Company of Heroes

Company of Heroes

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Panzer Elite Build Orders
Okay, I am one of the mid guard gamers on vCOH...2.40 onwards.
But, there are some rules of thumb with Panzer Elite, in comparison to other factions in the game.
Tech Tree
The Brits and Wermacht are "traditional" 3-4 tier tech systems. (Anyone with a grasp of CnC or SC) will pick up on that. Wermacht is pretty much simple resource tech up, and the Brits are prerequisite required tech up.
Americans are interrupted 2 Tier system. Meaning you have two tech levels. with a prerequisite unlock structure [the depot] to unlock the second tier. [But you must have the depot...it is non-negotiable.]

Panzer Elite on the otherhand...are an open 2 Tier System...meaning once you build one of two options from Tier 1; Tier 2 unlocks. This allows you as a Panzer Elite player a wildly open playing field, because you can either pre-empt or react to enemies much faster than the other three factions. [This being helped by the fact that all PE infantry barring Luftwaffe Support and Fallschirmjagers, can be used to build your base structures, and quickly mind you...if you have the resources to do so.] Keep this in mind.

[b} Build Orders[/b]
Since PE have some major flexibility advantages just in the tech tree, you can get very creative with your build que.
I usually favor a two PZG starting, with the Ketten/Schwimmwagon in support. This allows for fast first structure build or grabbing three territories relatively in short order.

Now, my preference as a PE player is atypical...I take this entire faction...designed from the outgo as an offensive faction and flip it on its head as a defensive faction. [And boy does it hack off online players.]

My build que centers around the Logistik Kompanie. Why you ask? Scout/Logistic Cars primarily. On some maps PE is a nightmare to deal with...because the bizarre shape of the territories allows PE players to sneak the Logistik Car in some overlooked or easily defended or blocked off corner of the territory and basically deny capture of that territory nearly indefinitely.

But also Logistik Company gives you access to the AT Grenades and the increased squad size...very important and vital for PE...but also highly advantegous. AT Grenades have a unique capacity for the PE, [since 2.44] some PE players have realized that PE flame nades and AT nades prospectively could destroy environmental barriers fences/walls/and even hedges [mostly flame nades and incendiary mortar rounds.] Allowing them to quickly negate obstacles [minus barbed wire and tank traps.] and hard cover.

The Build Order is this...2 PZG->Logistik Kompanie->increased squad sizes/Defensive Operations/AT nades in various orders.

Now you can have about twelve possible full build orders for structures [excluding two rush build ques.]
LogK->KampK->PanzJ->PanzK
KampK->LogK->PanzJ->PanzK
LogK->PanzJ->PanzK->KampK
KampK->PanzJ->PanzK->LogK
LogK->PanzK->PanzJ->KampK
KampK->PanzK->PanzJ->LogK
LogK->PanzJ->KampK->PanzK
KampK->PanzJ->LogK->PanzK
LogK->PanzK->KampK->PanzJ
KampK-PanzK->LogK->PanzJ
LogK->KampK->PanzK->PanzJ
KampK->LogK->PanzK->PanzJ

And two tech rush build orders...for Panther Battlegroup.
KampK->PanzJ->PanzK
KampK->PanzK->PanzJ

So you have a total of 14 possible build ques...plus some players will play with only one or two structures in some matches...it does happen. That is another consideration as well.

Select one that fits your style.
I generally prefer the LogK->PanzJ->KampK->PanzK build since the PanzK isn't really that important in combat and if you are trying to get your Panther Battlegroup upgrade. [have all three upgrades Panzerschreke/Marder/PZIV-Hotchkiss to unlock the HQ upgrade.] And you have to have all four structures and all infantry upgrades to unlock for all of your PE infantry the sprint ability.

Logistik Kompany is first for Scout/Logistik Car...capture and lockdown increase. They are cheap to get...and use...so use them where necessary. Upgrades AT nades and Increased squad sizes...[the squad increase is very very necessary...particularly when facing sniper spammers and rushers.]

The PanzJ is second because it gives PE players [from 2.44 to 2.50] the ability to murder off enemy snipers and infantry. Armored Car...for the snipers. APZG for infantry...although both are quite good anti-infantry...odd because the PanzJ is called PanzerJager Kommand for a reason..and you only get one Panzer Jager unit...the Marder. [Never made sense but oh well.] The group zeal upgrade is not as tactically useful as in 2.44 since the anti-blobbing nerfs...but in 2.44 you only needed two PzG within a certain radius for the effect to take place...aka your blue bars would glow silver mitigating a limited amount of damage taken, and showing your units were also increased in effective fire. Allowed for some really creative attack and defense strategies...but the blobbers ruined it for everyone.

KampK is third because PE will need heavier AT with the Panzerschrekes and the mine detection and fieldcraft [faster capturing.] This makes PE very hard to counter with mines...because a cautious PE player will halt his infantry to reveal mines or charges and throw an AT grenade or flame nade to destroy...or as in some situations...use it to kill its owners. I have been able to pull it off against infantry and vehicles on several occassions.

