
Core Gameplay
Core Gameplay – Company of Heroes 2
Overview of the Gameplay Loop
Company of Heroes 2 (CoH2) is a real-time strategy (RTS) game that combines base building, squad-based infantry combat, vehicle warfare, and tactical use of cover and the environment. The core loop revolves around capturing and holding strategic points (Victory Points, Fuel, Munitions, and Manpower) to fuel your war machine, while using combined arms to destroy enemy forces. Progression within a match is defined by phases of technology and unit availability, similar to tiers. This guide breaks down each phase – Early, Mid, Late, and Endgame – covering combat systems, economy, progression, and objectives.
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Early Game (0–5 Minutes)
Main Gameplay Loop
- Capture strategic points: Use Engineers and Riflemen squads to secure fuel and munitions points, which are critical for tech upgrades and abilities.
- Build your base: Construct Barracks, Weapon Support Centers, and supply depots to enable infantry and light vehicle production.
- Scout: Use fast-moving units like M3 Stuart (Soviet) or Kettenkrad (German) to reveal the map and find enemy build orders.
- First contact: Engage in small-scale infantry skirmishes, using the cover system to your advantage.
- Cover System: Units in green cover (e.g., sandbags, trenches) take reduced damage; yellow cover (e.g., low walls) offers moderate protection; no cover (red icon) leaves them vulnerable. Always position squads behind cover before engaging.
- Suppression: Machine guns and certain units can suppress infantry, pinning them down and making them easy targets for explosives or flanking attacks.
- Flanking: Attacking from the side or rear reduces enemy defense by 50%. Use this to break entrenched positions.
- Weapon Pickups: Drops from killed enemies (e.g., Panzerschrecks, DP-28s) can be picked up to upgrade squads without spending resources.
- Resources: Manpower (soldiers and repairs), Munitions (abilities, grenades, upgrades), Fuel (vehicles and tech buildings).
- Pop Cap: Typically 100 (can be increased with certain doctrines). Do not exceed the limit; otherwise production halts.
- Starting resources: You begin with enough manpower and fuel to build a first fighting squad and cap points. Prioritize fuel income for early tech.
- Tech Tree: Build a Barracks (fuel cost: 100) to unlock Infantry and Light Vehicle tech. Next, build a Support Center (e.g., Motor Pool) to access light tanks (e.g., T-70 or M3 Lee).
- Veterancy: Squads gain veterancy (I, II, III) by killing enemies; each level grants passive bonuses (e.g., faster reload, accuracy, health regen). Veterans are precious – keep them alive.
- Commander Abilities: Choose a Doctrine before the match. Early game abilities like “Mark Target” or “True Sight” can turn the tide.
- Campaign Mode: In the “Soviet Campaign”, early missions involve defending Moscow or Stalingrad. Exploration includes finding hidden objectives (e.g., partisan caches) and securing key bridges.
- Multiplayer: No quests; “exploration” means scouting the enemy base or map control. Use a single scout car to uncover the enemy’s build while keeping it safe.
- Secure fuel and munitions points: By now you should have at least 2-3 fuel points. Build a light vehicle (e.g., Scout Car, T-70) to harass enemy infantry and cap points.
- Tech up: Build a Medium Tank Factory (e.g., T-34/76) or equivalent to unlock medium tanks.
- Combined arms: Pair infantry with light tanks and artillery to push enemy control points.
- Defend: Use engineers to lay mines and build bunkers at chokepoints.
- Light Vehicles: Use hit-and-run tactics. M2A1 (USF) or Ostwind (OKW) are effective against infantry; Cromwells or T-34s can duel enemy light tanks.
- Anti-Tank Weapons: Build AT guns (e.g., ZiS-3, PaK 40) to counter early enemy armor. Use green cover and sightlines to maximize their effectiveness.
- Mortars and Howitzers: Indirect fire can dislodge entrenched enemies. Use spotter units (e.g., Scout Car) to provide vision.
- Fuel priority: Save fuel for tech buildings. The typical mid game requires 180–200 fuel for a medium tank factory.
- Munitions: Start using munitions for grenades, smoke, and vehicle abilities (e.g., smoke screen on T-34). Avoid stockpiling unless saving for a doctrine ability.
- Manpower: Keep at least 300 manpower in reserve for reinforcing squads. Don’t overextend with expensive units you can’t reinforce.
- Medium Tanks: The T-34/76 (Soviet) or Panzer IV (German) appear. These are flexible tanks good against infantry and light armor.
- Infantry Upgrades: Unlock weapon upgrades at the Riflemen barracks (e.g., SVT-40s or G43s) to increase lethality.
- Doctrine Abilities: Activate mid-game abilities like “Strafe Run” (Luftwaffe) or “Artillery Barrage” (Soviet) to swing engagements.
- Campaign: Mid-campaign missions often require holding a key point for a timer or escorting supply trucks. Exploration reveals flanking routes through buildings or forests.
- Multiplayer: Use infantry squads to scout around the sides of the map, looking for hidden AT guns or second fuel caches.
- Upgrade to heavy tanks: Build Heavy Tank Factory (e.g., IS-2, Tiger I) or unlock heavy tanks via doctrines.
- Contest Victory Points: Most multiplayer games are won by holding Victory Points (capture points with flags). Each VP drained reduces the opponent’s reinforcement rate (or kills the commander in some modes).
- Dominate map control: Place mines, forward repair stations, and bunkers to lock down key intersections.
- Artillery duels: Use howitzers like the M4A3 Sherman with Calliope or Nebelwerfer to counter enemy concentrations.
