Before jumping into the multiplayer mode of the game, we will highly advise you to go through single-player campaign and Theater of War missions at least once so that you get familiar with the game.
Multiplayer matches and community tournaments always use Victory Point mode and standard resources but this guide can also be applied to Annihilation and High Resources.
Company of Heroes 2 Multiplayer
High Resources is most playable game mode in the multiplayer mode of the Company of Heroes 2. All you have to do is gain most Victory Points on the map so that you drain your enemy points to zero or you can also destroy enemy buildings and units to win the game.
However, Annihilation does not work in the same fashion. As its name suggests, in Annihilation, you need to destroy all enemy buildings in order to win the game. It is definitely a fun mode to play but sometimes it feels quite unbalanced so Victory Points is the way to go!
Just before you start the game, you will be asked to select three bulletins that will give some of your units in the game a bonus. It is a good idea to create sets of different bulletins so that you can choose one depending upon your strategy and Commander you intend to choose.
However, bulletins that increase the different attributes of your units like accuracy, speed, damage, etc. are far better than decreased cost of an upgrade or build time.
The reason for this being; you should select those bulletins which affect units, you will be using more during the game.
Multiplayer Starter Strategy
You don’t have to start aggressively just as the game starts; attacking enemy base or whatever. Besides, take this time to gather your resources and then plan your strategy whether you want to play in a more defensive manner or more aggressively.
If you plan on taking on your enemy in the very beginning of the game then try taking enemy cut-off points and make your enemy take decisions which will turn out to be in your advantage.
However, if you plan on played in a more secure and defensive manner then I would advise you to gather your units and build construction sites and harass the enemy at the same from different locations so that your enemy does not do the same strategy on you, I mentioned above.
Not even having almost half of the map will turn out to be in your disadvantage most of the times as you will be encountering stronger enemies. However, it is not always necessary to hold ½ of the map.
There can be some things which will require you to hold a specific area rather than rest of the map. For instance, if you position two or more Fuel Caches near your base, then it must be your priority to defend that area until you are ready to gain control of the map.
You may also want to restrict your enemy from gaining resources more than gaining them yourself. In this way, you should hold most of the resources yourself along with some of the enemy’s cut-off points. Doing this will get you a huge advantage over your enemy.
After gathering your resources, you should divert your attention to using them either to get vehicles or to get anti-vehicle weapons. Getting vehicles will consume your Fuel while getting anti-vehicle weapons will drain you off Manpower or Munitions.
AT guns will only use Manpower whereas Panzerschrecks, Panzerfausts and AT grenades will also use Munitions. This time of the game is the best time to get your troops ready and add more variety of squads like Snipers and Mortars.
The last part of the game features tanks and artillery. This is the most crucial part of the game which will require your attention at more than one point. Keeping an eye on your vehicles and other squads along with replenishing your resources is definitely a daunting task.
Continuously getting resources is very important as you will be able to get your infantry and will keep on building units that you have lost to the war. Having a variety of units that assist each other is, Victory Points and using your Commander abilities will mark your success.
Company of Heroes 2 Units
This includes Half-tracks, Engineer/Pioneer, Artillery Field Officer, etc. and their purpose is to enhance the effectiveness of other squads.
This includes Grenadiers and Conscripts and they can perform in any condition and will adapt to any play style you choose.
This includes Panzergrenadiers, Shock Troops, Scout Cars, etc. and they provide high mobility rate but are short-ranged.
This includes Engineers/Pioneers with Flamethrowers, Conscripts with Molotov’s, etc. and they work really well against enemy units residing in buildings.
This includes Conscripts with AT Grenades, Grenadiers, Panzerfausts, etc. and are fatal to enemy vehicles.
This includes Snipers, Mortars, AT guns, etc. and are really effective from long-range but are less mobile.
Having and organizing these units in such a way that they complement each other should be an integral part of your strategy. Do this and you are guaranteed success.
A versatile unit can be defined as a unit which has the ability to work alone against all kind of enemies. Most of the units in this game possess this ability.
Infantry units like Conscripts, Grenadiers, Panzergrenadiers, etc. have the ability to engage any enemy that comes across them provided that they have necessary upgrades equipped. For example, AT Grenades for Conscripts and Panzerschrecks for Panzergrenadiers, etc.
There are also some versatile vehicles that are known for not requiring any kind of Fire-support unit with them. For example, tanks with mounted turrets can engage different types of enemies effectively without having any other unit backing them up.
