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Axis Commander Selection

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# 1HERO Aug 19 2006, 12:25 PM
Axis Commander Selection
A Guide to Axis Doctrines and Usage
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Defensive Doctrine

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Artillery Support

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For the Fatherland! - 1 Commander Point, 75 Munitions
Zealous patriotism gives all friendly units in controlled territory a defensive bonus.

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Fortify Perimeter - 2 Commander Points, Free Upgrade
Upgrades all base buildings with defensive machineguns. Enables Reinforcement around bunkers.

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88mm Flak AT/AA - 2 Commander Points, Free Upgrade
Enables pioneers to deploy the 88mm Flak AT/AA to the battlefield.

Comments: Artillery Support is an interesting tree. For the Fatherland! allows players to gain a heavy armor and health bonus while they fight the enemy in their territory. This could be very good when you're trying to lay down some MG42 cover while your guys are being shot at, or trying to get those Panzerfausts at the rear of enemy tanks while being hit by Rifleman. The extra bit of health and armor is certainly noticible, especially if it's a big battle. The second power; Forify Perimeter is exceptionally good if you plan on making bunkers in defensive locations. With the free upgrade, you can simply walk a squad of damaged or half-assed Infantry up to any bunker that you have and replenish your troop count - Just like the HQ! That means you can reinforce your troops on the frontline instead of having them retreat all the way back to your base. This allows for faster troop movement and frontline action than having to retreat and run back everytime. Very handy indeed. The last ability is the dreaded 88mm Flak that Pioneers can now build. I mean, for the price of each stationary, 88mm cannon, these things better be good. Once your troops have successfully sealed off a Victory Point, major resource location or chokepoint, drop a bunker and one of these badboys (behind the bunker) and start spamming sandbags and tank traps. With all the buildup and clutter, it's virtually impossable to pass your defenses unless they mortar spam you. The 88mm Cannons can blow a hole the size of God's Fist in anything - Absolutely anything. Infantry, Tanks, Air units such as Recon/Strafing/Bomber planes.. the 88mm Flak is the prize of the Axis defensive. Use (and by use I mean placement) them well.

Base Defensives

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Advanced Warning - 1 Commander Point, Free Upgrade
Increases the visual range of all captured points, revealing more of the surrounding Territory.

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Registered Artillery - 2 Commander Points, 125 Munitions
Call in off-map defensive artillery bombardment on one of your threatened structures or secured points.

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Rocket Artillery - 4 Commander Points, 250 Munitions
Call in off-map barrage of devastating 280mm rockets to target area.

Comments: When it comes to calling Artillery down onto the field, no Axis Doctrine/tech does it as good as this one. Advanced Warning allows you to see further past your normal vision. By that, I mean: Once you've selected this ability, your Line of Sight around all areas that you control gets a increase in yardage. This allows you to see enemy troop movements that you normally wouldn't see, and allows you to reinforce positions at a much faster rate. The one thing that really shines about this tree is it's second power: Registered Artillery. For 125 Munitions; which is very cheap for an Artillery barrage, Registered Artillery allows you to call down a series of Mortar Barrages on any sector or building under your control. That means you can call it down on Victory Points, resource points, or even your own buildings inside your base. Not only is it cheap, but it's extremely fast and offers devestating results (especially to enemy Infantry). Unlike other Artillery abilities, Registered Artillery has the fastest response time and fastest cooldown of any artillery, but it's limited in range. A few seconds after you call for it, smokes will drop right before the Mortars start pounding. Registered Artillery is the fastest Anti-Infantry ability that Axis has, so please make note of this when playing vs. mass Infantry. It has more damage (to Armor too), a longer lasting effect and more chance to hit than the Allied Strafing Run - very nice indeed. Just when you think Registered Artillery works wonders, the Axis gets another Artillery Barrage, but this time; this one can be used offensively just like any other Artillery. Rocket Artillery works the same way like the Terror Tree's Firestorm or the Allied Howizter Barrage. You can activate this power on any location on the map as long as you have the Line of Sight. Once placed, smoke beacons will drop and a series of heavy Rockets will bombard the area, putting a small dent in the Earth. Unlike Registered Artillery, this "offensively" used arty takes longer to prep and there's plenty of warning before hand. Use it only when there's a large concentration of enemy troops (prefably Armor since it does more damage). It's more expensive than Registered Artillery, but it'll sure get the job done if the enemy doesn't move.


