
All Game Items
All Game Items Guide for Company of Heroes 2
Introduction
Company of Heroes 2 (CoH2) does not feature a traditional inventory system with loot drops. Instead, "items" refer to the game’s resources, unit upgrades, commander abilities, and unique equipment that modify gameplay. This guide covers every major category of items: resources (currencies), infantry and vehicle weapons/armor, consumables, key equipment (like heavy weapons teams and emplacements), doctrine-specific call-ins, and collectibles (skins/intel bulletins). Understanding these items is essential for effective strategy.
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1. Resources (Currencies)
CoH2 uses three primary resources. They are generated passively from territory control and can be spent on units, structures, upgrades, and abilities.
| Resource | Symbol | Purpose | Generation |
|---|---|---|---|
| Manpower | $• | Recruiting infantry, repairing, reinforcing | Automatically over time + from controlled sectors |
| Fuel | $❦ | Building vehicles, researching vehicle upgrades, calling in tanks | From fuel points (capturable points) |
| Munitions | $☼ | Purchasing weapons upgrades, using special abilities (grenades, mortars, mines), activating commander skills | From munitions points |
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2. Infantry Weapons & Equipment
Infantry squads can be upgraded with special weapons purchased from the base (e.g., Quartermaster, Support Center). These weapons modify squad capabilities.
#### 2.1 Light Machine Guns (LMGs)
- Examples: Bren LMG (British), DP-28 (Soviet), MG42 (German – but generally mounted on HMG teams).
- Effect: Increases suppression and long-range damage. Typically replaces one rifleman’s weapon.
- How to obtain: Upgrade at base (e.g., Soviet: Molotova Pipeline upgrade then purchase per squad).
- When useful: Lock down defensive positions, counter enemy infantry advances.
- Synergies: Combine with cover bonuses; LMG squads are vulnerable in open ground.
- Examples: Panzerschreck (German AT rocket launcher), Bazooka (American/USF), PIAT (British), Panzerfaust (German one-shot).
- Effect: High penetration vs light/medium armor; Panzerschreck can damage heavy tanks.
- How to obtain: Upgrade at base (e.g., USF: Weapons Support Center). Panzerfausts are a one-time ability on Grenadiers.
- When useful: Ambush vehicles, defend against early light tanks.
- Synergies: Use with camouflage or smoke to get close to armor.
- Examples: Flamethrower (Soviet Engineers, German Pioneers).
- Effect: Devastating to infantry in cover and buildings; causes fire damage over time.
- How to obtain: Upgrade at base (e.g., Soviet: Engineer building).
- When useful: Clearing garrisoned buildings, flushing out defenders.
- Synergies: Engineers can repair while carrying flamethrowers.
- Note: Snipers are a unit type, not a weapon upgrade. However, they can be considered equipment.
- Effect: One-shot infantry at range; cannot target vehicles.
- How to obtain: Train from specific buildings (Soviet: Command Headquarters sub-building).
- When useful: Countering enemy support weapons, killing officers, harassing infantry.
- Synergies: Use with forward observation for spotting.
- Examples: Soviet T-34/85 (upgraded gun vs T-34/76), German Panther (long 75mm vs short).
- Effect: Increased penetration, damage, range on tank main guns.
- How to obtain: Research at Mechanized Support Center (Soviet: T-34/85 upgrade).
- When useful: To counter heavier enemy tanks; critical for mid/late game.
- Synergies: Pair with mobility upgrades like increased engine power.
- Examples: Armor skirts (Schürzen) on German Pz IV and Panther.
- Effect: Provides extra armor against shaped-charge weapons (e.g., bazookas, PIATs); does not affect penetration of AP rounds.
- How to obtain: Research at Panzer Support Center (German).
- When useful: Protect against infantry AT weapons; less effective against tanks.
- Synergies: Combine with smoke screens to close distance.
- Examples: Bulldozer blade (available on some Allied heavy tanks), remote-control mines (Goliath – German).
- Effect: Bulldozer clears obstacles and crushes infantry; Goliath is a remote-detonated mine.
- How to obtain: Via specific commanders (e.g., German Goliath from Storm Doctrine).
- When useful: Map clearance or area denial.
#### 2.2 Anti-Tank Weapons
#### 2.3 Flamethrowers
#### 2.4 Sniper Rifles (Sniper units)
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3. Vehicle Weapons & Armor
Vehicles can be upgraded with improved weapons or defensive armor at the base via vehicle depots.