- Heavy Tanks: Tiger I, IS-2, Panther, and Pershing. They have high armor and health but are slow and vulnerable to flanking or massed AT rockets.
- Armor Penetration: Rear armor is always weaker than front. Use smoke to close the distance and flank.
- Anti-Tank Infantry: Squads like Guards Rifle Infantry (Soviet) or Panzerschreck Volks (German) can ambush heavy tanks. Use them in cover and target engine or tracks.
- Aircraft: Strafe runs, bombing runs, and loiter capabilities (e.g., IL-2, Stuka) can devastate clumped units. Use anti-air vehicles (e.g., M15 CGMC) to counter.
- Fuel becomes scarce: One heavy tank costs 200+ fuel. Prioritize fuel caches and deny them to the enemy with patrols.
- Manpower spikes: After many deaths, manpower income may be strained. Reinforce only key veteran squads.
- Munitions for doctrine: Late-game button abilities like “Target Weak Point” (USA) or “Tank Shock” (Soviet) require significant munitions. Plan accordingly.
- Super-heavy tanks: Some doctrines unlock units like the King Tiger, ISU-152, or Elefant. These are extremely costly but can decide the battle if protected.
- Veterancy matters: A double-veteran medium tank is often more valuable than a fresh heavy. Keep your veteran units alive.
- Commander final abilities: Use abilities like “Overwhelming Firepower” or “Final Stand” (Soviet) to break stalemates.
- Campaign: Late campaign missions involve massive set-piece battles (e.g., Battle of Berlin). Exploration is minimal; focus is on holding lines and counterattacking.
- Multiplayer: Scout with cheap units (e.g., snipers or scout cars) to find enemy base layout and identify their heavy tank production. Use directional audio cues (engine sounds) to guess enemy positions.
- Victory Points (VP): The standard game mode (VP Control) – each VP you control ticks down the enemy’s victory timer (from 500 to 0). If you control 2 out of 3 VPs, the timer ticks at normal rate; all 3 ticks faster. The first team to reach 0 victory points loses.
- Annihilation Mode: Kill all enemy units and structures. Usually longer and more grindy.
- Sudden Death: If a player loses all sectors (no control points), they lose automatically. Prevent this by keeping at least one strategic point.
- Final Mission: Usually a massive defensive or offensive operation (e.g., taking the Reichstag). You must complete a sequence of objectives while managing limited resources.
- After-Action Report: Shows statistics like kills, capture points, and efficiency. In multiplayer, Endgame also includes post-match stats and XP for leveling up your profile/commanders.
- Super-heavy tanks rule: King Tiger or ISU-152 can one-shot most infantry and critically damage other heavies. Use them as a spearhead.
- Combined arms is mandatory: Support super-heavies with infantry (for AT threats), anti-air (for planes), and repair engineers.
- Demolition: Use satchel charges (Engineer squad upgrade) or demolition charges on M8 Greyhound to destroy heavy tanks from ambush.
- Niche units: Snipers, mortars, and MGs become less impactful but still useful for pinning and harassment.
- Fuel may be exhausted: At this stage, both players may have maxed tech. Don’t waste fuel on unneeded vehicles.
- Manpower for reinforcement: Focus on keeping elite squads (e.g., 6-man Riflemen, Guards) well-stocked.
- Munitions for doctrines: End-game abilities like “IL-2 Stalin’s Call” or “Luftwaffe Emergency Bombing” can win the game. Stockpile munitions for these.
- No further tech: All units are already unlocked. Build growth is purely through veterancy and resource hoarding.
- Commander bonuses: Some doctrines have passive abilities that scale (e.g., increased vehicle repair rate). Their benefits become more pronounced.
- Tactical retreats: Preserve veteran units by pulling them off a lost sector. Undeployed manpower is wasted.
- Buy time: If you are behind on VPs, use delaying tactics (mines, rear ambushes) while you build a super-heavy force.
- Deny fuel: Send light vehicles to kill enemy fuel caches if they are undefended.
- Focus fire: Use “Attack Ground” command (Shift+left click) on a retreat path to kill fleeing enemies.
- Use heavy armor aggressively: A ram with a heavy tank (Soviet “Ram” ability) can disable an enemy heavy, allowing AT guns to finish it.
Combat & Interaction Systems
Economy & Resource Management
Progression / Build Growth
Exploration & Quests/Missions
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Mid Game (5–15 Minutes)
Main Gameplay Loop
Combat & Interaction Systems
Economy & Resource Management
Progression / Build Growth
Exploration & Quests/Missions
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Late Game (15–25 Minutes)
Main Gameplay Loop
Combat & Interaction Systems
Economy & Resource Management
Progression / Build Growth
Exploration & Quests/Missions
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Endgame (25+ Minutes or Victory Conditions)
Endgame Structure
#### Multiplayer Victory
#### Campaign Endgame
Combat & Interaction Systems at Endgame
Economy & Resource Management
Progression / Build Growth
Endgame Strategies
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Summary Table of Progression Tiers
| Phase | Time (approx.) | Key Units | Economy Focus | Combat Focus |
|---|---|---|---|---|
| Early Game | 0–5 min | Riflemen, Engineers, Scout Cars | Fuel & Manpower capping | Infantry skirmishes, cover usage |
| Mid Game | 5–15 min | T-34/76, Panzer IV, AT Guns | Tech buildings, fuel cache | Combined arms, light tank duel |
| Late Game | 15–25 min | IS-2, Tiger I, Artillery | Munitions for abilities | Heavy tank brawls, VP control |
| Endgame | 25+ min | King Tiger, ISU-152, Elite Infantry | Manpower reinforcement | Super-heavy showdown, final push |