Company of Heroes 2

Company of Heroes 2

232 ratings
Major Tom's Manual to Ardennes Assault
By Aerxi
Manual for kraut destruction and battlefield management.

If I'm missing out on some information, please type it out on the comments section. Thanks :D
This is also my first guide. Soooo.
3 Stars! :D Good enough for me, thanks guys!
Edit: 4 Stars! Really appreciate it guys!
   
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Introduction to the Battlefront
Welcome to the frontline! I hope you had your breakfast and ready to head out.
To start off, the Germans have started their counter offensive and started moving their two panzer divisions to Bastogne and Elsenborn! And soon... Antwerp. As we speak, they have already captured back most of the territory! So be prepared to fight them back.

Anyway with General Winter here, out men are going to get cold and air support grounded, but once it's clear they will be at your disposal.
The Battalions (Dog Company)
General Patton is busy at the south, so HQ dispatched us 4 Companies
These are the four companies:
Dog Company/Support
Abilities

  • Man the Defenses
    Infantry in cover will receive defensive bonuses for a short duration.
    Costs 20 Munitions

  • Affects units in frontline sectors (player-owned sectors adjacent to enemy ones)

    Upgrades
    Details (Man the Defenses)
    Increased Accuracy
    Affected infantry also gain a bonus to accuracy for the duration of the ability.
    Costs 5R Ability cost increased by 10
    Take less damage
    Affected infantry will take less damage for the duration of the ability.
    Costs 5R Ability cost increased by 10
    All Player-Owned Sectors
    This ability now affects infantry in cover within ANY player-owned sector.
    Costs 10R Ability cost increased by 15
    All Sectors
    This ability now affects infantry in cover within ALL sectors on the map.
    Costs 10R Ability cost increased by 20
    Cost Reduction 1
    Reduces the cost of activating Man the Defenses
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of activating Man the Defenses
    Costs 15R Ability cost reduced by 20%

  • Assault Engineers
    Calls in a squad of Assault Engineers to the battlefield. Assault Engineers specialize in short range combat and building field defenses.
    Costs 280 Manpower

    Upgrades
    Details (Assault Engineers)
    Add a Flamethrower
    Units are equipped with an M2 Flamethrower
    Costs 10R
    Increase Squad Size
    Unit size increased to five-man squads
    Costs 20R Ability cost increased by 50
    Build Faster
    Units can construct defenses faster
    Costs 5R
    Vector Target
    Units can now designate artillery targets
    Costs 10R Ability cost increased by 20
    Cost Reduction 1
    Reduces the cost of dispatching Assault Engineers
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of dispatching Assault Engineers
    Costs 15R Ability cost reduced by 20%

  • 105mm Off-Map Artillery
    Orders 105mm Artillery Batteries to fire on a location, saturating the area with high-explosive shells.
    Costs 110 Munitions

    Upgrades
    Details (105mm Off-Map Artillery)
    Suppression
    The shells will burst into more shrapnel, suppressing nearby infantry
    Costs 10R Ability cost increased by 10
    Additional Shells
    The artillery barrage fires additional shells
    Costs 20R Ability cost increased by 40
    Incendiary Barrage
    The artillery barrage now includes incendiary rounds
    Costs 15R Ability cost increased by 15
    Longer Burn Time
    The damage caused by the fire persists for a longer period before burning out
    Costs 20R Ability cost increased by 10
    Cost Reduction 1
    Reduces the cost of calling in a Artillery Barrage
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in a Artillery Barrage
    Costs 15R Ability cost reduced by 20%

  • Anti-Tank Overwatch
    Orders Artillery Batteries to target vehicles in the indicated area
    Costs 40 Munitions

    Upgrades
    Details (Anti-Tank Overwatch)
    Barrage Stun
    Any vehicles hit by artillery (but not penetrated) will be temporarily be stunned
    Costs 10R Ability cost increase by 10
    Increased Penetration
    Shells get increased armor penetration, capable of damaging heavy armor
    Costs 20R Ability cost increased by 15
    Extended Barrage 1
    Additional shells are fired throughout the barrage
    Costs 15R Ability cost increased by 10
    Extended Barrage 2
    Even more additional shells are fired throughout the barrage
    Costs 15R Ability cost increased by 10
    Cost Reduction 1
    Reduces the cost of Activating Anti-Tank Overwatch
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of Activating Anti-Tank Overwatch
    Costs 15R Ability cost reduced by 20%



