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Oberkommando West Commanders

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Achtung! Augen gerade-aus!
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.
Special Operations Doctrine

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.
0CP - Radio Silence
25
"When activated, all units are hidden on the enemy mini-map."

!Duration: 60 seconds. You can use Radio Silence to surprise an enemy during an assault. Your units do not appear on the mini map, and if your enemy is not actively looking at your unit in the game world they cannot see you coming. When attacking with a large force from numerous flanks this ability can be highly effective.Tips from COH2.ORG

3CP - Infiltration Tactics
15
"Infantry who are kept out of combat for long periods of time will gain the ability to surprise assault, allowing them to use a special grenade ability."

!Recharge time: 120 seconds. Use the inexpensive grenade during your assault to weaken enemy forces and put the engagement in your favor. With this ability several units have access to a total of 2 grenades, allowing them to be very lethal against opponents who aren't paying attention to different parts of the field. Use Radio Silence to sneak up on an unsuspecting group of enemies and then grenade them to pieces.Tips from COH2.ORG

3CP - Infrared StG44 Package
60
"Obersoldaten squads can be upgraded with StG44's equipped with infrared scopes. These weapons are powerful at long range."

!Contrary to the description, the StG44s are powerful at all ranges and feature one of the most powerful damage profiles of the game. This upgrade makes Obersoldaten very lethal both at long and short ranges. The Obersoldaten can only buy the Lmg34 or Infrared StGs, not both.

When equipped with these rifles, Obersoldaten can spot invisible units like cloaked snipers or commandos. The IR-StG44s ignore cover to some extent. As a result, they are highly effective against units in green cover as well as in garrisons.
Tips from COH2.ORG

4CP - Artillery Flares
60
"Flares are fired at the target location, revealing the area."

! The ability reveals a circle of territory within 5 seconds of activation. The lit up territory then remains revealed for 35 seconds. Enemies can spot the use of this ability by looking out for the bright flares that will be descending from the sky. This ability can be used to maintain a visual on a location without the need for a spotting unit. Tips from COH2.ORG

11CP - Panther PzKpfw V Command Tank
"Germany's premier medium tank, the Panther has great frontal protection and a powerful gun. This command unit will improve the sight radius and movement of german vehicles. Effective against all armored vehicles. Weak to infantry anti-tank."

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! The command Panther can spots for itself, so it can engage enemy targets already at 50 range without additional support. Its command aura only applies to your units, allied units are not affected. At vet 5, your infantry benefits from the aura as well. The tank can be upgraded with a pintle MG42, making it somewhat more useful against infantry. The command Panther is mutually exclusive with the King Tiger.

The coordinated fire ability marks any enemy tank. The marked tank is 15% easier to hit and takes 25% more damage from all sources. This means that an advanced medium tank can then be killed four instead of five tank or anti tank gun shots. For 35 munitions that is definitely worth it. Use this ability when you are hunting or ambushing enemy tanks.
Tips from COH2.ORG


Luftwaffe Ground Forces Doctrine

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.

2CP - Recon Overflight
35
"A single aircraft will make a recon pass at the target area."

!A cheap and efficient source of intel. Use it before an assault to find weak spots in the enemy's defenses.
Tips from COH2.ORG

2CP - Heavy Fortifications

"Sturmpioneers can construct Tank Traps, Flak Emplacements, and Trenches."

! Flak emplacements are inaccurate against infantry and deal damage only to the lightest of vehicles. They cost 250 manpower and 10 fuel. They are easily decrewed by any incoming fire and thus may be stolen by your enemy and used against you. Also, keep in mind that their fuel cost will delay your acquisition of a tank. Trenches provide the most protective garrison in the game and can provide great cover for your units. Place a Raketenwerfer inside the trench to give it superb protection from small arms fire and allow it to change directions quickly if a vehicle flanks. However, units in trenches are susceptible to grenades. Both trenches and Flak emplacements can only be build in friendly territory. Warning: Like Flak emplacements, trenches can be occupied by the enemy.Tips from COH2.ORG
3CP - Fallschirmjäger
"Elite Paratroopers infantry who can deploy behind enemy lines. These units are very disciplined, combining excellent offense and defense but with a high cost. Armed with FG 42 Light Machine Guns, these units are effective against infantry at all ranges."

440 8

!Deploy Fallschirmjäger's from a building to sneak up on an opponent, flank a machine gun, or bolster a defense. Spawning from a building allows Fallschirmjäger's to garrison, gain vision of an area quickly, and stay protected from potentially unseen enemy forces. Can throw a powerful bundle grenade and has access to the panzerfaust. Tips from COH2.ORG
6CP - Valiant Assault
100
"Inspire mobile infantry troops to move quickly and attack more effectively."

