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.

ResourceSymbolPurposeGeneration
Manpower$•Recruiting infantry, repairing, reinforcingAutomatically over time + from controlled sectors
Fuel$❦Building vehicles, researching vehicle upgrades, calling in tanksFrom fuel points (capturable points)
Munitions$☼Purchasing weapons upgrades, using special abilities (grenades, mortars, mines), activating commander skillsFrom munitions points
Tip: Munitions are often the most scarce resource early-mid game; prioritize capturing munitions points if you plan to use many abilities.

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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.


  • #### 2.2 Anti-Tank Weapons
  • 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.


  • #### 2.3 Flamethrowers
  • 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.


  • #### 2.4 Sniper Rifles (Sniper units)
  • 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.


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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
  • 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.


  • #### 3.2 Armor Upgrades
  • 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.


  • #### 3.3 Special Equipment
  • 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.


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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.

ItemFaction(s)EffectCost (Muni)Usage
MedkitAllHeals a wounded soldier in the squad30Click on a squad member, instant heal
Demolition ChargeEngineers (all)Large explosive that damages buildings and emplacements100Planted manually; detonates after time
Anti-Tank MinePioneers, SappersExplodes when a vehicle drives over it30Place on ground; invisible to vehicles
Anti-Personnel MineEngineersExplodes when enemy infantry walk over25Area denial vs infantry
Smoke CanisterAllDeploys a smoke screen50Conceal movement or block line of sight
FlareAll (some commanders)Reveals area for a duration50Spotting for artillery
Synergies: Place AP mines near chokepoints; use smoke to cover AT grenade throws.

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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.


  • #### 5.2 Emplacements & Structures
  • 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.


  • #### 5.3 Captured Weapons
  • 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.


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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
  • Examples:

  • - 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.
  • 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.


  • #### 6.2 Unique Abilities
  • 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.


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    7. Collectibles & Cosmetics



    CoH2 features limited collectibles, mostly from events, DLC, or the in-game store.

    #### 7.1 Intel Bulletins
  • 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.


  • #### 7.2 Vehicle & Unit Skins
  • 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.


  • #### 7.3 Commander Cards
  • Note: In the original release, commanders were collectible items with rarity (Common, Uncommon, Rare, Elite). Now they are direct purchases or earned through gameplay.


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    8. Important Synergies & Upgrades



  • 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.


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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.