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2v2 Double Wehrmacht Strategy

By Rizky - 10th December 2008 - 16:41 PM

This is a guide for Double Wehrmacht against any Allied Team combination (US/US, US/Brits, Brits/Brits) For the explanation, I am going to designate the players: Player A and Player B.

This is how the Player A build order would look based upon Kibbles' Support Vet strategy:

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Send the first three Pioneer squads out to cap and build the Wehrmacht Quarters with the fourth squad. Next, get three MG42s out to support Player B and to lock down map control. You should get the Pioneer Flammenwerfer 42 upgrade as soon as you have the munitions.

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Next, you will need to build a Kampfkraft Centre and research second level support veterancy for the MG42s and Pioneers.

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Player A will be going LHS Defensive Doctrine.

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Defensive works well since, with so many Pioneers, you can build bunkers and Flak88 very quickly Additionally, the For the Fatherland ability will make your Flamer Pioneers devastating vs. all allied infantry
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Elite Infantry Armor
Did you know that Elite Infantry like Rangers and Commandos are highly susceptible to fire damage? That damage is compounded further when they are in yellow or green cover.


Player A will be teching straight on to Tier 4, while building Observation Posts on the medium or high fuel points, building Medic Bunkers and then begin producing tanks and getting 1-2 Flak88s, soon thereafter.

Build Order for Player B:

Player B will be getting second pioneer squad out and immediately fast-build a Wehrmacht Quarters with both of the pios. When it is finished, both go out capping.

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Next, build two Volksgrenadier Squads and two Snipers from the Wehrmacht Quarters.

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Player B's main objective is to counter Allied snipers, weapon teams, vehicles and then, tanks. The Snipers are mainly for countering Weapon Support Center units and the Volksgrenadier Squads are for protecting Player A's MG42 flanks (mostly from Bren carriers), by utilizing the Panzerfaust and dead Volks rapidly become live, free Grenadier Squads.

Player B should go to Tier 2 right after he has built Snipers and Volks squads and then get the following units asap:

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Upgrade both Grenadier Squads with Panzerschreks as fast as possible because an M8 or Stuart can really mess up your plans by killing the MG42s and Snipers in no time. After that, Player B can get more Gren Squads, a second PAK38, mortar, optional infantry vet or just continue teching to Tier 4. While Player A is using his fuel on Flak88s and tanks, Player B will be getting tanks and Stukas. These are the main reasons for going with Tier 2 units and not going Tier 3 Blitz.

Player B will be using the Terror Doctrine.

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With Terror, you can tailor the RHS or LHS to your meta game plan or mix and match. Zeal is excellent for Volks Squads and Grenadiers, Propaganda War for those tight Elite Infantry blob situations, Commandos for example. King Tiger and V1 rockets are sure to give you more late game power.

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Strengths and Weaknesses

Player A
Main objectives:
  • Focus on enemy infantry with vetted Flamer Pioneers and MG42s while supporting with Defensive Doctrine abilities
  • Take out landing commandos by using For the Fatherland for on the Flame Pioneers
  • Utilize the capping speed and superior numbers of Pioneer Squads to quickly gain and lock down map control
  • Do not forget the power of a well placed mine!
Weak Versus:
  • Snipers
  • Vehicles
  • Tanks
  • Mortars and Mortar Pit
  • On and Off-Map Artillery
Player Requirements:
  • Proper MG micro to prevent flanks and suppress allied infantry
  • Proper Bunker and Flak88 placement
Player B:
Main objectives:
  • Getting fast Anti-tank weaponry
  • Counter-sniping allied snipers and other WSC units
  • Using Walking Stukas to finish off enemy artillery and emplacements
Weaknesses:
  • British infantry masses
  • Elite infantry (Commandos, Rangers, Paratroopers)
  • Mortar pit,
  • Artillery
Needed from the player:
  • Good sniper-micro
  • Care in using Walking Stukas (dodging artillery and avoiding AT)
  • Proper PAK38 placement
Strategy in Practice:

All the unit tech orders are not written in to stone and you will probably have to modify them during the game. For example, Player A will likely need more Pioneers. Player B may want to get a bike to scout for his Snipers. Player A can also get a Sniper as he will be floating some manpower. This is because Pioneer Squads are cheap there may not be enough fuel to tech immediately. In addition, the extra Sniper will benefit from the second level support veterancy.

Most problems are caused by artillery, strafing runs etc. Bunkers are the main counter for this by allowing you to reinforce after you have taken a hit from strafing run or an arty shell. Medics will also be gathering the casualties from strafing runs. However, once Player B gets Stukas, you will have an effective counter to the artillery.

If you are facing a mortar pit, you should try to take it out with flamers supported by the MG42(s). If the British HQ is close enough, you should rush straight to it when you have second level support vet completed. Versus double Brits, rushing to their HQs is a requirement and shouldn't be difficult to pull off when you have coordination and superior combined arms.

A Bren Carrier can be a major trouble maker and you should focus on killing it with the Volks and Pioneers while the MG42s keep the infantry suppressed. MG42s chew up Bren Carriers rather quickly, so when you get a clear shot with your MG42, take it!

Versus double Americans you should just try to push them off of the field with MG42s. Do this by preventing flanks and getting a few bunkers up quickly. Try to survive to Tier 4 because once you hit Tier 4, you are in a much stronger position than the Allied team.

Flak88(s) will be a heavy counter for all Allied armor and, as a result, will probably draw all the artillery fire towards it. You should place a bunker near the Flak and re-crew it with a Volks or Grenadier squad. This gives you the ability to cheaply reinforce the squad directly from the bunker.

When armor finally hits the field, Player A should make at least one repair bunker at a safe fall-back point.

So, in the late game you will get the mighty King Tiger, Tier 4 units, Walking Stukas, Flak88s and Repair Stations which allow reinforcement. In addition, you will have doctrinal abilities like V1 Rockets and 280mm Artillery Barrages. Propaganda War and Registered Artillery will give you a nice advantage when fighting the Victory Point war as well.

The most difficult part of this strategy is to get a solid foot-hold on the map, have enough fuel-income (about 30 or more per minute on larger maps like St.Hilaire) and to early rush the British Mortar Pit and, iff possible, their HQ. You may also have a rough time if you don't have AT-weaponry on time, mismanage your MG42s or lose Snipers.

This strategy was designed by Morelloo and Rizky.





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