! This ability lasts for 30 seconds. Upon activation, all your infantry can sprint and they also gain better accuracy for the duration of the ability. Tips from COH2.ORG

10CP - Airborne Assault
250
8
"Stukas will automatically recon and attack enemy units in the designated territory. Afterwards a squad of Fallschirmjagers will be dropped at the target."

! All enemies in the target enemy sector, within the capture point, are strafed upon activation of this ability, either suppressing them or pinning them. Then a squad of Fallschirmjagers will airdrop in.
Tips from COH2.ORG


Breakthrough Doctrine

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.



0CP - Breakthrough Tactics
35
"Infantry units are trained to push through enemy lines more quickly. Enemy territory is neutralized quickly."

!Ability lasts for 60 seconds. Note, this will only speed up de-capping of enemy territory (known as “whiting”). It does not speed up the capturing of neutral territory. Tips from COH2.ORG

1CP - Sturm Offizier
"This Officer and his squad inspire nearby Oberkommando units to fight harder and has a number of abilities to weaken enemy units. If the Sturm Offizier is killed, nearby units will retreat. This Officer is escorted by his Obersoldaten bodyguards, effective at range."

280 8

!The Sturm Offizier unit is not capable of vetting. He also has 2 abilities; “Focus Fire” costs 40 munitions and increases the received accuracy of an enemy unit- this is particularly useful to take out enemy MGs before it pins your army. “Force Retreat” costs 60 munitions and forces a single enemy unit to instantly retreat. Tips from COH2.ORG

2CP - Panzerfüsiliers
"Panzerfüsiliers are light infantry equipped for long range fighting. Armed with rifles, Model 24 Grenades and Anti-Tank Rifle Grenades. They are effective against infantry and can disable vehicles. Effective against infantry at long range, carry anti-vehicle rifle grenades."

290 6

!Panzerfüsiliers are a unit designed to fight enemies at long range. Keep in mind that, even though Panzerfüsiliers are a 6 men squad, they still wouldn't last long if flanked or ambushed by units armed with SMGs like Shock Troops or Paratroopers with Thompsons. They have access to a regular grenade, for 30 munitions and an AT grenade, for 25 munitions. The AT grenade has minimal range. Keep this in mind when you´re fighting against vehicles. They also have access to a “Recon Package” which costs 90 munitions and provide the squad with 3 scoped G43 rifles that improve BOTH close range and long range firepower. The Recon Package also improves their sight range. Tips from COH2.ORG
12CP - Assault Artillery
200
"Barrages target enemy sector with high explosive shells followed by a smokescreen to cover the advance."


!It is best used on the enemy's defensive positions before a major offensive. Note that the ability can only be used on enemy sectors; also, the artillery shells do not hit everywhere in the sector, but instead are concentrated around the capture point.Tips from COH2.ORG


15CP - Jagdtiger Panzerjäger Tiger Ausf. B
"The Jagdtiger or 'Hunting Tiger' is one of the most powerful tank destroyers on any battlefield. Its extremely potent 128mm PaK 44 main gun can destroy any enemy tank while armor up to 250mm thick keeps the Jagdtiger on the front lines. Its poor maneuverability is its Achilles' heel. Effective against all vehicles, defenses and structures."
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!The Jagdtiger has a longer range than any other tank in the game at a whopping 85 range. Can penetrate any tank, but is incredibly slow. Has access to a 60 munition engine upgrade to improve its speed and manoeuvrability. Has access to a 90 munition APCBC shell ability that lets the tank fire it’s next few shells through world objects and still hit enemy targets. At Veterancy 1, it also has access to a 40 munition ability that lets the tank fire three 128mm shells at the enemy, capable of explosive damage- particularly effective against weapons crews and ambient buildings. Tips from COH2.ORG

Elite Armored Doctrine

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.
2CP - Signal Relay
50
"Boosting signal range briefly reveals enemy vehicles on the mini map."

!Use Signal Relay when you are expecting an enemy assault and need to know exactly where armor and vehicles are coming from. Having the proper Anti-Tank weaponry in the right place when an enemy assault is inbound may mean the difference between victory and defeatTips from COH2.ORG

4CP - Emergency Repairs
50
"Vehicle crews gain the ability to repair critical damage on their vehicles. The crew is very vulnerable during this repair procedure."

!The ability for OKW vehicle crews to repair critical damage allows an immobilized and limping vehicle to quickly get back in shape to get out of the fight. Sometimes there is no way your vehicle will get away with engine damage, and a small reprieve in the fighting can be used to quickly repair the critical, drive away from the battlefield, and repair fully.Tips from COH2.ORG
7CP - High Explosive Anti-Tank (HEAT) Shells
45
"Tanks are now issued HEAT ammunition for increased penetration."

