Company of Heroes 2

Company of Heroes 2

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*Lonepine* Oct 25, 2014 @ 3:40pm
COH2 Golden Rules
I saw this in a discussion, and thought it'd be nice to try and get a collection of golden rules to help players (like me) who are trying to get better. These should be rules that are broken at your peril. Feel free to challenge or re-word them.

Originally posted by just.kamk:

Golden rule: if there's no resistance, you have to push!

I'll add a few:

The key to victory is force concentration and unit preservation.

Retreat mobile artillery units after each salvo if you want to keep them alive.

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Showing 1-15 of 37 comments
YCWD Oct 25, 2014 @ 3:44pm 
Dont play as USF in 3v3 and 4v4....until there is a big patch and I mean BIG.

As Soviets always rely on Spamming Snipers as T1 and Maxims as T2 until you can Call in Shocks or Guards. Do not rely on Conscripts much as they will bleed your manpower white in the long game.

Always remember that COH2 is a game about Manpower. Its the only resource that does NOT go UP in team games and goes DOWN as Pop cap increases. Manpower is your most imporant and scarce resource dont waste it.

OKW is an infantry faction first. Armor is to support your infantry and your infantry is enough to do incredibly well. Dont waste too much manpower chasing down the fuel.

In teamgames actually use TEAMWORK its shocking I know. Hell even ping the map if you dont speak english.
Last edited by YCWD; Oct 25, 2014 @ 3:45pm
*Lonepine* Oct 25, 2014 @ 6:57pm 
Originally posted by JHeartless:

As Soviets always rely on Spamming Snipers as T1

Thats risky with Kubels.


Always remember that COH2 is a game about Manpower. Its the only resource that does NOT go UP in team games and goes DOWN as Pop cap increases. Manpower is your most imporant and scarce resource dont waste it.

Could you expalin that better. I always seem to have plenty of Manpower in games.


OKW is an infantry faction first. Armor is to support your infantry and your infantry is enough to do incredibly well. Dont waste too much manpower chasing down the fuel.

That's an interesting perspective.
Shlong of Democracy Oct 25, 2014 @ 10:10pm 
heres another one:
DONT SUCK
Play US in 4v4 if you are crazy, like me
Ranked 4079 in 4v4 with USF, 35 wins
Last edited by 開陽丸 KaiyouMaru; Oct 25, 2014 @ 10:17pm
Mr.Brightside Oct 26, 2014 @ 12:04am 
Turtling on a point only makes the german stronger if you are allies.
just.kamk /idle Oct 26, 2014 @ 12:18am 
Originally posted by Lonepine63:
...
The key to victory is force concentration and unit preservation....
I like that one, but for me there's an exception:
- Sacrifice a unit if you can ensure a kill on high value enemy ones.

And another one:
- Attack in steps, not in waves
(as in: do partial retreats / attacks, and not full retreats / blob attacks)


Originally posted by Chiyomi Anzai "Anchovy" |Yuki:
Play US in 4v4 if you are crazy, like me
Ranked 4079 in 4v4 with USF, 35 wins
That just means you're bad with them :P
Last edited by just.kamk /idle; Oct 26, 2014 @ 12:21am
Proper Skux Oct 26, 2014 @ 12:42am 
Originally posted by Lonepine63:
Originally posted by JHeartless:

As Soviets always rely on Spamming Snipers as T1

Thats risky with Kubels.


Always remember that COH2 is a game about Manpower. Its the only resource that does NOT go UP in team games and goes DOWN as Pop cap increases. Manpower is your most imporant and scarce resource dont waste it.

Could you expalin that better. I always seem to have plenty of Manpower in games.


OKW is an infantry faction first. Armor is to support your infantry and your infantry is enough to do incredibly well. Dont waste too much manpower chasing down the fuel.

That's an interesting perspective.

If you're floating man power you should be spending it basically. If you're spending it you're force is getting larger which means you have less man power. Which means if you suddenly take alot of casualties you'll be out the fight for a bit/can't afford a new unit where your opponent isn't.

Man power might not be as sexy as having fuel for Panthers or ammo for artillery strikes but it's absolutely the slow, death by a million cuts way that most matches are lost.

If you want a strong example this match:

https://www.youtube.com/watch?v=j6WLo2Kf9H0&list=UUyUcNdOxXcVt3o9eZKdza9w&spfreload=10

Is pretty much the german player getting slowly bled to death till he can't maintain map advantage even with two tigers.

OKW as an infantry faction is more or less true. You're never going to have enough armour on the field to use them as the main way you push (panther's are super expensive and everything else is a light vehicle that needs infantry protection late). You can absolutely have a nice string of Volk's with Panzershrecks and Ober's that'll manage a whole range of threats.
drumroll Oct 26, 2014 @ 3:13am 
1.Don't spam the ♥♥♥♥♥♥♥ ping marker. Place it once, not ten times.