These vehicles can use different movement types like circle strafing, kiting and blocking other units to make their way through difficult situations.
When analyzed side by side, versatile units come inferior to specialized units but it is a good idea to invest in versatile units because it allows you to fill in all necessary roles with less resources and units consumed.
Let us consider the example of SU-76! It can easily counter German light vehicles and provide artillery support against other infantry units at the same time.
Unlike versatile unit, a specialized unit is unit which is good in only one role or is only effective in some particular scenarios. It also requires some supporting units owning to lack of its versatility.
Take the example of AT gun, it works wonders when it comes to taking out enemy vehicles but send a few infantry units towards it and it can be destroyed without any difficulty.
Investing in specialized units is a good thing if you know what your enemy is upto. For example, if you enemy is investing into vehicles then you can also invest a small amount in some specialized Anti-vehicle units like AT guns, Elefant, etc. and you will have a huge advantage over your enemy.
It all comes down to what your enemy is planning! If you are not sure what your enemy is planning and you invest too much in specialized units then you are probably not in an ideal situation.
Note: You can also waste your enemy’s investment in specialized units IF you change your troops.
Having a blend of versatile and specialized units will allow you to make a more effective and ideal team than your enemy.
Grenadier squad can be considered as one unit. It can take out Engineers in a one-on-one combat, it can take out Conscripts from long-range and it can also destroy Mortars and AT guns but it does not do good against Snipers, Heavy Machineguns and vehicles.
Rifle Grenades, on the other hand, can destroy Snipers can HMGs provided it gets a good hit.
LMG-42 upgrade allows it to take out infantry units but it must be kept static but it will no longer could be used in a defensive manner.
You can join Panzergrenadiers with Panzerschrecks, a Pioneer squad equipped with Flamethrowers and a Half-track to carry both of these squads.
It does not matter if Pioneers are unable to destroy vehicles as their job in this squad is something else i.e. taking out infantry units in the buildings, repairing the Half-track and taking out any infantry unit that advances towards Panzergrenadiers or the Half-track.
It also does not matter if the Panzergrenadiers are unable to take out infantry units as both the Pioneers and Half-track can do that job.
This squad is a perfect mobile and attacking units which can be very well suited for capturing enemy points where you are highly unlikely to find joint enemy forces. However, you should avoid getting in well-protected areas with Heavy Machineguns and AT guns.
Infantry vs. Vehicles
A good thing about infantry is that they can repair themselves utilizing Manpower, this process is known as reinforcing.
Vehicles on the other hand are unable to repair themselves and require an infantry unit to repair them. However, the repairing process is totally free but it does take time which can be spent on attacking enemy forces, capturing points, etc.
Infantry squads are also able to ‘Retreat’, meaning if they get stuck in a bad shape, they can fallback with the intact squad and without losing any veterancy level. While vehicles are unable to ‘Retreat’.
If your vehicles gets destroyed then it is gone for good and you can’t do anything to get back your veterancy level. But vehicles do require less resources than infantry, thus a vehicles that has been carefully taken care of can be a problem for your enemy.
Constituting an army which is a mix of both infantry and vehicles is an ideal army.
You should not get all the infantry units in your army as it will drain you off your resources in a blink. And you should get all the vehicles either because you will not have no one to repair them. Therefore, carefully forming your team so that you come out as stronger is a good idea and it will also suppress your weak spots.
Strategy By Map Size and Opponents
1 vs. 1
1 vs. 1 is a difficult game mode as you will have to focus your attention on all parts of the map at all times. You will also have to make a diversified army with a variety of units to gain advantage over your enemy.
In a team game, you can always tell your partners to have Anti-vehicle guns but in 1 vs. 1, you have to do this yourself else you will be wiped from the game.
It is almost impossible to gain control of every part of the game in a 1 vs. 1 but you can see the map during the start of the game to see which areas you want to hold and from which areas you will attack your enemy.
All of this needs to be done very carefully because losing a bunch of squads early in the game will put you in a huge disadvantage unless you do the same to your enemy which is highly unlikely.
This make 1 vs. 1 matches the most difficult matches in the game. You do not have any one to blame for your own wrongdoings and every man is for himself. It is a great way to judge your skill level as compared to your opponent.
1 vs. 1 is the way to go if you want to get good at the Company of Heroes 2 and it will also work well for you while playing with your other teammates as you will know how to tackle the pressure.
