Game Tips

Game Tips – Company of Heroes 2



Comprehensive guide covering beginner, intermediate, and advanced strategies for all factions.

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1. Beginner Tips



#### 1.1 Capture Points Early & Often
  • Tip: In the first 30 seconds, send one or two squads to capture the nearest victory point or fuel/munition point. Don’t leave your base idle.

  • Why: Territory gives resources. Fuel lets you build tanks; munitions enable abilities and upgrades. A quick cap denies enemy income and accelerates your tech.

  • When: Always at game start. Re-cap points after losing them.


  • #### 1.2 Use Cover Religiousy
  • Tip: Always move infantry from green cover (bushes) to green cover. Avoid standing in the open.

  • Why: Green cover reduces incoming damage by 50%, yellow cover (sandbags) by 25%. Units in the open die fast.

  • When: Every engagement. Pre-position behind rocks or walls before enemy contact.


  • #### 1.3 Repair Your Vehicles
  • Tip: Use engineer squads or vehicle crew to repair tanks and half-tracks. Don’t let your tanks burn.

  • Why: A damaged tank is still effective; a repaired one can fight multiple engagements.

  • When: After retreating or during lulls in combat.


  • #### 1.4 Use the Retreat Button (R)
  • Tip: Press R to instantly order a squad to sprint back to base invulnerable for a few seconds.

  • Why: Prevents squad wipe, preserves veterancy. Better to retreat early than lose six men.

  • When: As soon as a squad takes heavy casualties or is outnumbered.


  • #### 1.5 Build at Least One Mortar or Howitzer
  • Tip: Indirect fire is critical for dislodging enemies from buildings or behind heavy cover.

  • Why: Direct assaults on fortified positions cause heavy losses. Barrage forces enemy to move or die.

  • When: Mid-game (after 2-3 infantry squads).


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    2. Economy & Resources



    #### 2.1 Fuel is King
  • Tip: Prioritize fuel points over munition points in the early game.

  • Why: Fuel determines your vehicle timing. A Tiger or T-34 arriving two minutes earlier wins fights.

  • When: On maps with fuel points, cap them first. Trade munitions for fuel if needed using doctrines.


  • #### 2.2 Manage Munitions for Abilities
  • Tip: Save munitions for key abilities like grenades, mortar flares, or defensive artillery.

  • Why: Wasting munitions on unnecessary infantry upgrades delays powerful call-ins.

  • When: Don’t spam upgrade every squad; pick 1-2 explosive-focused squads.


  • #### 2.3 Build Efficiently
  • Tip: Place structures inside your base’s build radius; don’t over-extend with forward buildings early.

  • Why: Forward bases are vulnerable. Keep your economy safe until you control the map center.

  • When: Mid-game after securing at least 2-3 sectors.


  • #### 2.4 Capture Neutral Resource Points
  • Tip: Always send a scout or engineer to capture neutral fuel and munitions on your side of the map.

  • Why: Every point adds to your income. Missing one gives opponent free resources.

  • When: At game start and after each major fight when you push forward.


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    3. Unit Management & Micro



    #### 3.1 Use Vehicle Reverse (R on selected vehicle)
  • Tip: Press R to order a vehicle to reverse out of danger instead of turning around.

  • Why: Turning exposes weak rear armor. Reversing keeps front armor facing enemy.

  • When: Any time a vehicle is under anti-tank fire.


  • #### 3.2 Cycle Focusing Fire
  • Tip: Select multiple anti-tank squads and have them target the same tank one by one.

  • Why: Concentrated fire destroys vehicles faster than spread damage. Reduces enemy damage output.

  • When: Against heavy tanks or multiple vehicles.


  • #### 3.3 Blob Control – Spread Out
  • Tip: Use separate control groups for different unit types. Avoid moving all infantry as one blob.

  • Why: A single mortar shell can wipe a blob. Spread units to use cover and avoid splash.

  • When: Always. Split squads into 2-3 groups to flank.


  • #### 3.4 Use Smoke Screens
  • Tip: Many infantry and vehicles have smoke launchers. Use smoke to block enemy line of sight.

  • Why: Allows safe retreat or advance across open ground. Denies enemy MG fire.

  • When: When crossing roads or charging a defended position.


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    4. Map Control & Vision



    #### 4.1 Scout with Cheap Units
  • Tip: Send a single scout or sniper forward to reveal enemy positions.

  • Why: Knowledge prevents ambushes. Scouting lets you choose engagements on your terms.

  • When: Throughout the game. Keep a scout near the front line.


  • #### 4.2 Place Flares/Recon Abilities
  • Tip: Use recon abilities (e.g., Soviet mortar flare, Wehrmacht scout car) to reveal fog of war.

  • Why: Reveals hidden AT guns or minefields. Prevents nasty surprises.

  • When: Before pushing into a sector you suspect is defended.