Blitz Doctrine

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Stormtrooper Support

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Infantry Assault Team - 2 Commander Points, 400 Manpower
Call off-map Stormtrooper Reinforcements to the battlefield. Ideal for general battlefield actions.

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Urban Assault Team - 3 Commander Points, 700 Manpower
Call off-map Stormtroopers and artillery Stuh 42 reinforcements to the battlefield. Ideal for urban assault conditions.

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Armor Assault Force - 3 Commander Points, 1000 Manpower
Call off-map Stormtrooper and Tiger Tank reinforcements to the battlefield. Ideal for major assault operations.

Comments: The Stormtrooper Support tree is good for a series of things that involve fighting Enemy Armor. Stormtroopers by themselves are excellent at killing Armor with their Camoflauge and 2x Panzershreks. Dispite the fact that they're expensive to upgrade (with weapons) and not as combat effecient as Rangers, they still serve the Reich with many unique abilities. They can safely camo behind enemy lines and drop grenades on enemy Infantry, or they can sneak behind a tank and get in some critical rear shots with their Panzershreks. Not to mention once they get MP44 Assault Rifles at Battle Phase, they become just as effective as Knight's Cross Holders vs Infantry up-close. Another thing Stormtroopers can do, or can be upgraded to do, is use the Assault Grendiers ability. They can stealth next to a garrisoned building and throw crazy grenades in once the MG/Sniper garrison is being distracted. Of course, they can do that with their normal bundled grenades (which are much more powerful than their Allied counterparts) too, but the key factor is being able to stealth by a garrison and destroy it without being seen. That's one of their many roles in the Axis War Machine. As for the StuH 42 and the Tiger Tank, there's pretty much only one thing I can say about them: Power. The StuH 42 is basically a Stug IV that underwent plastic sugery and emerged with a 105mm Howizter for a nose. That's almost twice the firepower compared to a normal Stug, but it's armor value is still the same as it's predecessor. In other words, it packs twice the damage, but takes the same amount of damage a normal Stug would take. It's 105mm Howizter can blow garrisons apart, tear down enemy armor and mow down enemy Infantry like butter. Just don't let the StuH 42 get hit by any serious AP/AT rounds, or it'll go down rather quickly. Luckily, with each StuH 42 reinforcement, you get a battalion of Stormtroopers as well. Lastly, we have the Tiger Tank: Prize of the Axis Pazner Division. With it's incredibly thick frontal armor, reinforced armor skirts and 88mm Main Gun, the Tiger tank can destroy any unit-type in the game. Not only that, it can also be upgraded to higher ranks by the Kampkraft Centre to make it even more deadly. Being a Heavy Tank, the Tiger has exceptional firepower but slow turret speed and acceleration. Bottom line: The Tiger is extremely slow. This 45-ton behemoth needs to be microed like a boat on land. You always keep the turrent facing the enemy and you should NEVER expose it's rear armor. Keep it's 88mm cannon facing the enemy at all times and when in trouble, always use short clicks to move the Tiger away. As much of a monster the Tiger is, it's still vulnerable to all types of AP/AT rounds and can be destroyed. Always keep Anti-Infantry around your Tiger along with Pioneers to repair. Losing one or keeping one of these Tanks can mean either Victory or Defeat. Use her well -- and try your God damn best not to lose her.

Assault

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Assault Grenadiers - 1 Commander Point, Free Upgrade, 50 Munitions to use on select Infantry
Enables infantry squads to assault targets with grenades.

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Resource Blitz - 2 Commander Points, 200 Munitions for 900 Manpower
Receive a large manpower bonus in exchange for freezing your economy for a short period of time.