    Specializations
  • Cheap Team Weapons
    All Team weapons cost less to train.
  • Company Advancement
    The Support Company earns company veterancy faster.
  • Bazooka Supplies
    The Support Company begins the game with the Bazooka Weapon Rack unlocked.
  • Abundant Team Weapons
    All team weapons take up less population.

    Units
  • Assault Engineers
  • M1 75mm Pack Howitzer
Baker Company
Baker Company/Mechanized
Abilities

  • Combined Arms
    Infantry and Vehicles who are near one another coordinate to improve their combat effectiveness
    Costs 20 Munitions

    Upgrades
    Details (Combined Arms)
    Increased Range
    Vehicles and Infantry can support each other from a greater distance
    Costs 10R Ability cost increased by 15
    Suppress Team Weapons
    Nearby enemy HMGs and AT guns become temporarily suppressed, unable to fire
    Costs 10R Ability cost increased by 20
    Infantry Sprint
    Infantry benefiting from Combined Arms sprint to keep up with vehicles
    Costs 5R
    Vehicle Rate of Fire
    Vehicles benefiting from Combined Arms gain increased rate of fire
    Costs 10R Ability cost increased by 30
    Cost Reduction 1
    Reduces the cost of activating Combined Arms
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of activating Combined Arms
    Costs 15R Ability cost reduced by 20%

  • Off-Map Cavalry Riflemen
    Calls in a squad of specialized Cavalry Riflemen mounted in an M3 Halftrack to the field. Cavalry Riflemen are armed with close-range Thompson submachineguns
    Costs 450 Manpower

    Upgrades
    Details (Off-Map Cavalry Riflemen)
    Add a BAR
    Cavalry Riflemen come equipped with an M1918A2 Browning Automatic Rifle
    Costs 15R Ability cost increase by 20
    Add a LMG
    Cavalry Riflemen come equipped with an M1919A6 Light Machine Gun
    Costs 20R Ability cost increased by 40
    Tank Awareness
    Cavalry Riflemen detect nearby tanks, and show their position on the minimap
    Costs 10R
    StG 44 Infrared
    Cavalry Riflemen can upgrade to a stolen German StG 44 assault rifle with attached Infrared scope
    Costs 15R Ability cost increased by 30
    Cost Reduction 1
    Reduces the cost of calling in Cavalry Riflemen
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in Cavalry Riflemen
    Costs 15R Ability cost reduced by 20%

  • Time on Artillery
    Calls in a concentrated off-map artillery barrage on a target location
    Costs 40 Muntions

    Upgrades
    Details (Time on Artillery)
    Tighter Concentration
    The size of the target area reduces, concentrating the barrage more
    Costs 5R Ability cost increase by 15
    Barrage Stun
    Any Vehicle hit by the artillery will be temporarliy stunned
    Costs 10R Ability cost increased by 20
    Extended Barrage 1
    Additional shells are fired throughout the barrage
    Costs 10R Ability cost increased by 15
    Extended Barrage 2
    Further additional shells are fired throughout the barrage
    Costs 10R Ability cost increased by 15
    Cost Reduction 1
    Reduces the cost of calling in the Artillery Barrage
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in the Artillery Barrage
    Costs 15R Ability cost reduced by 20%

  • Armoured Support
    Orders Artillery Batteries to target vehicles in the indicated area
    Costs 700 Manpower