  • #### 4.3 Deny Enemy Forward Bases
  • Tip: Kill engineers building forward headquarters or bunkers.

  • Why: Destroying their forward base delays their offense and cuts their retreat path.

  • When: When you see a builder behind enemy lines.


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    5. Build Orders & Tech Paths



    #### 5.1 Soviet Standard Build
  • Tip: Start with 4 Conscript squads, then tier to T1 for scout car, or skip to T2 for Zis guns.

  • Why: Conscripts are cheap, cap fast, and can merge with other squads. T2 gives AT capability.

  • When: General purpose. Adapt if facing early armor: rush T2.


  • #### 5.2 Wehrmacht Early Game
  • Tip: 1 Pioneer, 2 Grenadiers, then tech to T2 for MG42 or mortar.

  • Why: Grenadiers have long-range rifles; MG42 suppresses infantry. Controls early engagements.

  • When: Standard for most maps. Against Soviet spam, add an early flamer half-track.


  • #### 5.3 OKW (Oberkommando West) Build
  • Tip: Start with Sturmpioneers, then build 2-3 Volksgrenadiers and tech to Flak HQ for AA halftrack.

  • Why: Sturmpioneers are strong up close; Volks cap flanks. Flak HQ gives anti-air and anti-infantry.

  • When: On open maps. Avoid early blobs.


  • #### 5.4 British Forces Build
  • Tip: Use Infantry Sections in cover, build a training center for upgrades, then tech to AEC armored car.

  • Why: British infantry are powerful in cover. AEC is excellent for early vehicle harassment.

  • When: On maps with lots of hedgerows. Weak on open fields.


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    6. Combat Tactics



    #### 6.1 Flanking – Hit from Two Sides
  • Tip: Send one squad to engage frontally while another moves around to attack from the side or rear.

  • Why: Units take damage from any direction but are less likely to use cover when outflanked. Also, vehicles have weaker side/rear armor.

  • When: Against MG nests, tanks, or entrenched infantry.


  • #### 6.2 Use Anti-Tank Grenades
  • Tip: Many infantry squads (e.g., Soviet Conscripts with AT nade upgrade) can throw satchel charges at tanks.

  • Why: Cheapest way to damage armor. One well-placed nade can track a tank.

  • When: When a tank is stationary or in close range.


  • #### 6.3 Combined Arms
  • Tip: Pair infantry with vehicles. Use infantry to spot and suppress, vehicles to kill.

  • Why: Infantry alone can’t kill tanks; tanks alone get swarmed by RPGs. Combined covers weaknesses.

  • When: Mid-game onward. Never send tanks without infantry escort.


  • #### 6.4 Preserve Vet Units
  • Tip: Veteran units (chevron icons) are much more effective. Retreat them early.

  • Why: Veteran bonuses (accuracy, reload speed, health) make them worth 2x a fresh unit.

  • When: If a veteran squad is under fire and low on health, retreat immediately.


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    7. Advanced Optimizations



    #### 7.1 Hotkey Mastery
  • Tip: Use control groups: 1-3 for infantry, 4-5 for vehicles, 6 for engineers, 7 for artillery. Use `Q` for abilities.

  • Why: Fast selection leads to precise micro. Respond to threats instantly.

  • When: Practice in skirmish mode until reflexive.


  • #### 7.2 Use Attack Ground (Shift + A)
  • Tip: Order units to attack a specific ground area to reveal hidden enemies or flush garrisons.

  • Why: Prevents ambush when you suspect presence (e.g., near a building).

  • When: When approaching enemy-held points.


  • #### 7.3 Minefield Denial
  • Tip: Place mines (engineers or Wehrmacht) on enemy resource points and common paths.

  • Why: Kills units, tracks vehicles, gives vision when detonated.

  • When: After securing an area, lay mines before the enemy counterattacks.


  • #### 7.4 Timing Your Attack
  • Tip: Attack when you have a numerical advantage or when enemy is distracted (e.g., repairing vehicles).

  • Why: Rushing into a prepared defense wastes resources. Wait for your artillery cooldown or reinforce first.

  • When: Analyze minimap. Only initiate when you see opportunity.


  • #### 7.5 Counter Doctrine Choices
  • Tip: Pick a commander doctrine that counters your opponent’s playstyle. For example, Soviet Guard Motor if facing heavy armor; Wehrmacht Luftwaffe if facing air spam.

  • Why: Doctrines provide unique abilities that can turn the tide.

  • When: Before the match (scout commander in pre-game).


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    8. Defensive & Siege Tactics



    #### 8.1 Build Bunkers and Sandbags
  • Tip: Engineers can build sandbags and bunkers. Place them in key defensive positions.

  • Why: Provides cover and suppresses enemy advances. A well-placed bunker can hold a sector.

  • When: After capping a strategic point near a bottleneck.


  • #### 8.2 Use the Strategic Map (Backspace)
  • Tip: Press Backspace to view the strategic map and order long-range attacks.

  • Why: Better overview for coordinating multiple fronts. Use to call in off-map artillery.

  • When: During lulls or when planning a multi-pronged attack.


  • #### 8.3 Counter-Sniper Tactics
  • Tip: Use a scout or a cheap squad to bait sniper shots, then mortar the sniper’s position.

  • Why: Snipers are high-value but fragile. Once revealed, they die quickly to indirect fire.

  • When: If you suspect a sniper. Listen for the shot sound.


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    9. Resource Denial (Economic Warfare)



    #### 9.1 Kill Enemy Supply Lines
  • Tip: Send a fast vehicle or infiltration squad to cut enemy supply lines (the road sectors).

  • Why: Reduces enemy income drastically. Often more impactful than fighting head-on.

  • When: Mid-game when you have a mobile unit (e.g., Soviet cavalry, Wehrmacht half-track).


  • #### 9.2 Capture Neutral Points Behind Enemy Lines
  • Tip: Use paratroopers or commando squads to capture deep neutral points.

  • Why: Forces enemy to divert units, creating openings on the main front.

  • When: After establishing map control in your half.


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    10. Psychology & Mind Games



    #### 10.1 Fake Retreats
  • Tip: Order a unit to appear to retreat, then cancel and attack when enemy chases.

  • Why: Enemy may overextend, leaving cover. Use this to lure into your MG fields of fire.

  • When: When you have a defensive line established.


  • #### 10.2 Bait with Low HP Units
  • Tip: Leave a damaged squad visible to tempt enemy attack, then spring an ambush.

  • Why: Enemy greedy for kills often walks into traps.

  • When: Only when you have a backup force hidden.


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    11. Faction-Specific Nuances



    #### 11.1 Soviets – Merge Mechanic
  • Tip: Use Conscripts to merge with other squads (Penals, Guards) to reinforce them for cheap.

  • Why: Saves munitions and time. Keeps elite squads full without building new units.

  • When: Frequently in mid-late game.


  • #### 11.2 Wehrmacht – Vet for Grenadiers
  • Tip: Keep Grenadiers alive to earn veterancy. Vet 3 Grenadiers are arguably best infantry.

  • Why: Gains damage reduction, accuracy, and faster reloads.

  • When: Avoid reckless attacks with them.


  • #### 11.3 OKW – Flak Halftrack
  • Tip: Upgrade to Flak 38 on halftrack. It provides mobile anti-air and anti-infantry.

  • Why: Dominates early infantry and denies enemy aircraft. Great support vehicle.

  • When: Build as soon as you have a fuel lead.


  • #### 11.4 British – Special Weapons Teams
  • Tip: Use Vickers machine guns and 6-pounder AT guns effectively. Creep them forward in cover.

  • Why: Defensive play rewards careful positioning. Don’t overextend.

  • When: On maps with long sight lines.


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    12. Map Awareness & Minimap Usage



    #### 12.1 Constant Minimap Glances
  • Tip: Look at the minimap every 5-10 seconds to spot enemy movements.

  • Why: Prevents flanking and surprise attacks. Gives you time to react.

  • When: Always. Make it a habit.


  • #### 12.2 Ping System
  • Tip: Use pings (Alt + click) to alert teammates of enemy positions or objectives.

  • Why: Coordination wins team games. A simple ping can save a teammate.

  • When: In multiplayer, ping whenever you spot something significant.


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    13. Patches & Meta Changes



    #### 13.1 Stay Updated
  • Tip: Read patch notes. Meta shifts every update; obsolete builds may be weak.

  • Why: Knowing what’s strong keeps you competitive. Example: certain tanks become cheaper after buffs.

  • When: Before each ranked season.


  • #### 13.2 Watch Pro Replays
  • Tip: Download replays from top players (available in game or on sites like CoH2.org).

  • Why: See effective build orders and micro decisions in context.

  • When: After learning basics, to refine your play.


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    14. Common Mistakes to Avoid



  • Mistake: Ignoring resource points entirely.

  • - Fix: Always cap everything you safely can.
  • Mistake: Building too many units without tech.

  • - Fix: Balance population with tech upgrades.
  • Mistake: Leaving vehicles idle.

  • - Fix: Always have them active – scouting, harassing, or supporting.
  • Mistake: Not using retreat hotkey.

  • - Fix: Bind R to retreat and use it ruthlessly.
  • Mistake: Overextending into enemy base.

- Fix: Only push when you have map control and a local advantage.

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15. Final Pro Advice



> "Company of Heroes 2 is won by controlling the middle of the map, not by destroying the enemy base." – Relic Entertainment design philosophy.

Patience, discipline, and constant learning separate good players from great ones. Practice in skirmish vs AI before jumping into multiplayer. Good luck, commander!