PanzK is fourth because its the end of the line structure...it really doesn't give much back for the investment...since 2.45...since the nerfs and tweaks. Your light AT Halftrack is worthless...except as a highly pricey infantry sniper. Since its disabling shot has been nerfed to ridiculousness. PzIV is also really unusable unless the enemy player is a crazy mass infantry wave player or heavy position user. The Hotchkiss is more usable...because in groups with Stuka zu Fuss upgrade it will kill anything out to a certain range. And the Berger Tiger is the Zombie vehicle builder...and your bulldozer...since you can crush most obstacles that infantry can't destroy with AT nades or flame effects.


Doctrines

Generally...PE players in doctrine choices are kind of skimped on a bit, or overwhelming pumped up.

Scorched Earth...Boobytraps and Roadblocks...in 2.44 they made even the most aggressive American Armor player worthless by denying him roads and avenues of approach. The Boobytraps can kill light vehicles if they are idiotic enough to stay put. Since 2.44 the boobytraps were nerfed...and will not explode on the point...but away from the point...meaning smart Allied players would approach a point from one direction, then set off the boobytrap...and circle around the point while the boobytrap expended itself in the open uselessly. More useful in buildings now though. The Roadblocks have been nerfed...and can be rapidly negated by focused force fire...and increased spacing limits.
Sector Arty has been nerfed to pieces since 2.44 and can not even be used for defensive fire on a point. [not really to be used.]
Scorched Earth ability...possibly the best ability to get in game...don't want to allow a player to capture a point...or deny them a recaptured sector...scorch it...takes a while for repairing to return it to normal...its lovely in Victory Point games...no points for you! And even worse throw a boobytrap on the Scorched Point...to add insult to injury. [Depending on patch it will blow up after or during repairs] The Hummel also is a very devestating, two are enough to ruin someones day...occasionally I get three...and its the game ender for many enemy players.
[This Doctrine is a good all rounder General Purpose Doctrine...Offensive and Defensive in the same doctrine.]

Luftwaffe Doctrine...mmm...not really useful after all the nerfs. Fallschirmjagers had their selectable camo removed...so you really can't sneak behind enemy lines like in 2.44 to 2.5. Now they have stupid, 'flicker' camo in cover...that later inspired the camo concepts of CoH2. Which could be exploited with not upgrading the units weapons and only using rifles. Confusing enemy units targeting AI...because rifle fallschirmjagers would recloak after each shot...just like a sniper does, but only in cover. Luftwaffe might be defensively good...but its lack of anti-tank obstacles...make it less desirable than Scorched Earth and its road blocks. However, it is a good hard counter doctrine against Commando and Airborne Doctrines...and in practice can be used to supplement Wermacht Defensive Doctrine defensive lines. The Henschel Air Strike isn't really useful...because it becomes limited in area of effect...and the area has to be under observation. The Butterfly Mines are okay...and allow the mine light PE to place good area denial mine zones quickly. Wirbelwind is more of a light vehicle/infantry killer.
[More Defensive and Support...but Appears to be more specialist Defensive...Airborne/Commando counter...limited viability versus Infantry Doctrine. Other Doctrines make it highly risky.]

Tank Hunter...or in my words...the assault doctrine. Because it doubles up your AT nades and Panzerschrekes. But, also it allows you to see enemy vehicles before they enter your territory...if PzG are near. You have increased AT damage from all AT vehicles and effects...and you get the Teller AT mine, and the camoflage Hetzer and the mighty yet sadly one off...JadgPanther...which since 2.44 its hull was nerfed and can be crushed!!!! Not really a good mix for such an expensive and one off call in vehicle. [More offensive...than defensive...and gives a rather measly amount of buffs...and only to AT units. It shines against Armor and Royal Engineers...but in comparison to Scorched Earth which can completely deny vehicle movement via road blocks...just as risky. More useful in rushing shrekes or mid game assault attacks. Not really as AT as it is labeled as.]

Just some info.

In comparison to the
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Showing 1-5 of 5 comments
MR (Banned) Aug 27, 2013 @ 4:00am 
Sit down.
Miiiiiiiiiiiiike Aug 27, 2013 @ 2:48pm 
You should make this into a guide instead of putting it on the discussion page, it won't be lost that way.
Searfred Aug 27, 2013 @ 8:04pm 
thanks :)
Shielos Aug 30, 2013 @ 3:36pm 
not a panzer player but thanks for that indepth overview very intresting. I just like the 4 man fire teams 2 together make a section and 3 sections make a platoon, would a platoon be counted as a spam though 6 panzer squads upgraded most would say so but beg to differ, 1 platoon is not that much in reality. A company of men would be, and thats 3 platoons 18 panzer sections. Why is this game entitled company of heroes again lol that would probably pop cap out. Me ranting thanks anyway.
Teal'c Sep 1, 2013 @ 4:52am 
Nice job, lots of work gone in here, you should move it to the guide section
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Showing 1-5 of 5 comments
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Date Posted: Aug 25, 2013 @ 6:23pm
Posts: 5