2. Also don't ping a tank every time it apprears from the fog of war UNLESS it is flanking your allies unseen. If your ally has AT guns pointing in the tanks direction, chances are he's expecting a tank.

3. Don't build penals.

4. Prepare for tanks. Don't just hope your teammates will handle the AT for the entire map, it's everones responsibility.

5. Don't bother making a pretty defensive line unless its defending a VP or fuel point against an known threat.

6. Don't build Su-76's.

𝑲 Oct 26, 2014 @ 3:32am 
Remember your ABC: Always Be Capping.
ShodaN Oct 26, 2014 @ 4:07am 
What? Not yet here?:

- When in doubt, always go for the cut-off.

This is the most important point to capture. Not the munitions point, not the fuel point, but the one that will separate them all from your base once it is uncaptured. There is nothing more powerful then undoing all or most of your enemies capping at once.
=/\= RVN =/\= Oct 26, 2014 @ 4:20am 
learn2micro
Lexz Oct 26, 2014 @ 4:35am 
Maxium HMG always deploed faster than MG42.

T70 has a very fast rate of fire and amazing accurate.Infantry killer,but be aware of panzerfaust.
YCWD Oct 26, 2014 @ 10:12am 
Originally posted by Albino Bunny:
Originally posted by Lonepine63:

Thats risky with Kubels.



Could you expalin that better. I always seem to have plenty of Manpower in games.



That's an interesting perspective.

If you're floating man power you should be spending it basically. If you're spending it you're force is getting larger which means you have less man power. Which means if you suddenly take alot of casualties you'll be out the fight for a bit/can't afford a new unit where your opponent isn't.

Man power might not be as sexy as having fuel for Panthers or ammo for artillery strikes but it's absolutely the slow, death by a million cuts way that most matches are lost.

If you want a strong example this match:

https://www.youtube.com/watch?v=j6WLo2Kf9H0&list=UUyUcNdOxXcVt3o9eZKdza9w&spfreload=10

Is pretty much the german player getting slowly bled to death till he can't maintain map advantage even with two tigers.

OKW as an infantry faction is more or less true. You're never going to have enough armour on the field to use them as the main way you push (panther's are super expensive and everything else is a light vehicle that needs infantry protection late). You can absolutely have a nice string of Volk's with Panzershrecks and Ober's that'll manage a whole range of threats.

This. A prime example of the infantry nature of OKW.

Obers are walking KV8s. They really are. You really need no other form of AI. You can also substitute Falls but they arent as Deadly. And you can always get Obers every single game. Not even vetted Infantry stand a chance against Obers. If you get STG44 upgrade not even Shocks can deal with them.

Combine this with a Blob of Shreks and a Few Raks and Armor is nice but not required to win.

And as stated above you should never float manpower and you should always be aggresive. This is how you gain Vet which is a massive advantage. When your pop cap increases mid to late game and your aggressive Manpower is always in short supply. In essence if your not hurting for Manpower your doing it wrong.

Armor is good Armor is nice but Armor isnt the game winner. (unless your OKW in 3v3 and 4v4)

This is why the idea of having "Cheap and numerous units" doesnt work. If you throw away units or lose them it costs you vet and manpower. Using two squads to take down one squad is usually skewed wrong with the Pop cap imbalance. For example two Scripts have the same pop cap as two LMG Grens and will always lose against them and bleed manpower if they engage.

This is also why Snipers are so strong.
Originally posted by just.kamk:
Originally posted by Lonepine63:
...
Originally posted by Chiyomi Anzai "Anchovy" |Yuki:
Play US in 4v4 if you are crazy, like me
Ranked 4079 in 4v4 with USF, 35 wins
That just means you're bad with them :P
Nah, the Rank 1 USF 4v4 player only played 13 games as USF
Plus, everything feels so underpowered, looking at you Jackson
Last edited by 開陽丸 KaiyouMaru; Oct 26, 2014 @ 10:43am
*Lonepine* Oct 27, 2014 @ 2:43am 
Originally posted by Albino Bunny:
Originally posted by Lonepine63:



If you want a strong example this match:

https://www.youtube.com/watch?v=j6WLo2Kf9H0&list=UUyUcNdOxXcVt3o9eZKdza9w&spfreload=10

Is pretty much the german player getting slowly bled to death till he can't maintain map advantage even with two tigers.

OKW as an infantry faction is more or less true. You're never going to have enough armour on the field to use them as the main way you push (panther's are super expensive and everything else is a light vehicle that needs infantry protection late). You can absolutely have a nice string of Volk's with Panzershrecks and Ober's that'll manage a whole range of threats.

Thanks for that example
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Date Posted: Oct 25, 2014 @ 3:40pm
Posts: 37