    Upgrades
    Details (Armoured Support)
    M10 Tank Destroyer
    Replaces the first stuart for a M10 Tank Destroyer
    Costs 10R Ability cost increase by 50
    M4A3 Sherman Bulldozer
    Replaces the M10 with a M4A3 Sherman Bulldozer Tank
    Costs 15R Ability cost increased by 180
    M10 Tank Destroyer
    Replaces the first stuart for a M10 Tank Destroyer
    Costs 10R Ability cost increase by 50
    M4A3 Sherman Bulldozer
    Replaces the M10 with a M4A3 Sherman Bulldozer Tank
    Costs 15R Ability cost increased by 180
    Cost Reduction 1
    Reduces the cost of calling in Armour Support
    Costs 20R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in Armour Support
    Costs 25R Ability cost reduced by 20%
    Specializations
    • Grenade and LMG supplies
      The Mechanized Company begins each mission with Grenades and the LMG weapon rack unlocked.
    • Backbone of the army
      The Mechanized Company takes less company strengh damage from squad losses.
    • Priority Fuel
      The Mechanized Company recives a higher fuel income.
    • Frontline Combat
      Infantry fighting in sectors adjacent to enemy-owned territory are more effective.
    Units
    • M3 Half-Track
    • M10 'Wolverine' Tank Destroyer
    • Cavalry Riflemen
Able Company
Able Company
Abilities

  • Airdrop Paratroopers
    Calls in a squad of Airborne Paratroopers on a target location. Paratroopers can specialize at long or short ranged combat with weapon upgrades
    Costs 380 Manpower

    Upgrades
    Details (Airdrop Paratroopers)
    Blind Drop
    A P-47 Thunderbolt flies ahead to scout out the area, allowing airborne to drop in the fog of war
    Costs 5R Ability cost increased by 20
    Suppression
    A second P-47 performs a strafing run, trying to suppress any enemy at the drop zone
    Costs 5R Ability cost increased by 25
    Add a HMG
    A .50cal HMG drops alongside the Paratroopers to provide ground support
    Costs 10R Ability cost increased by 40
    Add a Second Squad
    A second Paratrooper squad drops alongside with the first
    Costs 25R Ability cost increased by 200
    Cost Reduction 1
    Reduces the cost of calling in Paratroopers
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in Paratroopers
    Costs 10R Ability cost reduced by 20%

  • Strafing Run
    A P-47 Thunderbolt will strafe the target position with machine gun fire. Effective vs Infantry and light vehicles
    Costs 50 Munitions

    Upgrades
    Details (Strafing Run)
    Rapid Response
    The P-47 flies quicker to designated target
    Costs 5R
    Wing Man
    An additional P-47 is deployed to the designated target
    Costs 15R Ability cost increased by 35
    Evasive Maneuvers
    The pilot to attempt evasive maneuvers to try and avoid being hit by AA fire
    Costs 5R
    Quick Recovery
    If the P-47 is shot down, this ability will be available to call in again immediately
    Costs 5R
    Cost Reduction 1
    Reduces the cost of calling in a Strafing Run
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in a Strafing Run
    Costs 15R Ability cost reduced by 20%

  • Supply Drop
    Drops a supply crate on the target location, which can be picked up by allies forces
    Costs 225 Manpower

    Upgrades
    Details (Supply Drop)
    Add a Munitions Crate
    Drops in a second Munitions Crate alongside the first
    Costs 10R Ability cost increased by 50
    Add a Bazooka
    The second munitions crate drops bazookas when retrieved
    Costs 20R Ability cost increased by 75
    Add a Fuel Crate
    Adds a fuel crate to the drop, alongside the munitions crate
    Costs 15R Ability cost increased by 100
    Add an AT gun
    Adds a 57mm AT gun to the drop, alongside the crates
    Costs 20R Ability cost increased by 75
    Cost Reduction 1
    Reduces the cost of calling in the Supply Drop
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in the Supply Drop
    Costs 15R Ability cost reduced by 20%

  • Rocket Run
    A P-47 Thunderbolt will strafe the target position with rockets. Effective vs light armour
    Costs 75 Munitions

    Upgrades
    Details (Rocket Run)
    Rapid Response
    The P-47 reaches it's designated target with greater haste
    Costs 5R
    Wing Man
    An additional P-47 is deployed to strafe the designated target
    Costs 20R Ability cost increased by 70
    Use AP Rockets 1
    The P-47s fires Armour Piercing rockets, more effective against medium armour
    Costs 10R Ability cost increased by 25
    Use AP Rockets 2
    The P-47s fires even stronger Armour Piercing rockets, more effective against all armour classes
    Costs 20R Ability cost increased by 25
    Cost Reduction 1
    Reduces the cost of calling in a Rocket Run
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in a Rocket Run
    Costs 10R Ability cost reduced by 20%