!The HEAT shells are an excellent way to deal with heavy Call-In-armor like the Soviet IS-2 or ISU-152. A combination of a moveable medium tank and an increased damage output by 30% will put the enemy into a tricky situation.Tips from COH2.ORG

8CP - Panzer Commander
30
"The Panzer IV, Panther & King Tiger can be upgraded with a Panzer Commander that can survey the battlefield and call in coordinated artillery strikes."

!Grants upgraded tank access to a 120 munition artillery barrage call-in. You should also note, the commander will replace the possibility to equip your tank with a turret mounted MG42. If 2-3 tanks are staying together most of the time, consider upgrading 1 with a commander so the others can be upgraded with the turret mounted MG42 for increased firepower.Tips from COH2.ORG
11 CP - Sturmtiger
"A short range heavy assault gun equipped with a 380 cm rocket launcher that can tackle defenses,structures,or even armored vehicles"
The sturmtiger fires one shot of pure devastation before having to reload. It can cripple and/or destroy anything it touches,even heavy tanks,and has a high armor and hitpoint count.
" Effective against all vehicles, defenses and structures."

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!Use with a spotter to hit targets with a big 380mm surprise before they can react. The sturmtiger has a longer range than most infantry and vehicles have sight.Tips from COH2.ORG



Scavenge Doctrine

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.
0CP - Thorough Salvage
0
"Salvaging will take more time, but also yields more munitions resource."

!Thorough salvage allows OKW players to generate extra munitions from precious destroyed vehicles and wreckage that may occur during a game. Use Thorough Salvage to increase your munitions stores.Tips from COH2.ORG
2CP - Jaeger Light Infantry Recon Squad
"Elite infiltration troops who are experts at disrupting enemy supply lines and ambush tactics. These units can be deployed from any ambient building. Strong at long range vs infantry and ideal for harassing enemy supply lines and flanking attacks. Can Scavenge for resources."

300 8


!The Jäger come armed with 3 Grenadiers´ Kar 98k rifles and one scoped Kar 98k rifle. The scoped Kar 98k rifle will snipe any model below 80% of health when hitting. Use them behind main line infantry like Volksgrenadiers. The main line infantry will damage the squads, allowing the JLIs to snipe the wounded soldiers.Tips from COH2.ORG



3CP - Infiltration Tactics
15
"Infantry who are kept out of combat for long periods of time will gain the ability to surprise assault, allowing them to use a special grenade ability."

!Rehcarge time: 120 seconds. Use the inexpensive grenade during your assault to weaken enemy forces and put the engagement in your favour. With this ability several units have access to a total of 2 grenades, allowing them to be very lethal against opponents who aren't paying attention to different parts of the field.Tips from COH2.ORG
8CP - Flakpanzer IV Ostwind
"Designed to counter enemy fighter-bombers, this anti-aircraft support tank uses a rapid-firing 3.7cm gun to frequently engage soft ground targets. A deadly and rare vehicle.. Effective vs aircraft, light targets. Weak to anti-tank weapons, tanks."

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!Use it to punish greedy players who stayed too long in in the light vehicle phase without obtaining proper AT.Tips from COH2.ORG

9CP - 105mm Howitzer Barrage
180
"A barrage of 105mm artillery shells will be fired at the target location. The number of shells fired depends on your current stored munitions."

!Be careful when using this ability, as it will likely drain your stored up munitions. If you are expecting to need your munitions for other things, such as Panzershreks, upgrade a squad before using this ability.Tips from COH2.ORG
Fortifications Doctrine

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.
2CP - Heavy Fortifications
"Sturmpioneers can construct Tank Traps, Flak Emplacements, and Trenches."

!Flak Emplacements are inaccurate against infantry and deal damage only to the lightest of vehicles. They cost 250 manpower and 10 fuel. They are easily decrewed by any incoming fire and thus may be stolen by your enemy and used against you. Also, keep in mind that their fuel cost will delay your acquisition of a tank. Trenches provide the most protective garrison in the game and can provide great cover for your units. Place a Raketenwerfer inside the trench to give it superb protection from small arms fire and allow it to change directions quickly if a vehicle flanks. However, units in trenches are susceptible to grenades. Both trenches and Flak Emplacements can only be build in friendly territory. Warning: Like Flak Emplacments, trenches can be occupied by the enemy.Tips from COH2.ORG

3CP - Field Defenses
60
"Volksgrenadiers can build trenches, minefields, and bunkers." Increases the defensive capability of your mainline infantry."