#### 3.1 Main Gun Upgrades
#### 3.2 Armor Upgrades
#### 3.3 Special Equipment
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4. Consumables
These are one-time-use items purchased with munitions. They are used by infantry squads via the ability bar.
| Item | Faction(s) | Effect | Cost (Muni) | Usage |
|---|---|---|---|---|
| Medkit | All | Heals a wounded soldier in the squad | 30 | Click on a squad member, instant heal |
| Demolition Charge | Engineers (all) | Large explosive that damages buildings and emplacements | 100 | Planted manually; detonates after time |
| Anti-Tank Mine | Pioneers, Sappers | Explodes when a vehicle drives over it | 30 | Place on ground; invisible to vehicles |
| Anti-Personnel Mine | Engineers | Explodes when enemy infantry walk over | 25 | Area denial vs infantry |
| Smoke Canister | All | Deploys a smoke screen | 50 | Conceal movement or block line of sight |
| Flare | All (some commanders) | Reveals area for a duration | 50 | Spotting for artillery |
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5. Key Equipment & Emplacements
These are permanent or semi-permanent items that can be built or captured.
#### 5.1 Heavy Weapons Teams
- Examples: MG42 HMG (German), Maxim HMG (Soviet), Mortar (all factions).
- Effect: Suppress and kill infantry at range (HMGs) or indirect fire (mortars).
- How to obtain: Build at Support Center (Soviet: Mortar from Support Weapons Barracks).
- When useful: Defending points, area denial, breaking attacks.
- Synergies: Protect with infantry screens; HMGs can be overrun.
- Examples: Bunker (German), Tank Trap, Barbed Wire, Sandbags.
- Effect: Provide cover, block movement, shelter unit.
- How to obtain: Built by engineers (German Pioneers, Soviet Engineers).
- When useful: Fortify positions, channel enemy advances.
- Synergies: Combine HMGs inside bunkers for extra durability.
- Example: Can capture enemy heavy weapons (e.g., abandoned MG42) by selecting infantry and right-click.
- Effect: Gain that weapon for your squad (if you have a vacant weapon slot).
- When useful: After an enemy squad is wiped, pick up high-value weapons.
- Examples:
- Effect: Extremely powerful vehicles with high cost (e.g., 600 manpower, 220 fuel).
- How to obtain: Purchase using resources once the doctrinal requirement is met (requires CoH2: Ardennes Assault).
- When useful: To break stalemates; requires strong fuel economy.
- Examples: Artillery barrage (all factions), Airborne reinforcements (USF), Radio Silence (Soviet).
- Effect: Provide strategic effects like area bombing, supply drops, or temporary vision.
- Cost: Varies; often high munitions or a combined resource cost.
- Synergies: Coordinate with attacks to maximize damage.
- Description: Passive bonuses that can be equipped for a specific unit type (e.g., +10% accuracy for LMG squads).
- How to obtain: Unlocked via Commander progression or purchased. Removed in later updates; now legacy.
- When useful: Old system; no longer relevant in current multiplayer meta.
- Examples: Winter camouflage for Tiger, Desert pattern for M4 Sherman.
- How to obtain: DLC packs (e.g., “The Western Front Armies” pre-order skins), or events.
- Effect: Purely cosmetic.
- When useful: Visual variety; no gameplay impact.
- Note: In the original release, commanders were collectible items with rarity (Common, Uncommon, Rare, Elite). Now they are direct purchases or earned through gameplay.
- Fuel → Tanks & Upgrades: Always prioritize fuel points if you want heavy vehicles. Munitions are secondary but crucial for upgrades.
- Manpower + Munitions → Infantry Upgrades: LMGs and AT rockets dramatically increase infantry effectiveness.
- Vehicle Armor + Smoke: Upgrade armor first, then use smoke to approach enemy AT.
- Consumables + Doctrine: For example, Soviet “Medical Supplies” ability from a commander can replace medkits, freeing munitions.
- Heavy Weapons + Bunkers: Defend HMGs in bunkers to prevent snipers and flanking.
#### 5.2 Emplacements & Structures
#### 5.3 Captured Weapons
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6. Doctrine & Commander Items
Each faction has several commanders that unlock unique items (call-in vehicles, abilities, and upgrades). These are selected before the match from the loadout screen.
#### 6.1 Call-In Vehicles
- OKW: Jagdtiger (heavy tank destroyer) from Elite Armor Doctrine.
- Soviet: IS-2 heavy tank from Shock Motor Heavy Tank Doctrine.
- German (Wehrmacht): Tiger I from Heavy Armor Doctrine.
#### 6.2 Unique Abilities
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7. Collectibles & Cosmetics
CoH2 features limited collectibles, mostly from events, DLC, or the in-game store.
#### 7.1 Intel Bulletins
#### 7.2 Vehicle & Unit Skins
#### 7.3 Commander Cards
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8. Important Synergies & Upgrades
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9. Conclusion
CoH2’s “items” are interwoven into its economy, tech tree, and commander system. Mastery of when to purchase upgrades, use consumables, and call in doctrinal units is the key to victory. Adapt your loadout to the map and enemy faction for best results.