    Specializations
    • Infiltrate Pathfinders
      Airborne Pathfinders can be called in on a target building- if unoccupied, they will spawn from that building and exit.
    • Fast capture
      Airborne units can capture and decapture territory faster than other companies.
    • Assassinate
      Airborne Pathfinders gain the Assassinate ability- allowing them to take down specific targets.
    • Extra Manpower and Munitions
      The Airborne Company begins each mission with bonus Manpower and Munitions.
    Units
    • Paratroopers
    • Pathfinders
Fox Company
Fox Company
Abilities
  • Deploy Rangers
    Calls in a squad of Rangers to be deployed to the battlefield. Rangers are an elite unit trained in all aspects of combat, such as marksmanship and demolitions.
    Costs 400 Manpower

    Upgrades
    Details (Deploy Rangers)
    Recon Training
    Rangers are better trained in reconnaissance tactics, increasing the line of sight of the squad.
    Costs 10R Ability cost increased by 40
    Survival Training
    Rangers are better trained in field combat tactics, making them better at evading damage.
    Costs 10R Ability cost increased by 50
    Add Bazookas
    Rangers are equipped with two bazookas, increasing their capability to destroy vehicles.
    Costs 15R Ability cost increased by 100
    Pilfered Equipment
    The Rangers replace their Bazookas with captured Panzerschrecks and Bundle Grenades, which are more effective.
    Costs 15R Ability cost increased by 50
    Cost Reduction 1
    Reduces the cost of deploying Rangers
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of deploying Rangers
    Costs 15R Ability cost reduced by 20%

  • Company Requisition
    Command Releases additional support, providing additional manpower.

  • Grants 800 Manpower.

    Costs 100 Munitions

    Upgrades
    Details (Company Requisition)
    Fast Deployment
    For a brief period, infantry squads and reinforcements can be dispatched to the field much faster.
    Costs 5R Ability cost increase by 10
    Free Reinforcements
    While the ability is active, infantry squads can be reinforced with no manpower cost.
    Costs 10R Ability cost increased by 70
    Additional Support 1
    Company command provides an additional 150 manpower.
    Costs 15R Ability cost increased by 25
    Additional Support 2
    Company command provides an additional 150 manpower.
    Costs 15R Ability cost increased by 25
    Cost Reduction 1
    Reduces the cost of activating Company Requisition
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of activating Company Requisition
    Costs 15R Ability cost reduced by 15%

  • M83 Cluster Bombs
    Scatters a number of M83 Cluster Bombs across the target area. Each bomb has an anti-handling device, making them act as mines.
    Costs 80 Munitions

    Upgrades
    Details (M83 Cluster Bombs)
    High Density Explosive
    The cluster bombs are packed with high density explosive increasing the area of the blast.
    Costs 15R Ability cost increased by 10
    Anti-Vehicle Cluster Bombs
    Larger ordnance in the cluster bombs makes them more effective against vehicles.
    Costs 15R Ability cost increased by 15
    Larger Drop Area
    More cluster bombs are dispersed over a larger target area.
    Costs 15R Ability cost increased by 25
    Impact Detonation
    You can choose to use M129 fuses, causing the cluster bombs to detonate on impact.
    Costs 10R
    Cost Reduction 1
    Reduces the cost of dropping M83 Cluster Bombs
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of dropping M83 Cluster Bombs
    Costs 15R Ability cost reduced by 15%

  • Pinpoint Artillery
    A small artillery support battery fires a pre-ranged round very accurately at the designated target.
    Costs 80 Munitions

