It is fragile, slow, and inaccurate, but will be the linchpin of Anti-Tank defense if you find yourself behind in the fuel war. If he has shown Guards, Pgrens will do well in killing them at close range.įinally, there is the underwhelming Pak. If the enemy has gone for Shock Troops, you might want to take advantage of his lack of Infantry AT and go for the Flamer Halftrack. Do note that they halve your anti-infantry DPS upon purchase, so there's no need to get them if the enemy has no tanks and you don't expect them to have tanks for a while. Pgrens with Panzerschrecks do decently against Soviet T3 tanks like the T70 and T34, but truly shine against Soviet T4 vehicles like the SU85. Against Snipers and Scout Cars, Pgrens are more of a liability with their high reinforce costs and lack of Panzerfausts. Panzergrenadiers wipe the floor with conscripts, and are useful against conscript-heavy Soviets. Kite Conscripts trying to Oorah up and throw AT nades- though on rough terrain this might be difficult. Guards and Anti-Tank grenades will be the worst enemy of these light vehicles- focus the Guards down with supporting infantry or pin with an MG before moving up. The Flamethrower Halftrack is your first direct anti-garrison tool, but with Guards being so commonly used they are not necessarily the go-to weapon they once were in earlier patches. If you are really dominating and have all the map, you might want to skip T2 and go for a quick Ostwind.įrom the Leichte Mechanized Kompanie, you'll have access to the 251 Halftrack- a very useful mobile reinforce point, and to counter Snipers and light vehicles you can upgun the 222 Scout Car. Once you're comfortable with your army composition, you can go for T2. If the Soviet player sticks with multiple conscripts, more T1 units can't go wrong (except the sniper, which is not cost-efficient currently). Lack of field presence early, followed by Penals/Snipers/M3s would mean MGs would have less value. You'll almost always want a couple of grenadiers to ward off scout cars later.Īfter the fourth unit, it would be prudent to see what the Soviet player is producing. You can throw in a Mortar if the Soviet player sticks his infantry in the buildings that are, as of, near invincible to small arms fire- though the Mortar is generally not the first or second unit you'll want to get, unless using a rather unique build order. You can go Gren-Gren-Mg-Gren for a more mobile force, Gren-Mg-Gren-Mg to frustrate any Soviet flanking attempts or Gren-Gren-Gren-Mg. Generally, it is advisable to build a Grenadier first. So you've gone for your one- or two- pioneer opening, and you have your Infanterie Kompanie out.
![coh2 soviet build order coh2 soviet build order](https://steamsplay.com/wp-content/uploads/2021/03/company-of-heroes-2-a-weebs-guide-to-ostheer-wermacht-0-steamsplay-com-2112323232.jpg)
With two pioneers, it is interesting to note that if you send your first pioneer to capture immediately and build the T1 building with the 2nd pioneer, you'll have just enough manpower (240) to start calling in Grenadiers or MG42s. With a T1 opening, you'll generally go for either one pioneer immediately constructing the Infanterie Kompanie (currently the standard build), or two pioneers for more map presence and faster point capturing. As such, and due to the weakness of the T2 rush in the opening minutes to a resource cutoff, the T1 opening is the only really viable build in 1v1s. As of, the MG42 is incredibly potent to the point of (some say) brokenness.
![coh2 soviet build order coh2 soviet build order](https://modelingmadness.com/review/allies/us/ranpbye.jpg)
To open, you'll have the choice of a standard Tier 1 opening or a T2 rush. The Brummbar, Panzer V "Panther" and the Panzerwerfer may be ordered in from here. Here you may order in the StuG III, the Panzer IV and the Ostwind Flak Panzer Panzergrenadiers, Sdkfz 251 Halftrack, Sdkfz 221 Scout Car and Pak 40 can be ordered from here This building gives access to the Light Armour of the Third Reich and Panzergrenadiers, the core AT infantry. Grenadiers, MG42 teams, GrW 34 Mortar teams and Snipers can all be called upon from this building. This is your first port of call for most infantry from the Third Reich, including most weapons teams. If you lose this building, you lose the ability to use doctrinal abilities.
![coh2 soviet build order coh2 soviet build order](https://cdn.segmentnext.com/wp-content/uploads/2013/06/Company-of-Heroes-2-Field-Defenses.jpg)
You can get pioneers and advance in tiers from here.