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Capping Order Tips & Hints

By sjceran - 22nd February 2009 - 21:34 PM

As a member of the Company of Heroes community, I have asked, and been asked, about capping orders since day one. There are plenty of players who have a standard capping order, but there are also hundreds of players who simply play without an understanding of the game itself. I created this article to help those lower level players who do not yet utilize the best capping order or understand why one is better than another.

I do not expect any players higher than level twelve to get much out of this article, as they already use a preferred strategy. On the other hand, these guidelines were compiled from top replays and my own experience, so they are reputable and proven. However, remember that a significant portion of the strategies in this game revolve around adaptation, and capping orders are no exception. Sometimes your opponent will beat you to the punch, so one must adapt and capture strategic points somewhere else.

So, to restate my point, I created this guide mainly to help out new and lower level players who need help with the first steps to be successful in Company of Heroes.
-sjceran

Notes:
  • This guide is very basic, and uses the basic build orders for Wehrmacht and US. Capping orders for other strategies are often given within their respective guides, so I won't remake them. Warhawks made the ultimate British guide which contains everything about them, including capping orders, so I will not discuss them.
  • For Wehrmacht, the most common build order is normally a Pioneer-Wehrmacht Quarters-Volksgrenadiers-Machine Gun-Volksgrenadiers, but to make a capping order article I cut out the MG. The MG simply follows your first Volks squad or heads inside a building. Then your second Volks squad will be represented by the green line. For simplicity sake, the second Volksgrenadier squad will be referred to as your second Tier 1 unit.
  • There are a lot of variables in capping orders like whether your opponent wires off a point, so take that into consideration when you use these capping orders. You have to adapt and work around or through any obstacles on the map.
  • These are conservative capping orders, so they take as much territory as possible. Some high level players make risky decisions and capture high strategic points only, while skipping low and medium points. Become comfortable with these capping orders before you start skipping points.
Queuing and capping
To queue your capping order for your units, open the tactical map, hold SHIFT, and Right-Click on the points you want to capture. This will save you time and ease some micromanagement needed so you can focus on your Tier 1 units.


Angoville

As one of the most played maps in the game’s history, Angoville has been analyzed left and right. The following capping orders are the most commonly seen amongst high level players. In retrospect, these capping orders are a bit more conservative than seen in some expert replays, but at lower level of play, the more resources the better.

North: There are a few key points to take in the North’s capping order. You should start off by building your Barracks/Wehrmacht Quarters with Engineer/Pioneer 1, represented by the blue line. Your second squad, which you will build from your Headquarters, should be sent directly to the left side munitions point. The reason being is because this point is normally uncontested throughout the game, so it is an easy plus 16 munition next to your base. Your first built riflemen or volksgrenadier squad should be sent to capture the two strategic points connecting your fuel and munitions points to your base. This will leave your rifle squad free to defend your engineers while they capture the high fuel point. Meanwhile, your original engineer squad should capture the low fuel point and medium munitions point next to your base. This is a guaranteed resource income, so it is foolish to pass it. Then your second rifle squad can either go to the left and help out your first rifle squad if necessary, or head to the right and try to cut off your opponent early on. For North, you want to secure the left side, and then cross over to the right. If you cannot control the left side, you want to at least control one high fuel point and two Victory Points.

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South: This capping order is quite similar to the North's capping order. Your first engineer squad will build your Barracks, and your second squad will cap the high munitions point to the right. You can also wire off the entrance to you strategy point to secure it first, but it will take some time away from your capping. However, the difference in the South’s capping order is the second Riflemen/Volksgrenadier squad. They can cut off the left side, but then swing around, cut off the right side, and then sit inside the building to protect the point. South can easily capture both fuel points, but usually most players will go for the right side since it has two Victory Points. Then it simply becomes a matter of cutting off the left side, which isn’t hard to do.

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Beaux Lowlands


This map is abundant in resources, if you can get them. The goal of this map is to control a side and a half. If you can lock down two Victory Points and at least three of the fuel points, then you have the game in the bag. If it is split evenly, then you have a fight to put up. The map is very symmetrical, which makes the explanations redundant. The start on Beaux Lowlands should focus on capping as much territory as possible, and winning initial engagements. Most of the time, the early battles appear on the left side simply because it is a better battle ground.