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Blitzkrieg Assault! - 3 Commander Points, 150 Munitions
Enables all vehicles and infantry to attack with overwhelming speed while this ability is active.

Comments: The Assault tree is the "upgrade" counterpart to the Stormtrooper Suppor tech. By choosing to go Assault, you choose to sacrafice unique units such as the Stormtrooper, StuH 42 and the Tiger tank for a more well-rounded alternative. The Assault Grendiers ability allows certain Infantry units; such as the Volkgrendiers, Stormtroopers, Grendiers and Knight's Cross bombard enemy units/garrisons with grenades. Now, when I say bombard, I mean bombard. Once Assault is trigged, your units continue to throw grenades onto the Enemy target untill that target is dead. In other words, they just keep lobbing greades. This works extremely well if you want to clear out a enemy garrison or against clustered Infantry that might be pinned by your MG. Once your units starting lobbing grenades, they won't stop untill whatever you're trying to kill is killed. The second commander point is a tricky one. You basically trade 200 Munitions for 900 Manpower once you activate this power. The downside is this: Once you trigger this event, all your resource points on the map produce at 50% of their normal income for 3 minutes. That means if your fuel sector is generating +10 and you activate this ability, you'll only receive +5 for the next 3 minutes. The upside to this is: You get a crapload of Manpower to spend on whatever you want. You can make Pioneers and drop Observation posts on key locations everyone on the map, you can crank out whatever counter-units you need at that time, or you can even spam tanks if you have the fuel needed for that kind of operation. Bottom line is: You can do a endless number of combinations to help you win the game. You just have to know what's important at that point in time because in the next 3 minutes, your resources will be CRAWLING. Last, but certainly not least, we have the Blitzkrieg Assault ability. For 150 munitions, your units go buck for a short amount of time. That means your Infantry and your Tanks move at extremely fast speeds and fire faster. That also means that your Panzers will shoot at twice their normal speed and completely decimate anything it sees, as will your Infantry in terms of enemy Infantry. Once this ability is activated, you can rush his army with yours and open up a gaurenteed can of whoop-ass for a short amount of time. Just make sure whatever your trying to do in that time frame gets done. 150 munitions for a short amount of time is not very cheap and certaintly not spammable. Oh and yes, you can also take your turbo-mode tanks and run over enemy Infantry if you so please. In most circumstances, charging your Panzer into Rangers would be considered suicidal, but when you're tanks are moving like they're on speed, you can get away with just about anything.


Terror Doctrine

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Hero Support

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Zeal - 1 Commander Point, Free Upgrade
Patriotism causes infantry squads to fight more fiercely as they take losses.

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Firestorm - 2 Commander Points, 200 Munitions
Call off-map artillery bombardment to target an area. All enemy troops will be caught in a firestorm.

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Tiger Ace - 5 Commander Points, 1000 Manpower
Deploys a Veteran Tiger Tank to the battlefield.

Comments: The Hero Support tree is a great all-around tech for Terror players. Zeal gives a noticible advantage when fighting enemy Infantry in the beginning of the game as well as late game. With Zeal, your units will increase in all attributes for each loss inflicted upon their battalion. This works extremely well in actual combat with enemy troopers: The more units you lose, the stronger the remaining units in their squad will become. Even a MG squad that's reduced down to one man could potentially cause more trouble than a 3-man MG team. The next ability available for Hero Support commanders is Firestorm. Firestorm behaves the same way as any LoS (Line of Sight) Heavy Artillery. Smokes will drop, a clear warning to any player for the mayhem and distruction to come, and then all hell breaks lose. Axis Artillery will fire Howizter shells onto the targeted location, creating huge craters on the battlefield, killing anything that it touches. Any units trapped within the area of effect will be killed or sustain heavy damage. Not even Allied Armor can sustain hits while trapped inside an Axis Firestorm. The last ability in this Commander tree is the Tiger Ace. Once triggered, a Tiger Ace will appear from the backlines to reinforce it's comrades on the field. Unlike the Armor Assault Force Tiger tanks obtainable through the Blitz tree, the Tiger Ace is already fully-upgraded. That means damage received is reduced, health points increased, and enemy AP/AT penetration effectivness reduced; thus making it a complete beast of a weapon. Just like all Heavy Tanks, Axis players have to be very careful not to lose them to the enemy. Not only will they obtain a huge number of experience points, but you'll lose a very costly unit. Sometimes, that can determine the outcome of the game right then and there. A 1k Manpower unit should be treated with the upmost respect and care.