2 vs. 2
In 2 vs. 2 game mode, map size matters a lot. Maps like Kholodny and Pripyat which are most commonly used in 1 vs. 1 can easily be controlled by a team but 2 vs. 2 has much larger maps like Oka River, Moscow Outskirts, Rzhev, etc.
In these maps, player should see the areas they want to gain control of, look for the areas from where they can harass the enemy and also keep an eye on the enemy frontline. The players who work as a team and have better coordination have more chances of success.
Just as the game starts, look for the areas with enemy activity and also keep an eye on the players who are controlling those units. This will provide you with information whether your enemies are holding one area of the map or spreading their forces in different parts.
Working as a team is very important in these kinds of games.
Two Soviet players who both opt for tier one for Scout Cars will definitely have mobility advantage over their opponents but if one players goes for the Special Rifle Command with Scout Cars and the other goes for Support Weapon Kampaneya with HMGs and Mortars, this will make an overall better team than the first one.
You will also need to look at the Commander selection of your teammate and the synergy between them. Having a versatile force will work better than doubling up on Commanders. For instance, one player having IS-2s and the other player having ISU-152s is an overall better team.
3 vs. 3 and 4 vs. 4
In 3 vs. 3 and 4 vs. 4 matches, the maps are even bigger and each player can only hold a specific part of the map which can be considered as a lane.
Fuel Caches and Munitions are very important in these game modes and are also in abundance. It is a good idea NOT to invest too much in Caches at the beginning of the game but see if you can have save your Manpower till the end of the game.
You will be surprised how having the same number of tanks or exceeding them than your enemies will work for you.
During most of the games, you and your teammates will stick to your own lanes but it is recommended that you have a look at your allies once in a while to see whether they are in some difficulty or not.
You ought to help them if they are attacked by enemy forces as the team work is everything in these game modes. Suppose, you have built a T-34, it’s better to use it for driving some vehicles in your teammates’ position than to battle a few AT guns with infantry squads.
The concept of lane is good and it keeps the game simpler and easy but good players will always ignore it and work as a team to reach the glory.
Company of Heroes 2 Build Orders
A build order is a sequence of units and buildings that you have created in the game. A build order is quite tight during the beginning of the game but as you enter the mid and last portion of the game, it becomes flexible offering you more opportunities to play with.
Early Game Build Order
The first six units while considering your build order are the most important during the initiation of the game. As Soviets, it can probably mean four Conscripts units and two Combat Engineer squads. While as German, it might mean two Pioneer squads, two Grenadier squads, one HMG team and one Mortar squad.
By restricting the units you produced in earlier tiers like tier 0 (For Soviets) and tier 1 (For Germans), you can at once jump to the next tiers.
For example, as Soviets, you can build two Conscript squads and a Combat Engineer squad followed by Special Rifle Command and two Scout Cars to have your six units. While as Germans, you can have a Grenadier squad, a Heavy Machinegun and a second Pioneer squad followed by Leichte Mechanized Kompanie and Panzergrenadiers as your fifth and sixth units.
You must be thinking how fast should you jump at these higher tiers? Well, that entirely depends upon your strategy and the different situations that will come up during the game. So, it’s you and only you who can determine when to use them.
Take this situation into consideration; you want to use heavy Tier 1 as Germans with three Grenadiers squads, two Heavy Machineguns, a Mortar and a Sniper in addition to the second Pioneer squad. But what’s the biggest weakness of this build?
You will have to completely rely on your mines and Panzerfausts to take out enemy vehicles which is a thing you should be worried about as it’s not going to be effective on anything heavier than M3A1 Scout Car. Unless you have a Pak-40 or Panzergrenadiers, you can easily lose a great deal of map to a T-34.
Controlling territory will not be a difficult thing with your ground units like but it definitely takes more than Mortars and Snipers to drive off enemies from their defensive positions. The argument here is not about a strategy being superior or inferior to other but taking what your enemy is doing into consideration.
Production buildings a player has is referred to as Teching. Teching is investing in production building with the intent of creating new units which are not available.
Fast-Teching is building a higher tier production building far earlier than it is normal to build some of the units which your enemies will face difficulty in countering at that time.
The only disadvantage of fast-teching is that it requires a lot of Manpower that can otherwise be used to create other units like infantry.
Especially while playing as Soviets, you will come across situations when you will HAVE to skip the construction of a production building because you will be allowed to build only one out of two.