North: Start with your standard Tier 1 build order, and get your second pioneer/engineer squad out and capping right away. They should start by capping the low munitions point next to your base, but if you want you may forgo that point and head straight to the medium munitions point. It depends on how you want to play, but either way, it won’t hurt you. Head to the fuel point and then to the left-most Victory Point. Your first Tier 1 unit has the simple task of capping the medium munitions point to the left, but you must beware of enemy troops, since they normally traverse there too. Never cap a point while you are under fire unless you are a second away from finishing the point. Finally, your second Tier 1 unit will either head out to the left to support your units, or move to the right and put pressure on that side. Of course, this is situational, so you would need to make that decision in the course of battle. Your original engineer squad has the arduous task of capping the whole right side, but make sure that squad isn’t forgotten.

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South: A south start is more about securing the left side rather than capturing the whole entire field early on. After your build order is complete, send your engineers out to capture the left and right sides. Your second engineer unit can either pass the strategic point for a quick fuel point, or capture it and save time for your Tier 1 units. Either decision is fine. Fighting on the left side gives you an advantage because you have more cover, and as Wehrmacht, the precious farmhouse to place an MG inside. This will allow you to take control of the left side, thus pushing you further to controlling ¾ of the map. Your second Tier 1 unit will either support your squads on the left, or take territory within the center of the map. When you control the left side as South, you can simply cross over to the right side and cut off your opponent’s resources.

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Langres


This map is an odd ball, mainly because there are plenty of different capping orders that are quite successful with many players. A lot of replays showcased unique capping orders, but I have managed to narrow them down to a few common and worthwhile capping orders. My suggestion is to try all of them and then pick which one works best with your play style. Some are solely for Wehrmacht, and some are for US, so be sure to read the descriptions before utilizing them.

North:
This is the most common opening scene amongst North Langres players. It provides a quick division of the field, while taking a majority of the territory on the valuable right side. Negating the houses is an important aspect for a North player. Your first engineer shall build the Barracks/Wehrmacht Quarters, while you second will capture the medium munitions point next to your base and then head to the Victory Point and fuel point. The reason for the Victory Point is because Langres usually comes down to a Victory Point battle. Getting an early lead is crucial to buy you some time if needed, or to end the game faster. When your first engineer finishes the Tier 1 building, capture as much of the left side as possible. Usually the first pioneer-engineer engagement happens around the left-side medium fuel point. Keep your units in cover and try to win the point, but retreat when necessary. Your first Tier 1 unit will capture your main strategic point and then move to the right-side. Your second Tier 1 unit will either support your first Tier 1 unit, or capture the center. Place mines in commonly traversed areas like the center crossroads near the Victory Point, or in front the entrances to the large house on the right-side. Holding two Victory Points and at least two of the medium fuel points will give you a good chance of winning the match.

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There are also some alternative starts that I have seen and experimented with, and they each work quite well. This one is recommended for US only because it requires fast capping from rifles along with a good offense. The Engineers will do the same thing as the other start, but your first rifle squad will capture points in a different order. You will cap your main strategic point near your base with your first rifle squad, but then send you rifle squad all the way to your opponents high munitions point and capture that. If there is a pioneer/ Panzer Elite grenadier squad capturing it, get inside the building and fire on them. This will apply pressure on the right side and then your rifles or engineer squad can capture the south Victory Point before moving on. Your second rifle squad will secure the middle and defend it if necessary. If you lose your main strategic point, don’t fret because you have control of the left-side and it is unaffected by the cut-off.

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There is also a very nice Wehrmacht start which I originally saw in one of STGMorelloo’s replays, and I figured I’d try it out. Sure enough, it was very hard for a US player to break through the encampment created by this type of capping order. This is mainly a Wehrmacht only capping order, but the principle can be used for US players as well. The capping order starts off with your first pioneer squad building a Wehrmacht's Quarter, and then moving on to the middle medium munitions point and then eventually to the medium fuel point. Your second pioneer squad will follow a regular capping order, moving to the medium munitions to the Victory Point to the medium fuel point and so on. Your Voksgrenadier squad will have a different job, in which they will mainly cut off access points and flank routes. Your second Volksgrenadier squad will capture the middle Victory Point, and then help defend your territory with your first Volksgrenadier squad.
The point of this capping order is to secure the right-side and then make your opponent fall into your traps. If you hold the right-side and the two Victory Point, you will have a significant advantage in resources and you do not have to be offensive for the most part. Your first Volksgrenadier squad will eventually capture the middle strategic point, but it should wire off access points first. Remember, never cap or build wire while under fire. The four main key points to wire off are shown in the picture provided. However, another great place to wire off is the in front of the South’s right-hand side fuel point, so it can’t be captured unless they walk around the wire. Once the right side is secure, and idle pioneer squad can push its way along the left-side and capture territory there.

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These are the key points that need to be blocked off for the Wehrmacht only capping order.