Propaganda

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Inspired Assault - 1 Commander Point, 50 Munitions
Propaganda efforts inspire all troops to attack the enemy with renewed intensity with no regard for their personal safety while this ability is active.

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Propaganda - 3 Commander Points, 100 Munitions
Superior propaganda efforts demoralize enemy troops, forcing a retreat to their HQ area.

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V1 Rocket - 4 Commander Points, 350 Munitions
Call in the terrifying V1 Rocket down on the targeted area.

Comments: The Propaganda tree can seriously mess up a Allied player's game. With Inspired Assault, MG42s become the most lethal Anti-Infantry weapon humanely possible. Once triggered, any Infantry battalion gets their rate of fire and damage increased while taking more damage themselves. To a MG42 crew garrisoned in a building, this is as good as it gets. Because of the potential damage this might do to your units, I would advise Axis players to take cover before triggering the event. If you foolishly run your troops into enemy fire while this ability is active, your Infantry might die before even getting close. Volkgrendiers is a perfect unit to use if you want to force a close encounter. Simply run your Volks w/ MP40 upgrades into enemy soldiers and then activate this ability. With your increased firepower and rate of fire, Volk squads w/ MP40s (or Knight's Cross) can absolutely anniliate Infantry squads. Zeal with Inspired Assault (a mixed tree) can cause some serious problems when used correctly. The overall bonus offered by Zeal prevents too much damage being taken so your Inspired Assault can do the rest. It's probably the strongest combination of combat amplifiers in the game, and they extremely available in early game (only 2 CPs). The second ability employed by this particular Terror tree is Propaganda. Once activated, you can force retreat any Enemy Infantry caught within Propaganda's Area of Effect. That means if you have Armor rolling up the field and your enemy is trying to come in with stickies and Rangers, you can force them to retreat to their HQ, instantly giving your Armor the chance to dominate the field free of worry. In terms of Axis Armor and damage prevention, this can't get any better. Without Allied Infantry to combat your troops, you can quickly establish MG42 positions or setup bunkers, or do whatever setup you need to secure the sector. Once the enemy returns with their Infantry, you'll be prepared with battle-ready troops and fortifications. Last on the Propaganda tree is the V1 Rocket. Once triggered, all you hear is the terrifying howl of the approaching V1 before it falls on its target. Don't get me wrong, it doesn't come out nearly as fast as you would think so it's best used vs stationary targets (or clumped up Tanks). The Area of Effect isn't big either, but the damage dealt is insane. One V1 can total almost any building or fortification, not to mention any unit. If you can get a V1 to fall on a group of clustered Enemy tanks, then there's rest-assured there's going be a hell of a lot of dead Armor and a very pissed off opponent. The V1 Rocket should also be used to take down important enemy structures such as the HQ (not in 1 hit though), Tank Depots, or anything else that he's focused on producing. Once his important production structures are down, you can advance into the field with little opposition.


This post has been edited by HERO: Aug 25 2006, 18:28 PM

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# 2HERO Aug 19 2006, 12:26 PM
This is going to take a while....

UNDER CONSTRUCTION

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# 3-Strife- Aug 19 2006, 15:00 PM
*Yawn* Chop chop..

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# 4Grimreapo Aug 19 2006, 15:47 PM
Nice to see you being more nice to the 'Artillery Support' tree this time..
happy.gif

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# 5Sepha Aug 19 2006, 16:02 PM
Very nice so far, I should do one of these for allies in future. smilie_naughty.gif

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# 6HERO Aug 19 2006, 16:45 PM
Completed.