    Upgrades
    Details (Pinpoint Artillery)
    No Warning
    With the help of additional spotters, the artillery battery no longer will use ranging smoke and is better able to surprise enemy targets.
    Costs 5R
    Larger Caliber Shell
    The artillery battery fires a larger 155mm shell at the target, increasing the blast radius.
    Costs 20R Ability cost increased by 50
    Quick Response
    Reduces the time it takes for the artillery battery to fire at the designated target.
    Costs 5R Ability cost increased by 10
    Designated Battery
    A battery is attached to the company, allowing unlimited access to artillery support. Reduces the ability cost and and removes the ability cooldown.
    Costs 20R Ability cost reduced by 10%
    Cost Reduction 1
    Reduces the cost of calling in Pinpoint Artillery
    Costs 10R Ability cost reduced by 10%
    Cost Reduction 2
    Further reduces the cost of calling in Pinpoint Artillery
    Costs 15R Ability cost reduced by 15%

    Specializations
    • Veteran Medic
      Squads that are Vet 1 heal slowly out of combat.
    • Grenade Supplies
      Grenades are unlocked immediately at company HQ and grenade abilities have reduced cost.
    • Extra Capacity
      Squads can carry two additional special weapons.
    • Officer Rally
      Officers can halt the retreat of all soldiers.
    Units
    • Rangers
    • WC51 Military Truck w/ .50 Cal HMG
Meta-Map
The Metamap. Truly a Commander's best friend.This will be where you command the 3 Companies to attack or trap the Germans. The metamap also contains information on the kraut strength at a location, where the number of symbols means the harder it is to capture the area.



Company Customization
As you finish missions you gain Requisition Points these points are used to improve your company's abilities.
Requisition Points can also be used to reinforce your company strength, but loses some of your company veterancy experience.
Extra Requisition Points are added to your final score at the end of the campaign.



Events
Sometimes your company will encounter some events, some are good some are bad. Like for example: Your company spots a caged puppy down the road. Release it? [F*ck Yea!/Let it die]
As you release the puppy, a ambush occurred. -10 Company Strength, +1 Puppy.
Are you going to let your men die for a puppy?!



Recovering from a attack
After a tough battle, your company will lose a few men, and to replenish them you neither:
  1. Reinforce them with Requisiiton Points
  2. Leave them to idle.
    eg: Able company is on standby in friendly/enemy territory. Fox Company attacked Leningrad and finished. Able company will recover back 5 company strength w/o losing experience.
Attacking/Trapping
Originally posted by Sun Tzu:
“Invincibility lies in the defence; the possibility of victory in the Attack.”
Attack
Attacking back those krauts is the only thing we can do, and to do it efficiently we will need intelligence!
The sitrep should tell you what you should be expecting, use this to your advantage and send it which company you think is the best suited for.

Trapping
When you clear out an area of those krauts, they tend to split themselves and to their own territories and reinforce them, making it more difficult to attack that sector.
This is where Trapping comes in. Surround the sector that you're going to attack with your 3 companies, so when the enemy retreats they will meet the other companies then their allies.
Objectives
Objectives
Each missions has different objectives. Some involves holding down Victory points, some about securing air drops and some are about destroying the enemy's with vehicles. They are what you need to win. Simple.

Side Objectives
These are what that matters if you want that medal.
These medals improve your final score. There are only 3 side missions and all of them are random on each mission.
  • Help stranded allies in a building
    These can reinforce your company for 15%! Very good for lategame.
  • Help HQ recover German intelligence
    Gives you more requisition points
  • Destroy disabled tank
    Gives you 15% company experience.
Score Breakdown
Score Breakdown
  • Surviving Companies: 2000/each
  • Remaining Requisition Points: 150/Point
  • Company Strength: 15/Point
  • Veterancy Ranks: 500 Points/vet

    Mission Completion Medals
    Gold Medal : 500 Points/medal
    Sliver Medal : 250 Points/medal
    Bronze Medal : 125 Points/medal

    You'll need:
    5000 Total Points to get the Bronze Ardennes Assault Medal
    10000 Total Points to get the Sliver Ardennes Assault Medal
    20000 Total Points to get the Gold Ardennes Assault Medal
Rewards!
Rewards
You will recive the following: Intelligence Bulletins, Skins and Faceplates