South:There are two common capping orders that I usually see for a southern start. They are not faction specific, so anyone can use these. The first capping order is a standard for both Wehrmacht and US players. This order starts off with your second engineer squad capping the left-side of the map, starting with the fuel point. Remember, you want a solid income of resources, so skipping low resource points is not advised for lower level players. Your engineer/pioneer squad can either skip the Victory Point and head straight to the high munitions point, or capture the Victory Point and then the munitions point. The reason being is because that engineer squad has a lot of territory to cap, and depending on how your opponent caps, you may arrive late to the fuel point. Of course you can always capture the Victory Point after an idle unit retreats to your base.
Your first engineer squad, the one that built the Barracks, will move along the right-side and capture the medium munitions point and then the medium fuel point. Your first Tier 1 unit will capture the medium munitions point and then connect the fuel point to your base by capturing the strategic point. In an ideal situation, you’d be able to move up and cap more territory, but by now there is usually some opposition, so your second Tier 1 unit will most likely have to support your first Tier 1 unit.

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The next capping order speeds up the collection of fuel, and allows you to dominate the left side, because your Tier 1 unit will be able to fight off any opposing pioneers/engineers. Your Tier 1 unit will focus on the acquisition of the high munitions point. Now the first Tier 1 unit can then go and cap the remaining left-side, while the engineer unit wires off area, or the Tier 1 unit can move to engage your opponent while the engineer unit capture the remaining left-side territories. Your second Tier 1 unit will regroup with your first Tier 1 unit in the middle, and push to cut off your opponent. The strengths of this capping order include a solid foundation in resources, the ability to push your way onto the right-side and cut-off your opponent, but it also leaves you vulnerable from the right-side. This would be suggested mainly for US players because they have a much higher capping speed, and can maneuver around the field with ease.
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Semois


Semois is the ideal map for many players since the dawn of Company of Heroes. It is a symmetrical map, which means that the top is a mirror image of the bottom. This gives an equal opportunity for both players to get equal resources, which is not good for you as a player. You must learn to acquire as much territory as possible on this map to shut out your opponent out of the game. In most cases, the center is what you need to hold to win the match. Control of the center and another Victory Point will surely give you a undeniable advantage because of the easy cut-off points. With a little wire and strategic skill, you can pull of the infamous “Semois Pin.” However, even if you control the center of the map, your opponent still receives a healthy +10 fuel from his base-side fuel point. The more you take, the less your opponent has to fight back with.

North and South:
I will explain this in terms of a South start, but since it is symmetrical, it also applies to the North. Your first engineer will build your Tier 1 structure, while your second engineer heads out to the medium fuel point near your base. This is a key point on the map, so you do not want to lose this at any cost. Usually some wire or an Observation Point in the mid-game stage will prevent that from happening. Your first engineer will move to the medium munitions point first, and then move to the strategic point next to the left side Victory Point. The reason for this is that the medium munitions point is a guaranteed +10 the whole game. The high munitions point is usually cut off relatively early, so why gamble for a few more munitions, when you can secure some resources immediately?
Once your first Tier 1 squad appears, you should capture the main arterial strategic point, and then you have a decision to make. If you are American, you must consider the following: if I head straight for the middle, I have a chance of controlling the center but I could lose a lot of manpower in the process. If I head straight for his fuel point, I can severely slow down my opponent’s advancement speed, but I may lose the center and get precariously close to a “Semois Pin.” If you are playing as Wehrmacht, you should consider: I can cut off his fuel, but I will lose the center. However, I can place an MG near my main strategic point so I don’t get cut-off. If I control the center, I have a good chance of winning, and that will allow me to win the game fairly quickly, I just need to place some wire to prevent flanks.
I normally go for the center, and then send my third Tier 1 unit or engineer unit to cut off my opponent’s fuel, thus allowing me to fight for the center while cutting off his fuel. Your second Tier 1 unit will move towards the center to defend or capture territory.

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Sturzdorf


Sturzdorf is the bane of many Company of Heroes players’ strategies. They simply do not know how to approach this map. There are a ton of munitions in the North, and a massive amount of fuel in the South. There seems to be no order or places to cut off territory. How can anyone like this map? Well, the answer is simple. You learn the best capping order, and then adapt as the game goes on. The best players, and I mean the legends, don’t use cookie cutter strategies, they make them. If you solely follow one strategy on this map, you leave yourself to be cut-off and ultimately frustrated with the game.