For example, during the beginning of the game, you are asked to build either the Special Rifle Command or the Support Weapon Kampaneya. Then near the end of the game, you realize that you have chosen the wrong unit and would want to go back. This is where Back-Teching comes to your aid.
Company of Heroes 2 Starting Building Orders
After playing the game for a lot of hours and getting yourself familiar with different kinds of units available in the game, it is time you start thinking about the build orders. This largely depends upon your game plan and your enemy.
For example, while playing as Soviets, you think that you want to hold an early Fuel income and get yourself a T-34 to roam around the map where there are no enemy AT guns. The main idea here is to get a T-34 as fast as possible and do your job before enemies get its counters like StuG, Panther, etc.
You can always change it according to your strategy and find out which one works best for you in a particular situation.
Soviet Special Rifle Command (Tier 1)
The Special Rifle Command start gives the players mobile and aggressive units like Penal Battalion and Scout Cars etc. The Scout Cars are really valuable during the start of the game especially with Combat Engineers equipped with Flamethrowers.
The Soviet tier 1 can’t go through well defensed areas and vehicles and should be used primarily only for harassing enemies. These units are also NOT well-suited to defend a certain area.
Harass enemies with this start and continuously build your units like Conscripts. Although they are not a must have since the Special Rifle Command can capture points on their own, they can still take out enemy vehicles and build fortifications.
Soviet Support Weapon Kampaneya (Tier 2)
The Soviet (Tier 2) start provides defensive and support units along with powerful Anti-tank units.
A player having this start will definitely lack mobility and will have difficulties in efficiently defending a broader frontline. So it is a good idea to produce three or four Conscripts squads at least in 1 vs. 1 matches because you will need to gain control of the map. However, in team games, it is better to build Kampaneya after two or three conscripts so that you can get a HMG and get it into a suitable building.
German Infanterie Kompanie (Tier 1)
This start is comprises of Grenadier squads supported by team weapons and Snipers. However, which units you will choose out of these determine your play style – that whether you want to be aggressive or defensive.
Having a good number of HMGs during the start of the game will enable you to hold off many positions in a much better way. However, having more Grenadiers squads will enable you to roam the map freely.
Having a Mortar during the beginning of the game will allow you to destroy enemy buildings and other stuff but it will restrict your mobility. A sniper can be a good choice at the beginning of the game as it can take out many enemy forces but it will require cover and constant backup.
German Leichte Mechanized Kompanie (Tier 2)
German tier 2 depends more upon Pioneers than tier 1. Just as the game starts, the first thing you want to do is to produce Pioneer squads and send them off to capture points. However, do keep two of your Pioneer squads with each other in case you run into Conscripts or Combat Engineers.
As soon as you get the enough Fuel, tech to the tier 2 and produce Leichte Mechanized Kompanie so that you can get Scout Cars, Half-tracks and Panzergrenadiers, etc. If your enemy has Scout Car then it is a good idea to produce a Scout Car of your own and upgrade its weapons as soon as you can.
It will definitely beat the other Scout Cars but the upgraded cannon will take out other vehicles.
Just like Soviet Special Rifle Command, German tier 2 is more aggressive and have more mobility but it does struggle against heavily fortified positions.
Company of Heroes 2 Mid-Late Game Build Orders
After you have selected your choice of starting build order, you will then tech to tier 3 or tier 4 depending upon your preference and play style.
Creating your first tank is one of the most important thing in a match, after having your tank out, you will have a very short amount of time to plan what you want to do with it – protect your squads so that you control maximum amount of area or take out enemy forces?
The enemies’ forces will never know when you will create your tank but once it is out, they will immediately change their strategy and try to take out as soon as possible. It is always advisable to keep your first tank alive and running for a long period of time as you will NOT have the Fuel for another one in near future.
If you happen to produce a StuG, try and keep it away from enemy infantry squads and position it in such a manner that that it easily takes out enemy tanks, vehicles and other enemy units. However, if you produce a T-34, don’t focus only on tanks and vehicles but also on infantry squads and weapon teams.
The sum it all up, produce your first tank after careful analysis and then use it effectively to get advantage over your enemies. If it gets destroyed too early then you will be at a huge advantage.
That is pretty much all we have on multiplayer strategy and build orders in Company of Heroes 2. Still, we welcome your criticism and feedback! Have any questions or would you like to add anything? Do not forget to let us know in the Comment Section below!