "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." |
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. An option to deploy it will then become available. 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.|