North:
A North start on this map leaves you ridden with excess amounts of munitions if done correctly, hence the “Over Powered” side of the map. It does give you good field advantage, but it also requires you to spread out your forces to get the most control. However, there are a few good structures on this side to help you control your territory. Your first engineer unit will build your Tier 1 structure, while your second will head out and capture the right-side of the map. Your first engineer should capture the high munitions point and work its way up to the middle of the map. You first Tier 1 unit will rush up and try to take the high fuel point on the right-side. This is the only point that keeps the South in the game. If this point is won, then not only do you receive a massive resource boost, but you also cripple your opponent’s advancing speed. Your second Tier 1 unit can either head to the middle to support your first Tier 1 squad, or it can capture the left-side of the map. If you are US, try not to lose the center building, otherwise you will have to flank it. A simple mine or some wire will suffice. This should give you a strong field presence, but if you do lose the right-side, which is a possibility, then focus on the left-side. Later you can move over to the right, or you can try to cut-off you opponent by going to a pin. For that, you send your units to the south and capture the two strategic points near the South base, and then the low fuel point. This is a very good pin which is extremely hard to get out of as the South player due to all of the great building coverage.

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South:
The South side is the “imbalanced” side, but it was granted one golden gift, the right-side high fuel point. Many players who complain about this map often forget to capture this point, or allow their opponent to capture it. Therefore, this capping order solves the problem. Your second engineer hastily moves to capture the southern row of resource points, and then will meet up with your first Tier 1 squad to move along the right-side border capturing enemy points. Your first Tier 1 squad’s priorities are capture and defend the high fuel point. Without this point, you will lack sufficient fuel to stay in the game. Once the fuel point is successfully controlled, use your second engineer squad to place some wire around the strategic point to prevent access, and perhaps a mine on the entrance to that area. Now that the area is controlled, you can apply pressure to the left-side, to occupy your opponent’s time and resources.

Now, the only problem with this capping order is that you leave yourself open for a pin. This is solved by your second Tier 1 or the third Tier 1 unit staying near your key strategy point signified by Point 1 on the blue line. This will defend your base from MG’s in the buildings, and if they persist in attacks, simply get more units to defend the area. However, if you see opposition at the right-side when your first Tier 1 squad is capturing the point, send in your second Tier 1 squad to help them. Also, some wire around your low fuel point next to your base will do a great job preventing a cut-off. Now you will have excess fuel to advance your teching speed and propel you to victory.

Note: In order to make up for the lack of munitions, I would suggest an observation post on your high munitions point.


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Wrecked Train


Wrecked Train is a tricky map for some. It is kind to the medic bunker because of its small size and relative compactness. However, it is wide enough and provides enough cover to enable flanking and offensive thrusts. The capping orders are pretty symmetrical, so there is not much variation from a North or a South start other than cover. I have seen a lot of players send two columns of units to capture the left and middle, leaving the right untouched. However, I think a three column approach works the best.

North:
A North start is pretty simple. Your first engineer unit will build your Tier 1 structure, while your second engineer heads the right-side to capture as much as possible. Once your first engineer is done, it will move to the left-side of the map and capture all the territory it can, while your first Tier 1 unit will move and capture the resource points in the center. Notice that the first Tier 1 unit veers left. That is because there is a medium munitions point next to a low munitions point. You might as well head over to the medium point rather than spending time on the low point since they are right next to each other. It also positions you to capture the linking strategic point on the left-side. Your second Tier 1 squad would ideally capture some territory, but by now the first Tier 1 squad will surely be engaged by enemy units, so you should send them to assist in the battle.

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South:
A South start is pretty much the same as the North capping order. Your second engineer unit will move over to the right-side and capture the fuel and munitions points there. Be sure to not skip any of those points because they are the fundamentals of your resource income. Your first engineer unit, which built the Tier 1 structure, will move over to the left-side and capture the territory shown on the map. In most cases, you will not be able to capture all of that territory without an engagement, so be sure to watch your units carefully. Your first Tier 1 unit will head straight up and capture as much territory as it possibly can, but be sure to capture the medium munitions point before you capture the low point. Each one poses an equal risk, so there is no downside in choosing the higher point over the lower point. Finally, your second Tier 1 unit will move up, and hopefully be able to capture some territory. Ultimately, it will have to assist your first Tier 1 unit out, and if you win the battle, then you can capture the center Victory Point.

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Final thoughts

Hopefully you guys can get something out of this article, whether it be a full capping order, or some insight on why people choose a particular order. Remember, cookie cutter strategies can only get you so far; you need to learn to adapt and process a situation. This is only a step in the learning process of your Company of Heroes career, but it is surely an important one. Good luck and have fun!

By sjceran and the Company of Heroes Strategy Team

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