!Sneakingly use Volksgrenadiers to place S-Minefields behind enemy lines on retreat paths to get squad wipes.Tips from COH2.ORG
8CP - Pak 43 88mm Anti-tank gun
"One of the heaviest wheeled anti-tank guns of the war, the 88mm PaK 43 is capable of using long range, accuracy, and penetration to destroy any armored vehicle. Effective against all medium tanks, heavy tanks, heavy assault guns. Weak to artillery and mortar fire."

500 10

!The crew has access to the “Target weak point” ability for 30 munitions at veterancy 1 to stun enemy tanks. Build a Pak 43 behind a building in order to protect it from enemy advances, while still being able to shoot through the building. The Pak 43 can destroy most medium tanks in 2 hits. Place near a battle-group headquarters to heal and reinforce it and near a flak headquarters for protection.Tips from COH2.ORG

8CP- LefH.18 Artillery
"Powerful static long range field artillery, strong against emplacements and forward positions. Built by sturmpioneers.Effective against infantry and buildings from long range."

600 15


!Cannot be constructed in your base territory so be careful where you place it. Can provide a withering fire of 10 shells every 40 seconds. Receives access to “counter battery” at veterancy 1. Place near a battle-group headquarters to heal and reinforce it and near a flak headquarters for protection.Tips from COH2.ORG
12CP - Zeroing Artillery
300
"Automatically attacks visible enemy units in the target area with devastating artillery fire. Artillery rate of fire ramps up the longer the target is visible."

! If you keep line of sight on an enemy within the artillery strike zone, it may continue to bombard them for up to 10 seconds after the ability duration finishes! Lasts 45 seconds.Tips from COH2.ORG


Firestorm Doctrine

He really likes flames.

0CP-Thorough Salvage
0
"Salvaging will take more time, but also yields more munitions resource."

!Thorough salvage allows OKW players to generate extra munitions from precious destroyed vehicles and wreckage that may occur during a game. Use Thorough Salvage to increase your munitions stores.Tips from COH2.ORG

1CP-Flammenwerfer 35
60
"Allows Sturmpioneers to upgrade to a flamethrower for 60 munitions."


!This upgrade allows sturmpioneers to vet-up much faster.Tips from COH2.ORG

3CP-Recoup Losses
80
This ability gives back 20 manpower per infantry model lost. It doesnt matter what the value of the infantry type is. ALL dying infantry only give back 20 manpower per model lost. Lasts for 30 seconds."

8CP-Flammen Panzer-Hetzer 38T
"Designed to burn things.. This Flammerpanzer 38t Hetzer is armed with a Koebe Flamerthrower IN PLACE of its main gun.Effective vs infantry,buildings."

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8CP-Rocket Barrage
200
"Uses offmap walking stuka rockets that land in a circle. but you will hear katysuha-like rockets. This will destroy all on-map artillery. Requires Line of Sight"


Overwatch Doctrine



0CP-Forward Receivers(PASSIVE)
0
"Reveals enemy units passively in the fog of war."

!Doubles sight range of HQ trucks, and reveals units in the fog of war out to a range of 70. Stats from COH2.ORG
0CP- Goliath
"Goliaths can deliver a massive payload without ever putting your troops in danger.Can be built at set-up SWS Halftracks."

10000

!Deals 200 damage when blown up prematurely, and 400 damage when blown up on player command. 1000 penetration, meaning nothing can 'bounce' damage from it. It has 10 AOE, which is almost twice the AOE of a Walking Stuka rocket for scale.(6).Stats from COH2.ORG
1CP-Early Warning(PASSIVE)
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"Points that are under your control are equipped with flares. The flares will trigger when an enemy unit captures your territory."

!A powerful, free ability that triggers itself automatically and required no setup. Any sector belonging to you will automatically fire a flare when an enemy begin capping it, granting line of sight over a very significant swathe of the battlefield. Flares no longer kill infantry models. Tips from COH2.ORG

2CP- For the Fatherland
50
"Infantry in friendly territory will receive a defensive buff and movement speed increase for the duration of the ability. Lasts 30 Seconds."

!-35% Received Accuracy,+15% speed when in territory.Stats from COH2.ORG
10CP- Sector Airstrike
250
"Stuka close air support will recon and attack the target area. 1 plane will strafe with machine guns, while another will bomb the area."

!The 'Bomber' in this ability is statistically the same as the British Air superiority bomber,(Very lethal!) while the strafing aircraft is the same as the "Strafing Run" aircraft from the Ostheer.(Also very lethal!)Stats from COH2.ORG

Abteilung kehrt! Im Gleichschritt Marsch!
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!
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