Company of Heroes 2

Company of Heroes 2

37 ratings
German Mechanized Domination
By Dr. (T)horsten
This strat build around the German Mechanized Doctrine and is based on gathering intel and use it for your strikes. Enjoy!
   
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The Commander
3 CP: Halftrack-Assault Group Call-In: Summons a 250HT with LMG Grens. Can be useful, but is not cost effective more like a nice gimmick.

4 CP: Stuka Smoke Drop: Stukas will fly a quick pass and drop smoke on the target location. IMO an amazing ability that can cover up any assault when it appears to fail. Can save a lot of units, especially tanks, due to the fact that the smoke drop comes rather quick.

5 CP: Spotting Scope: Now this is where the fun begins. For 30 munitions every vehicle can be equipped with a spotting scope, improving their sight range when standing still. This will be the second most important asset for us.

8 CP: Command Panzer IV: Quite good AI-capabilities and boosts the defense of any unit in the same sector. Useful to bolster up your defensive lines.

8 CP: LeFH18: This is what we wanna use at all cost. This piece of artillery reaches almost every area on 2-4 player maps. Good rate of fire, good damage, good range, short things long: Everything you will need to weaken your enemies lines before the assault or to stop said enemy from advancing. Punishs blobs quite harshly, if aimed correctly.
Build Order

Well, we go for T1. For a rather light T1 to be honest:
Gren/MG/Gren/Gren(/Mortar/MG/Gren if needed, the order can be changed).

Now we tech up and build T2:
221 SC(/Pak 40 if needed)

Get off your lazy ass and tech up to T3:
StuG III/StuG III/Panzer IV

You have a lot of MP and fuel? Get T4:
Well, what do you need? A panther for extra AT-firepower? A Sturmpanzer IV "Brummbär" to blow enemy inf apart? Or a Raketenwerfer 43?

When you have extra munitions, lay down mines. A lot of them.
What do we do?
Build a strong point in the middle of the map. The churches on Semoisky and Kholodny Ferma prove to be good spots to be able to hold the center and cover one side of the map. Always be aware of enemy mortars. The MG in the church and a Gren squad around it. The other units capture ground, while staying close to each other to be able to support.

Now look at that! A scout car, the 221/222 Panzerspähwagen to be precise. Get it, upgrade it, kill with it. Especially good against soviet T1 and quite decent against T2, especially Maxim Spam. Kills rifleman quite nicely, but be aware of AT-Nades once they get Vet-1. Can even kill the M20 and the AA-HT. Once you unlock the spotting scope, upgrade the 222 and get it to Vet-3 by any means necessary. Once tanks and AT-guns are on the field, keep it out of combat. It gains additional sight range by veterancy and by the spotting scope, revealing a huge chunk of the map. It's just there for reconissance and to protect your MG and Mortar from inf assaults.
A Pak can be build if your enemy has a fuel advantage and you need to stop an early stuart or T-70.
If you have a lot of MP, build a fuel cache or two. No muniton caches, you will have enough ammo for the rest of your life. You can also get additonal Grens and MG's if you feel the need to do so.

Time to unleash the StuG III's. Yes, StuG III's, Sturmgeschütz III, StuG-Life. Two of them. One is good, two is better, three is too much. Equip them with spotting scopes first, if you suffer from munition shortage. MG's aren't as important. Scopes give you more intel and as Stugs are easily flanked, you can see any flanking attack before it hits and react prior to the attack, giving you the advantage.
After upgrading the Stugs, you should give your grens LMG's, if you haven't done it already.
The Panzer IV is there as the fast attacker. It also gets the spotting scopes. Spotting Scopes for everyone. It takes out infantry and covers the stugs asses. Three tanks are a lot. Without teching they cost you almost almost 300 fuel(!). By now your enemy has his Call-in tanks out, or a couple of T-34's, but you should be able to deal with it.
A command tank also comes in quite handy, if needed of course. It is nice to have. Oh wait, you unlocked the command tank. Now guess what we have unlocked too. A howitzer. Build it.
You get intel from the 222, your StuG III's and the Panzer IV. Use it and crush your enemy lines. Lead the assault with the LeFH 18, followed by infantry and than the StuG III's. Panzer IV stays behind to counter flanks and cover the retreat. Use the Stuka Smoke Drops to cover the retreat, if you have to retreat. AT-Guns are the best targets. MG's get killed by the StuG III's and/or flanking inf.
Repeat if necessary.
Strenghts and Weaknesses
This start is able to counter soviet T1, T2 and T3. SU-85's are a hard enemy, not impossible to overcome, but it will force you to change this strat. Panzer IV's instead of StuG III's and T4 right after it. The ISU-152 is just as dangerous. Jacksons are StuG III's worst enemy, but with two of them and Target Weakpoint they are defeatable enemies.
You will also start to float munitions, as there is barely anything to spend munitions on. This enables you to plant a lot of mines, launch tons of grenades, use the StuG III's Target Weakpoint ability or BLITZKRIEG(!) the gardening pudding out of your enemy with your Panzer IV/Panther.
This strat is put to good use on maps like Road to Kharkov, Kholodny or Semoisky, even though the StuG III's are sometimes at a disadvantage. But we have scopes, so we got this going for us, which is nice.
Enemy off-map arty can destroy your howitzer which is an important asset. You can win without it, but it is nice to have.
Enemy heavy call-ins, like the ISU-152, are hard enemies, as there are no Tigers or Elefants to stop the communist steel, only StuG III's and a Panzer IV. Mines stop them right in their tracks which gives you the upper hand.
Final Words
You can play defensive or offensive with this strat, but offense remains the best form of defense. StuG III's are good attackers, but become weak as soon as they are ambushed. (Why do you get amushed with all your intel?). Critic is always appreciated. Keep in mind that this is my first strat/guide-thingy and I'm not considering myself a top-tier player. No even close.
8 Comments
Private twinkle toe 1010011 Oct 31, 2019 @ 4:55pm 
Outdated but yet reliable guide. GJ.
SikNoscz Oct 27, 2019 @ 5:26pm 
Ostheer doesn't have access to the 221 scout car, that's only OKW. Ostheer only has the 222 you mung
Elvenman Feb 13, 2016 @ 8:53am 
I like it, but I would actually suggest an Ostwind instead of the Pz IV. It packs more of a punch when it comes to infantry flanking the Stugs. For T3 I would suggest 2 Panthers and a Brummbar if you have the resources
Zepher Feb 9, 2016 @ 3:19pm 
A nice guied thats not too long or complicated. I like it ^^
Bot Stealth Feb 4, 2016 @ 2:34pm 
@CreeperJoe22 Get the **** off the comments section.
The Senate Jun 19, 2015 @ 7:37pm 
Great guide - keep it up, I like your style.
Point Orbit Jun 11, 2015 @ 2:23pm 
Too long, not read :reinforce:
Lasse Bluten Jun 9, 2015 @ 1:46am 
nice guide, ty :Dignity: