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Welcome to the Company of Heroes 2 web manual. Alternatively, click the Enter button to access the manual, and use the Next and Previous buttons to. Welcome in my walkthrough for "Company of Heroes", a breath-taking Real Time Strategy game concentrating on U.S. military actions in Normandy during WW II. In company of heroes there are 2 factions, each contain 2 armies and each army The British company commanders are the Royal Engineers, Artillery, or the.
However, the occupants can be flushed out through attacks by artillery or soldiers using flamethrowers and grenades.
The building-damage system from Company of Heroes is retained and enhanced; wooden buildings set afire will continue burning until they are reduced to cinders. Furthermore, buildings can be damaged by tanks and light vehicles driving into them. The Soviets' main structure is the Regimental Field Headquarters, which is used to produce conscripts and field engineers. The Special Rifle Command, Support Weapon Kampaneya, Mechanized Armor Kampaneya, and the Tankoviy Battalion Command are the respective Soviet equivalents of the original game's barracks; weapons support center, vehicle center, and tank hall.
A field hospital can help treat seriously injured soldiers.
The Wehrmacht's main structure is the Kampfgruppe Headquarters, which is used to produce pioneers and MG42 Heavy Machine Gun teams and to upgrade battle phases to allow for more advanced units and structures. Combat mechanics[ edit ] Combat includes controllable units that are recruited and ordered directly by the player through the user interface at player-controlled buildings, or through a doctrine ability , as well as activated support actions, such as artillery bombardment or air cover suppression.
Every controllable unit type, whether infantry or vehicle, has an associated construction cost and recruitment time, as well as a range of fighting abilities.
Vehicles and infantry can eventually be upgraded by downloading specific capabilities. Upgrades generally improve the unit's effectiveness.
Some upgrades are global, granting immediate benefits to all deployed units, while others must be downloadd on a unit by unit basis. Most combat takes place through direct, line-of-sight engagements.
As with the original Company of Heroes, colored dots will show locations that provide varying degrees of cover for soldiers and support units. Soldiers can also climb over low terrain obstacles such as fences and walls while vehicles, depending on their type, can simply smash through obstacles. Occasionally if a vehicle takes too much damage, it will be abandoned rather than destroyed; the crew is killed but the vehicle remains mostly intact.
Abandoned vehicles can be repaired by engineer units and recovered or captured by sending an infantry squad of sufficient size to crew it, or they could be destroyed by collateral fire to deny them to the enemy. The game also offers the player a chance to complete side quests in a mission, which are denoted by an inverted triangle icon. TrueSight[ edit ] The game's Essence 3. In contrast to overhead visibility seen in other strategy games, TrueSight more accurately represents a unit's visibility range based on environmental conditions and type of unit.
Weather[ edit ] Weather conditions are a major factor in Company of Heroes 2's gameplay, under the new ColdTech weather-simulation system. The soldiers can recover their body heat if they are close to a bonfire or have found a building to shelter in, though soldiers in cover outside will not lose or gain body heat. Players moving through deep snow will move at a reduced speed unless they are on a road; their footprints are also visible to the enemy. Certain maps have frozen bodies of water, allowing for more movement options.
However, players face the danger of being attacked from the other side; as a result, the ice can buckle under the weight of the units in movement or shattered by explosions. Theatre of War[ edit ] The game introduces the "Theatre of War", a series of single-player and cooperative missions detailing various aspects of the Eastern Front campaign from both German and Soviet sides.
Eighteen missions set in will be part of the game upon release with the missions from onward available as downloadable content. The first of these offerings is Case Blue, a package only free to pre-ordered copies and Red Star editions of the game, featuring the Axis forces during the Fall Blau campaign on the Eastern Front. Starting from the fifth mission set in Stalingrad , Order will be in effect if the player deploys Fresh Conscripts , Frontovik Squads , or Penal Battalions.
A time bar appears on the left side of the map display; for that duration, players must not have their soldiers go into full retreat back to headquarters or else said soldiers will be executed for doing so.
Plot[ edit ] The game's story focuses on the Eastern Front campaign as narrated through flashbacks by Lev Abramovich Isakovich, a Soviet Army lieutenant locked up at a gulag in Siberia in Colonel Churkin — his old commanding officer — shows him a book and interrogates him about his experiences during the war, including the Battle of Stalingrad , the Battle of Moscow , combat in the outskirts of Leningrad , fighting in Poland , up to the Fall of the Reichstag.
As the Soviets reach Red Square, a wave of conscripts is pushed back by heavy defenses. The Soviets attack again, this time the Germans are defeated. As Lieutenant Isakovich and his men inspect the carnage, they stumble upon a lone German survivor trying to surrender, only to be killed.
As the rest of the supplies are evacuated, the Germans bring in Panzers IVs and the Soviets are ordered to fall back to the bridge.
As a few soldiers run towards the bridge, Lieutenant Isakovich regrettably detonates the explosives, leaving the men at the mercy of the pursuing Germans. Soon later, temperatures dropped to an extreme low; the Soviets were far better prepared for these conditions than the Germans, whose vehicles stalled and suffered more losses to frostbite.
Outside of Moscow, a small Soviet force struggles through the snow while destroying several disabled vehicles. Returning to Stalingrad, Lev recalls that the only thing driving the Soviet soldiers to fight was Order , in which soldiers caught retreating would be executed as traitors.
If an area of territory is not connected to your HQ, it will flash on the mini-map. Each side has a victory point counter, shown at the top of the screen.
When you control more victory points than your opponent, their victory point counter will slowly drain.
When your opponent controls more points than you, your victory point counter will drain. Other Points On some maps, you will also encounter repair facilities, field hospitals and watchtowers, which have specific benefits. Place your mouse cursor over a captured point on the map to see a description of its effect. You can build more structures using engineers or pioneers.
To do so, select an engineer or pioneer squad and click the Production Buildings button hotkey: V or the Field Defenses button hotkey: B.
Each additional production building you construct allows you to deploy additional types of unit. Some structures cannot be built right away: for example, you cannot build the third Soviet production building until you have built one of the first two, and you cannot build the Wehrmacht production buildings until you have bought the corresponding battle phase upgrades from the HQ.
To construct a building more quickly, assign multiple engineer or pioneer squads to it. Deploying Units New units are deployed from your production buildings, including the headquarters.
To see the units you are able to deploy, select a production building. The units that can be deployed from that building will then be shown in the Abilities grid. To deploy a new unit, click on one of the unit buttons in the Abilities grid.
You can click multiple times or on multiple buttons to queue up deployment orders: each unit will be deployed in turn. Rally Points By default, a newly deployed unit will move directly to the building from which it was produced. If you prefer, you can set a custom rally point for a production building, so that any units deployed from it will move to a point on the map that you specify. To set a new rally point for a production building, select the structure and right-click on a position on the battlefield.
Population Cap Your army has a population cap, limiting the maximum number of units you can control at any one time. The population cap is shown above the information panel, on the right of the resource counters. Different units have different population costs. Hover over a unit button in the Abilities grid to see its cost in resources and population.
Once you reach your population cap, you will not be able to build any more units until some die. A squad hidden behind a wall is in good cover, and will be harder for the enemy to hit, whereas a squad in the open is an easy target and will take more damage from enemy fire.
If your squad is particularly exposed, for example standing in the middle of a road, they may be in negative cover, which makes them especially vulnerable to enemy fire and suppression. Yellow - light cover Your squad is partially protected and a little less vulnerable to enemy fire and suppression. No cover Your squad is neither protected nor exposed.
Red - negative cover Your troops are exposed and vulnerable to enemy fire and suppression. Most cover is directional: it will only protect your squad if the cover is between them and their attackers. For example, a wall will only provide cover in one direction, so you must keep the wall between your squad and the enemy to gain the benefit of the cover.
Try to avoid letting the enemy flank squads in directional cover.
Some cover, such as a crater, will protect a squad from all directions. Cover is also dynamic: many cover-providing structures can be destroyed by combat, and cover can sometimes be created by battlefield debris, including destroyed vehicles and craters from artillery fire.
Cover is ineffective against certain weapons: for example, artillery can fire over it, and grenades can be thrown over it. Garrisoning You can garrison infantry squads inside buildings and other structures. To garrison a selected squad in a structure, right-click on the structure. To order them to leave the structure, select the structure and click the Unload Selected Troops button hotkey: D. If the structure has multiple exits, you can avoid exposing your squad to the enemy by ordering it to leave by a specific exit.
The squad will leave the building by the exit nearest to that area. Certain other units can be upgraded to use camouflage, and during a blizzard , any infantry unit will be camouflaged when in deep snow.
While a unit is camouflaged, it is invisible to the enemy. Snipers can be ordered to hold fire by clicking the Hold Fire button hotkey: H in the Abilities grid. If a squad is exposed to such fire for too long, it will be suppressed indicated by a yellow triangle icon above the squad : squads in better cover take longer to be suppressed than those in poor cover.
While a squad is suppressed, its movement is slowed and its accuracy decreased. If a squad remains suppressed, it will eventually become pinned indicated by a red triangle icon.
A pinned squad cannot move or attack. Its only option is to retreat , unless another squad can break the suppressing fire. Any other infantry squads near a suppressed or pinned squad are more likely to become suppressed themselves.
Squads in cover are less vulnerable to suppression and pinning, and squads garrisoned in buildings cannot be suppressed or pinned. Flanking Flanking means attacking a unit from the side or rear. This can be used to nullify the effect of directional cover or avoid the firing arc of a weapon. Flanking is also effective against tanks and vehicles , whose armor is weaker at the sides and rear.
The best armies rely on a mix of different units whose strengths and weaknesses complement each other. For example, combine a machine gun and a mortar for a lethal combination against infantry: the machine gun can suppress and pin enemy squads, allowing the mortar to obliterate the immobile targets. Add an anti-tank gun to the group, and the combination also becomes effective against armored vehicles. For example, some infantry squads can be upgraded with anti-tank weapons.
Even so, relying on just one type of unit to combat all others is rarely an effective strategy. Cold On some maps, freezing temperatures will pose a serious threat to your units. Infantry squads exposed to the cold will start to freeze, and eventually die. The bar will drain while the squad is in the cold, and when it empties completely, the squad will die of exposure. Troops in cover will be less affected by the cold: when a squad is in heavy cover, its temperature bar will no longer drain.
Your troops will warm up when near a fire, in a vehicle , or garrisoned in a building.
When a squad is warming up, the temperature bar will turn red and increase. When the squad is fully warmed, the bar will disappear again. Engineers, pioneers and conscripts can build fire pits to warm up your units on cold-weather maps. Vehicles and snipers are unaffected by the cold. When you place the mouse cursor over an area of deep snow, it will turn into a snowflake icon.
Both infantry units and vehicles move more slowly through deep snow.