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# 7Moony Aug 19 2006, 17:07 PM
Wow.. ownage guide, HERO biggrin.gif

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# 8Demonic Spoon Aug 19 2006, 17:12 PM
Good shit, HERO biggrin.gif

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# 9blaznee Aug 19 2006, 17:34 PM
Good job there! Actually made me wanna play the Defense tree..

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# 10Soda^ Aug 20 2006, 01:29 AM
Nice guides, I learned some things I didn't know before. smile.gif

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# 11Elegy Aug 20 2006, 01:39 AM
drol.gif

That's very, very useful HERO smile.gif

Great job man, awesome work biggrin.gif

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# 12EPIC Perfection Aug 20 2006, 02:40 AM
Hero, is it a good idea to do a mixed tree or should i just follow 1 command line?

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# 13Ch3m1c4l Aug 20 2006, 02:49 AM
For Terror I like to steadily work my way down both sides, for Defensive I get for the fatherland no matter what then go from either side (usually base defences, supposed to be artillery support =/). As Blitz usually go down one side at a time.

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# 14Karma Cowboy Aug 20 2006, 09:37 AM
The blitztree is interesting.

The assault grenadiers can be used to kille garrisons...like mg in church...i gues.. stealth and go close.

The stormtroopers have stealth and can sneak around and using their bundled grenade to maximum effect on troops. Since not all troops will move around.

Needs sometesting how good it is on at-guns..will it kill the crew if thrown from the back..so they cant hide behind the front shield?

The use of the blitzpower, that gives 900 manpower for 200 munitions and half production. Is that also half production in a 2vs2 match or 3vs3 match...then its way more income lost...than only in a 1vs1...???

What kind of uses can be best done with the 900 manpower upgrade...perhaps the urban assault and an pioneer. or later on the bigger armor assault.

A thread on best uses of this power would be handy..

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# 15Sync Aug 20 2006, 18:04 PM
That is one awesome guide! w00t.gif Very Well done! thumb.gif

Since I have no possible way to DL CoH (cry.gif) this is really, really cool to study. thumb.gif It explains a bit about the game to me so as soon as I get CoH I will kind of know what is going on. wink.gif

Sepha, it would be awesome if you could make an allied version. wub.gif

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# 16ShortyMcNostril Aug 20 2006, 21:58 PM
I'm curious about the Fortify Perimeter power.
Does it add the guns to buildings you already made or buildings you're going to make?
I've been trying to use it with bunkers that I've made right before I got the power, but I haven't noticed them being upgraded (they still show all the upgrade options) and reinforce doesn't seem to work around them either, so I'm wondering if I'm missing something.

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# 17WISE Architect Aug 21 2006, 17:16 PM
QUOTE(EPIC|Perfection @ Aug 20 2006, 03:40 AM) *

Hero, is it a good idea to do a mixed tree or should i just follow 1 command line?


Imo you choose according to his choices. Adapt.
Sometimes one power will come more handy than another one, but in another situation it might be the inverse. smile.gif

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# 18AlmightyV Aug 24 2006, 21:05 PM
QUOTE(ShortyMcNostril @ Aug 20 2006, 09:58 PM) *

I'm curious about the Fortify Perimeter power.
Does it add the guns to buildings you already made or buildings you're going to make?
I've been trying to use it with bunkers that I've made right before I got the power, but I haven't noticed them being upgraded (they still show all the upgrade options) and reinforce doesn't seem to work around them either, so I'm wondering if I'm missing something.


I'm wondering about this too, didn't work for me either.

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# 19HERO Aug 24 2006, 22:53 PM
QUOTE(AlmightyV @ Aug 24 2006, 05:05 PM) *

I'm wondering about this too, didn't work for me either.


They must've changed it in the patch or something.

I'll talk to a few guys and Relic and see what's up.

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# 20Grimreapo Aug 25 2006, 22:49 PM
Hey Hero, I think your feul and ammo income rate are not effect by Bltiz manpower...

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