Company of Heroes 2

Company of Heroes 2

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Discovering The Spearhead Mod in 2022 for Dummies
Autorstwa: Duke Marmalade
This short guide is intended for people that are interested in playing The Spearhead Mod in 2022, and who would like a short explanation of the mod basics. This is not endorsed by the Spearhead developers.

You can find the current mod version via this link- https://steamcommunity.com/sharedfiles/filedetails/?id=2419379319
You will also need another mod for the win conditions, which you can find here- https://steamcommunity.com/sharedfiles/filedetails/?id=1482439395

This guide will not help you in understanding all of the nuances of the mod, and you'll have to explore them by yourself, and of course join the Discord Server where most of the playerbase gathers.
   
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What is special about the Spearhead Mod?
Usually, the first question people who don't know the mod ask is "What's it about" (Alternatively the question can be "What's different").

For starters, assuming that the most recent version of the mod and the win condition has been selected, you'll notice that all 3 of your commanders have vanished into thin air, and your starting unit has a different icon on their shield.

In Spearhead, all five factions have had their commanders / doctrines reworked. Instead of a lax and varying number of commanders per faction, each one has a set of six deep and special commanders / doctrines, each of which plays in its own way.

We'll get to them later on. For now, lets go over the key changes the mod brings.

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TTK / Time-To-Kill

Time-To-Kill refers to the amount of time unit needs in order to kill / destroy another unit. The most important TTK is that of infantry vs infantry.

The TTK of vanilla and of many other mods is generally high, players having plenty of time to react to changes happening on the map, from grenades being thrown to tanks being penetrated.

Spearhead has, for the major part, a rather low / short TTK, which means that the phrase "Blink and they are gone" can be used for almost all interactions of units and things that are not good for them (Those usually being bullets and explosives, sometimes fish)

With low TTK, the time frame that is given to the player is much shorter, meaning that you will need to pay more attention to your units, and inititate retreats much earlier.

Reason why TTK is so low is because the weapons hurt. A lot. They are much more accurate, and much more damaging, making the range at which combat takes place and weapons it is fought with much more important.

-- -- -- -- --

Abilities

Compared to vanilla, units in Spearhead are decked out with abilities of all kinds. Most infantry units have at least one grenade, as well as some version of sprint, and of course the ability to construct basic field defenses (These are the sandbags, sandbag wall, trench, and factional bunker / fighting position)

There are several types of abilities, most numerous being the offense and support types.

Offense type abilities are those whose main point is to kill. These include grenades, as well as special munitions and shells, such as incendiary rounds and High Explosive Shells.

Support type abilities are intended to be used for defensive means. These include smoke abilities of all kinds (Grenades, Shells, Launchers, etc.), as well as things such as hold fire and infiltration (Both of which can be used to prepare an ambush or move into a better position).

Knowing what each unit does, and what are its weaknesses is important, as it allows you to better fight and use them.





Other changes / mechanics
Since this is a rather large mod, its a tad difficult to compile all things that one has to remember and know about. Still, the list below should help you out.


- Infantry mobility enhancing abilities (Sprint, Conditioned Sprint, Suppression Breaks) don't cost resources, and are very good for covering short distances and relocating to a better position in a pinch.

-All machine guns, no matter if heavy or light, deal suppression. That means that even without a deployable HMG, a player can still suppress enemy infantry, although not as quickly or effectively.

-Heavy Grenades (Bundle Grenade, Gammon) can destroy light vehicles, or even heavier targets if throw in the right places.

-Each faction has a plethora of mines to use. For their cheap cost, they can cost the enemy dearly (Teller Mine can (Currently) destroy almost all Allied tanks by itself). Using Minesweepers is crucial against players that know the power of mines.

-Every unit has two texts in its window- The White and The Yellow text.
-White Text is fluff, and describes the history of that particular unit (Changes with doctrine / veterancy)
-Yellow Text describes the armaments of the unit, its possible upgrades, its training (If infantry), its armor (If vehicle), its use (Defense, Assault, General, etc), and its speed (If Vehicle).

-Tanks without pintle / commander upgrades have rather poor line of sight. Using your tanks in tandem with infantry, as well as with eachother, will allow them to better act to threats.

-Most tanks can choose between using a pintle mounted machine gun, or a tank commander. The machine gun gives great Anti-Infantry power, while the commander gives better sight.

-Anti-Tank weaponry is potent and dangerous, especially the one fielded by the Axis. A lucky Panzerschreck shot can completely destroy a medium tank, or leave it barely holding on. A Panzerfaust will generally bring the medium tank to half health, while the light tanks will go down completely most of the time. The HHL3 "Panzerknacker" is difficult to place, but the tank is guaranteed to be destroyed by it. Every Allied tank.

-Mortars have a small automatic attack radius, which means you will have to order barrages for the most part. Placing them close to the frontline but out of sight could help with that, but it depends on the map.

-Howitzers have extremely long range, and can inflict heavy damage to infantry and structures, Even tanks can be severely hurt by direct shots. The caliber of the howitzer directly impacts how large the explosions are. However, the barrages cost plenty of munitions, and are rather innacurate without vision of the bombarded area.

-Each faction can create Recon Teams, which are used to scout the frontlines, and launch flares into the sky to reveal areas. Note that the flare will not reveal units that are camouflaged and static.

-Units out of cover will die much faster compared to vanilla. Stick to cover, but be carefull of explosives, and be ready to move or retreat quickly.

-Auto cannons are much more dangerous. A 222 Scout Car (221 with a 2cm Auto Cannon) will have little problem penetrating a Stuart Light Tank, a T70, or any kind of Halftrack. It can also quickly dispatch infantry.