Dog Company
    Intel Bulletins
  • Cheap Team Weapons
    -M1 AT, M1 Howitzer, 50 Cal are 5% cheaper.
  • Abundant Team Weapons -M1 AT, M1 Howitzer, 50 Cal are 8% Faster to Build.
  • Bazooka Stores
    -Bazooka upgrade costs 10% less.
    Skins
  • L/M/H Dog Company Skin
  • L/M/H Winterized Dog Company Skin
    Faceplates
  • Ardennes Assault Bronze/Sliver/Gold - Dog Company


Baker Company
    Intel Bulletins
  • LMG Supplies
    -Unlocking the M1918A2 BAR costs 10% less.
  • Backbone of the Army
    -Riflemen & Rear Echelon Troops train and reinforce 10% faster.
  • Priority Fuel -Fuel Caches are 5% Cheaper and 10% faster to build.
    Skins
  • L/M/H Baker Company Skin
  • L/M/H Winterized Baker Company Skin
    Faceplates
  • Ardennes Assault Bronze/Sliver/Gold - Baker Company


Able Company
    Intel Bulletins
  • Fast Capture
    -Pathfinders and Paratroopers capture and decapture territory 5% faster.
  • Assassinate
    -Pathfinders have 5% increased sight range and 2% increased accuracy.
  • Extra Munitions
    -Munitions Caches are 5% Cheaper and 10% faster to build.
    Skins
  • L/M/H Able Company Skin
  • L/M/H Winterized Able Company Skin
    Faceplates
  • Ardennes Assault Bronze/Sliver/Gold - Able Company


Fox Company
    Intel Bulletins
  • VeterinaryVeteran Medic
    -WC51 Ambulance's healing ability recharges 10% faster
  • Officer Rally
    -The Lieutenant, Captain and Major reduce the suppression taken by nearby infantry units by 6%
  • Grenade Supplies
    -Riflemen, Lieutenant and Paratrooper grenades cost 7% less to use and recharge 5% faster.
    Skins
  • L/M/H Fox Company Skin
  • L/M/H Winterized Fox Company Skin
    Faceplates
  • Ardennes Assault Bronze/Sliver/Gold - Fox Company

Note: You only receive what you play.
You will only get the rewards from the companies you played
34 Comments
Dogmitry E. Puplushka Jan 22, 2023 @ 8:39pm 
Like Gauny, skin unlocks didn't work for me either. I wanted to get those heavy vehicle skins but it didn't unlock even with gold.
Gauny Jan 22, 2022 @ 8:16pm 
I just finished AA for second time, mainly for dog company rewards and I got nothing, no skins, no bulletins and no faceplates. Hard difficulty, gold medal, 25631 points. Any ideas?
Flaming Hailstorm Aug 8, 2020 @ 7:57am 
What are your recommendations for the choice of companies at the very start of the campaign?
Is the airborne company particularly useful in any of the missions despite lacking advantages for armored units? I dislike resorting to airstrikes in RTS games, but dropping troops behind enemy lines or pathfinder things can be helpful in certain situations...
Armored Baron Apr 19, 2019 @ 1:03pm 
Could you please add that the Sherman call-in from Baker Company is a 105 Sherman instead of the regular 75mm Sherman because some people might be confused, thanks in advance.
尋覓交配對象~害羞哦 Feb 3, 2019 @ 6:51am 
Ardennes Assault Save Edit Bonus vs 5 Cross enemies
https://steamcommunity.com/sharedfiles/filedetails/?id=1640390330
RIZAs Jul 12, 2018 @ 2:37am 
@daywalker bonus point
Day Walker Jun 6, 2017 @ 9:31am 
Hi great guide, but there is an other bonus objective kill VIP officer . do you know what you'll get for achieving that objective.
loadedstorm88 Nov 13, 2016 @ 2:46pm 
The part where you mention Attacking & Trapping, the trapping would be more successful when setting up your companies in the "Blue Sector" surrounding and blocking the enemy so your not loosing any strength points.
Kwak Jul 7, 2016 @ 11:24am 
Do you get more awards if you play on Bronze/Gold. Or to have less people died?
Skip Jan 30, 2016 @ 12:11am 
"The Battalions" bro they are companies, not battalions, it's literally in the name.