Company of Heroes 2

Company of Heroes 2

106 ratings
Low Casualty Wehrmacht Doctrine (Team Only)
By Laguna Queen and 4 collaborators
Overwhelm the enemy with elite units to dominate the battlefield with minimal losses!
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Introduction
The sections focus on creating a quality vs quantity army by strictly using more elite units while maintaining a healthy armor ratio. Such measure is better than using infantry en masse (blob) that have limitations in the long run and more options to inflict the enemy maximum damage.

Please click here to learn about the Panzergrendiers:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2806468945
Please click here to win the late game:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2798943805
Why are you writing this guide?
I enjoy helping others by writing about technical topics to a higher standard and provide key findings for a higher chance of success!

Who is the intended audience?
The guide is for everyone, but much friendlier to new players. Everything will be explained to be on the same level as those who are the most experienced. The writing will be easy to follow with plenty of screenshots for those who are too lazy to read everything!
Opening Hand
At the first second, train the HMG team at HQ and instruct the Pioneers to build Infanterie Kompanie. Send the HMG to the front line and preferably a building that can be garrisoned in. Select the Jaeger Armor Doctrine for Spotting Scope and Elefant (more explained later).


The next step is to establish a good capturing path for the pioneers with the third sector being fuel or a VP at the frontline. They should also be able to react to enemy infantry if they are trying to flank HMG. Skilled opponents are ungrateful for MG rounds and need to be hugged by Pioneers when they attempt this maneuver.


When there is 340 Manpower, begin training the first sniper then the second one. Then upgrade HQ to level 1 when there is 40 fuel.
Pioneers
The starting Pioneers are enough for the entire game to capture early sectors, plant mines, and repair tanks. They need the pioneer support package for faster repair and even throwing satchels at mortar emplacements.
The anti-personnel mines (S-mines) should be placed on front-line sectors to injure and deter infantry. Skilled opponents like to capture rear sectors that will cut off fuel sectors and a full 4 tile minefield can be planted there. The frontline sector would need about 2-3 and replanting frequency depends on how fast they react with getting minesweepers.
Teller Mines
The tank mines are best used in chokepoints to destroy early light tanks or cripple mid-late armored units. Their placement requires caution as they can also destroy own units when being attacked during retreats. Teller mine should be used sparingly in early game to save munitions for more bundle grenades and panzershrecks.

During late game, they can be used as an additional layer of protection against enemy armor charges. The mines need to be placed in areas that are blind spots that expose vulnerable flanks. The preference is to select locations that are not commonly used by own armor.
Dual Snipers
Wehrmacht snipers have the fastest firing rate and are permanent thorns in the enemy's side. The idea of using dual snipers is to have a mobile support team that replace mortars and can be easily relocated/healed without too much delay. Their purpose is to use their long range to soften and root out infantry that are sitting on key sectors.


They can also kill and stun infantry groups with their special ability.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2851348816

Note: Snipers work very well against UK forces that have a smaller squad size and have bonus perks of using green cover. Some are too lazy to notice they are dying.

During the mid-late stage of the war, the enemy usually spams AT crews across the battlefield like candy. The dual snipers will have earned veterancy to swiftly address this nuisance with the help of the tank's spotting scope.


The average score for snipers should be scoring be at least 80-90 kills.

Counter Snipering
The enemy can decide to get snipers for the purpose of either anti-infantry or countering the sniper. If the latter, they will hold fire and lie in wait but will need to be out of position towards the very front to be within shooting range.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2816949487
The solution is to advance forward with Panzergrenadiers and supporting Snipers with holding their fire or staying in the very rear. In general, snipers need a nearby object to conceal or they will be exposed . The enemy could try to be aggressive with counter-snipering but will be thwarted with the buffer provided by Panzergrenadiers.
Panzergrenadier Core
After HQ is level 1, train 3 Panzergrenadiers to serve as the core infantry because of their starting Stg 44 rifles and passive evasion. One of the three is converted to an AT crew and usually the first or second squad. This provides protection for the Sniper against suicidal cars or vehicles that the enemy might send early.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2836293215
Please refer to the Herr Panzergrenadiers guide above for more details.
MG AP Ammunition
The surviving MG can use Incendiary Armor Piercing rounds to destroy light tanks and melt suppressed infantry. The latter bypassing all armor protection given to suppressed infantry denoted with a yellow exclamation and can wipe out the whole squad in seconds even if they are in cover or entrenched.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2840298228
Countering Elite Troops
Most special/elite troops are short-range like Shock or Rangers that can be stopped with a well-placed grenade. Medium-Long range like Guards need to be handled together with snipers while taking cover. If alone, Panzergrenadiers could safely get closer to the enemy by using trees/shrubs to conceal advancement then throw a concealed grenade or even a blind one.

Snipers can also be used to weaken them if sides and flanks are secure.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2681605272
Fuel Caches
The Pioneers will construct fuel caches at safe rear sectors once there is surplus Manpower after having enough Panzergrenadiers. They should build around 2-3 fuel caches that can be protected. Mines can be used but do not build them too close to avoid destroying the cache.
Panther
When there is plenty of fuel, upgrade HQ to level 3 and build Heavy Panzer Korps building. The first tank is the Panther because of thick armor and high health to live for another day. The second tank needs to be the Elefant to deal with long-range enemy tank destroyers unless map has heavy vegetation. The third tank will be another Panther if the population cap was not reached..