-Infantry have access to plenty of weapon upgrades, from submachine guns and light machine guns to rocket launchers and flamethrowers. While usually costing plenty of munitions, they can make a major difference in a fight, especially when it comes to rocket launchers.

-Flamethrowers can fire on the move (Unless the squad is sprinting), and can decrew light tank and vehicles. Medium and Heavy tanks will suffer engine and optics damages, but currently cannot be destroyed by just flamethrowers.

-Units skill level directly impacts their performance. The stats are different with each faction and skill level, and include accuracy and received accuracy, as well as suppression received.

-There are currently 6 skill levels- Civilian, Poor, Regular, Experienced, Elite and Ace

-Each faction has a non-doctrinal and doctrinal roster of units. Non-doctrinal units may receive doctrinal weapon upgrades, shield icons, and descriptions upon choosing a doctrine.

-You can tell which doctrine you enemy or ally picked by checking the names of their units, as well as their shield / unit icon.

-Axis engineers and trucks can salvage wrecks and crew weapons, allowing them to pad their fuel and munitions income. Some doctrines also receive "Transfer Order" ability, which allows them to "refund" a unit under their control and remove it from the field.



Doctrines
Each faction has access to 6 different doctrines, all of which give unique rosters of units and play styles.

-Soviet Union / USSR-

-Rifle- An infantry-defensive doctrine that adds, among infantry units, a KV1 Heavy Tank, a BS3 Heavy Anti Tank Gun, and the B4 203mm Howitzer.

-Artillery-An artillery-defensive doctrine that revolves around infantry and artillery. However, it struggles against heavy armor.

-Shock- A versatile doctrine that gives access to Shock Troops, a KV2 Heavy Tank, and T34/85 tanks.

-Tank Destroyer- A doctrine revolving around all things that can kill a tank. Wide array of tank destroyers and tank destroying infantry.

-Tank- The doctrine that gives access to IS2, cheaper tanks, and dangerous assault infantry. However, they lack on-field artillery.

-Mechanized- The Lend-Lease doctrine, you can field Valentines and Shermans, and saturate the field with Katyusha Rockets. Elite ODON and VDV troops are also available.

-United States of America / USA-

-Tank Destroyer- Bloody Buckets, Jacksons, and Nisei riflemen, as well as a plethora of rocket launchers.

-Airborne- 101st Screaming Eagles and 82nd All American Division, elite paratroopers that can wreck havoc with their great training and equipment. However, they mostly rely on supporting actions and setting up ambushes to deal with heavy tanks.

-Ranger- Rangers lead the way, supported by the Jumbo Shermans and Long Tom 15cm Artillery Pieces. Dangerous both on and behind enemy lines, they are one of the most dangerous doctrines.

-Tank- Pershing Heavy Tank, supported with the Easy Eights and experienced infantry can make holes in even heavy armor. Be careful of mines, artillery and super heavy tanks.

-Mechanized- A vast array of halftracks and infantry, as well as different types of Sherman Tank, from Easy Eight to Calliope. A very good generalist, maybe even better than Ranger doctrine.

-Rifle- 29th Infantry Division, along with 105mm Shermans and Priests make for a hell of a defensive line, saturating the enemy with bodies and shells alike. In some ways, a doctrine of Imperial Guard.

-United Kingdom Forces / UKF-
Due to limited knowledge and the fact the faction is up for a complete rework, it is best to simply skip them until that time. Sorry UKF fans :(

-Wehrmacht-

-Ost- Ostruppen, as well as a large array of Anti-Tank weaponry, one of them being the Elefant, all serve as a great defensive doctrine.

-Leichte- A large array of light vehicles, as well as the early version of the Panther make this one of the most agile doctrines.

-Infanterie- Veteran infantry units do most of the work, leaving what few tanks they can't take on to the Jagdpanzer IV.

-Fallschirmjager- Elite Fallschirmjager troops that can decimate any enemy unit if properly equipped, with great supporting abilities.

-Straff- German Penal Squads, all sorts of artillery options, as well as the Brummbar make this doctrine quite a heavy hitter in terms of indirect options.

-Panzer- Fielding the heavies and most famous tanks of the Axis, the Tiger I and King Tiger, it can take on any and all the enemy throws at it, except maybe a large number of artillery and rockets.

-SS/ OKW-

-Panzerjager- Large array of rocket launchers and heavy tank destroyers, largest of them being the Jagdtiger, this doctrine is a perfect generalist, though it lacks in the heavy artillery.

-Propaganda- Volkssturm supported by what few veterans remain, as well as the unique Tiger Ace, this doctrine is another good generalist, as long as one is fast on their feet and on their actions. Be stealthy.

-Mechanized- A large array of light vehicles to take the territory, and then an equally impressive defensive emplacements to defend it.

-Jaeger- Field crack troops, Fallschirmjagers, and the Panther G tanks. Nothing can escape your sight, at least for now.

-Sturm- Sturmtiger, and plenty of STG44's give this doctrine plenty of raw and destructive firepower, although they suffer against Heavy Tanks.

-Panzer- Tiger I, Panther G, and elite infantry allow you to fight all manner of opponents if you put enough effort into it.
Closing Word
For any and all questions, its best to visit the server and ask them there, as you'll be getting the answers "from the tap", i.e from the developers.

Of course, while this guide might give you some idea of what this mod is about, it still can't give you "The Real Experience", so a word of advice is to try a few games against AI, or against a friend to see how you fare.

I know the doctrine descriptions are not much, but you are better off exploring them ingame anyway :D

Komentarzy: 2
Mason Greyrat 16 listopada 2023 o 23:10 
Truly a masterclass, it's actually 2023, but this looks like exactly the COH that I asked for. Ty
Echo 1 30 września 2022 o 4:41 
great for newcomers to the mod