Once the Panther joins the battle, it needs two upgrades of MG and Scope. The panther's scope alone will provide great vision for the snipers and even locate AT crews that is outside of their range.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2674375717
Elefant
The Elefant will take over as the main AT to provide massive damage at very long range.

Enemy tank destroyers can be easily dealt that out-ranged the Panthers. Their Achilles' heel is slow speed and rotation. The Panthers have a new role as bodyguards to protect the Elefant's rear and sides from enemy tank charges.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2681653291
Coordinated Teamplay
Each map will require some time to study the terrain. Certain maps have easier sectors to defend while others are open field. The areas with natural choke points will be easier to defend and require less attention. The starting position will determine how much more effort needs to be made to maintain control.

The response to help allies will depend on the competency and aggression of the opponents. Panzergrenadiers will be more than sufficient enough to help the ally, especially if the enemy is either sending blobs or a light tank/vehicle. Snipers should only be sent to assist against entrenched units or against specialized units (e.g. Shock Troops or Rangers) to soften them.

The low-casualty doctrine does not mean that allies should get infantry en masse (blob). The purpose is to provide reliable solutions against all threats. During the late game, most allies will struggle against enemy AT and Tank Destroyers. The doctrine excels in late game and eliminates the obstacles that will keep VPs in friendly control.
Epilogue
During late game, the game will all be about VPs only and the enemy will send suicidal squads to capture them. Victory will depend on sheer endurance to control the battlefield and rebuilding what was lost.

The major threats in the final push will be planes, rockets, and artillery that can destroy irreplaceable units. Always be on guard for enemy ground flares and react right away! Snipers need to just retreat if seeing flares or hearing rockets because they are most likely being targeted.


A more defensive strategy is needed and can be done with snipers.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2683468484
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Copyright Notice
This guide was written by Laguna Queen et al. (2021) on Steam, and not to be republished without crediting the authors and gaining their permission. We can be reached through the the guide comment section below.

We have no guide sites outside of Steam and please contribute to the actual creators, not plagiarism websites!

Try reading the guides for other games:
Here are other detailed guides that are not only comprehensive but tailors different themes and challenges:

For XCOM 2,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2803040578
For Total Warhammer 3,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2782133378
For Frostpunk,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2612388028
For Crying Sun,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1871229945
For Dead in Vinland,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1996086549
For Infectonator : Survivors,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=742714265
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26 Comments
orinmeow 6 Mar, 2023 @ 5:25pm 
Ending under 30 in some cases; victory, of course. I'm just sick of using the same strats is all. This guide is the t!ts.
Laguna Queen  [author] 5 Mar, 2023 @ 11:06am 
If your games are ending much quicker than 40-50 mins, then this guide is somewhat helpful. It was meant for more late game problems.

Most I have seen do not use the Elefant correctly and is sent to front lines without good vision. Have you looked at the other guides?
orinmeow 5 Mar, 2023 @ 10:19am 
I'm quite competent with my bundles. I respect the guide hustle, but I just want to know if this is worth adopting as a strategy. I WANT to try new things, but the Elefant has always felt like something of an all or nothing to me. This guide has given me good perspective on sniper usage, too, but I'm awful hesitant to try something like this.

My usual strat involves brain melting micro, attrition, and fast movement across the board. Despite the gradual build up of unit might.
Laguna Queen  [author] 5 Mar, 2023 @ 4:11am 
That depends on how well you can deliver the gift basket! Go read the Panthergrendier guide. It has to do alot with combos and how skilled your alllies/enemies are.
orinmeow 4 Mar, 2023 @ 11:23pm 
Ok, but how well does this work for annihilation?
DaniSSimo 24 Jul, 2022 @ 10:50am 
Very helpful guide, thanks
Mwatrak 19 Jun, 2022 @ 12:28pm 
or just go outside
SPOOKY_ 13 May, 2022 @ 3:23am 
Scout car is very much worth keeping alive; especially with spotting scopes. Getting it to Vet 2. gives you a self spotting unit that allows you to see half the map wherever you place it. infantry awareness gives you recon outside the fog of war and it will nevertheless be always useful for intercepting lone squads trying to capture cutoffs away from the frontline.
Kirara to Nekopara 11 May, 2022 @ 8:15pm 
I think i will just give a much simpler comment. I have many thoughts, but I share the most important one here:

The core strength of ostheer t0 always lies with its mg42, the best mg in game. It holds the line, and create space for your sniper.

Needless to say, this guide so heavily relies on ur ability to place that mg well, especially against mass rifleman and conscripts. I imagine you can get away with pathfinders USF or mass tommies.

Like i asked you how would u deal with UKF universal carriers. My experience is that if u are going sniper, then u need to deal with it with ur mg42.

Still i appreciate your guide very much! keep up the good work.
Mochi_flamer 26 Apr, 2022 @ 7:32am 
he is good player friends of my, great guide . i hope try make guide with 2 pio and 2 mg try diversity with any guide you make..