A German Field Commander’s PvE Guide to Opposing A.I. Factions

Company of Heroes 29 views1 favorites7 min readby Ty TaniumView on Steam ↗

Set up and the OKW faction

Description of the OKW faction set up for the game.

Welcome to my guide for German field command guide. I have played just over 6640 hours now (in 1v1 PvP) but mostly 2v2 PvE modes of Online and Skirmish.

I would like to present my observations, and experience, of “Enemy Factions” in 2v2 games against an A.I. opponent. I have utilized maps from the D-Day beaches to North Africa (Tunisia and Libya) from France to Moscow’s doorstep and from Crete to the Balkans and Norway. All different types of terrain and all weather/ day-night conditions.

I freely utilize mods from 1939 on, and up to, “All Units Allowed” and, these mods notwithstanding, I have developed what I believe are the best approaches to each faction and the best “Battle Doctrine” for each event.

Firstly, my most favoured mods are “Faction Tech Tree Overhaul”, which basically equalizes the levels of technology available to both sides, and “Popcap” which increases the population cap on most (not all) maps to 300 manpower value. This makes for some intense street fighting in urban environments and some large scale tank battles in rural areas.

I will, usually, expend around 140 manpower on infantry, field and support units and 160 manpower units on armour.

My preferred faction is the OKW with the “Breakthrough Doctrine” Commander applied.

The OKW allows for the following;
Ease, and speed, of establishing a completely operational HQ. Flexibility and easy utilization of “Unit” abilities along with a small edge in the capture and development of territory – especially when the Breakthrough doctrine is applied. It provides for a rapid allocation, and speedy application, of Off Map Artillery in support of field operations.

Beginning with the basic high speed scout and capture Kubelwagen and allowing for a good range of specialized armour right on up to the Konigstiger (King Tiger) Main Battle Tank the armour support for troop movement and assault is well catered for and allows for the establishment of “Zones of Influence” around important resource/strategic and tactical points.

Whether fighting in urban, or country environments the OKW - Breakthrough Doctrine combination covers most situations very well.

Russian A.I. opponent

A description of the most likely responses.

The Russian faction favours a “swarming” approach and will very quickly establish a large, rapid deployment of infantry to “swarm” and overwhelm resource points. In this respect be ready to give a little ground in the early stages of the encounter. It is very difficult to muster enough troop strength to counter their numbers and one of the key points of the Russian offensive operation is that they will attempt, as will the other factions, to insert lone armoured units into your base of operations. For this reason you will need to have a good tactical control, and defending compliment at you HQ.

A one-on-one battle with the Russians will usually turn into a slugging match that may well end in a stalemate with each side holding the line against the other but not making much ground.

In a 2v2 match against the Russians things become a little simpler and much more strategic. One of your team will need to be the “cannon fodder” and harass the enemy wherever it is they choose to focus their main force. While this is happening you should build an armour heavy force of main battle tanks in preparation for a major flanking maneuver of that main force.

Winnable solution:
While their main force is engaged in a series of running battles with your other team member take a wide berth route and assault their HQ with all available armour. You will usually find that you can wipe out their HQ before they can react and redirect their remaining armour to your attack on their base.

American A.I. opponent

A description of the most likely responses.

The American A.I. forces favour maintaining a broad frontline. They will spread their troops and utilize movement over static positions. One of the other features of the American A.I. is in their use of armour. Two methods of attack here involve a high speed penetration of your defences to inflict damage within your base area and even though this appears to be somewhat suicidal it still saps your resources in re-building. The second method of armoured engagement is the 2v1 – you will usually find American armour operating in pairs so don’t be in a rush to push that lone Panzer forward. The American forces also have an advantage in that they can produce and dispatch a “field Ambulance” to heal injured squads.

The American A.I. will also make use of off-map artillery utilized by their Majors. The unit will approach to a visual distance of your position and call in a fairly quick deployment of artillery fire. If you see that lone infantry trace on your map approaching and stopping a short distance from one of your positions take it out as quickly as possible because even though the marker smoke may have been laid down if you can eliminate the Major soon enough the artillery strike will be stalled.

American troops, especially lone rifle squads and Engineer units will move in quickly, take your resource points and then withdraw quickly which means you have to divert forces to reclaim lost territory. If you can establish defensive measures over your resource points then you should but be aware such established positions are subject to the Mortar Carriers and M81 mortar teams, not to mention the “Easy 8’s” and Shermans.

Winnable Solution:
Divide and Conquer. Because of their tendency to have, and attempts to maintain, a wide front the American lines are usually fairly easy to breakthrough with a decent force of heavy armour. Create the gap and drive a wedge through to create a “funnel” to attack their main base.

British A.I. opponent

A description of the most likely responses.

British forces are much like the American forces in many respects. They rely on swift movement/ hit-and-run style troop tactics and deep, swift penetration of enemy defences.

The main differences with the British ground forces is that they have more than one unit able to call in artillery and that artillery can be “on map 25 pdrs” or “off-map support”. They also have the ability to establish well defended static positions outside of their main base structure which consist of multiple long range mortars and 40mm Bofors gun positions. They can establish “off base” support and equipment sub-bases.

In running swift attacks on enemy bases the British will generally employ their highly mobile light armour which carries the 2 pdr gun but if they can mobilise a heavier flame tank and get it past the enemy defences they can do a lot of damage before they can be stopped. Like the Russian armour the British heavier armour has extremely good frontal armour which can absorb a great deal of punishment. The best approach to this problem is to employ the American style “2 on 1” doctrine. Have your armour patrolling, or exploring in pairs and if you come across a British Cruiser tank, or better, get around it to attack from the rear where possible or at least from the sides.
British infantry units have a wide range of specialisations to employ against an enemy and will generally require a 2 to 1 ratio of infantry numbers to defeat without too much damage being taken.

Winnable Solution:
Attrition, wear them down, don’t be in a hurry to advance but make planned and methodical strikes to advance your whole front line as one force. Utilise “Off map artillery” to pave the way for your army who will make the positions for your troops to follow.

The Blitzkrieg

Two methods of conducting a "Blitzkrieg".

The famous “Blitzkrieg”
The application of an intensive military maneuver designed to bring about a swift resolution to a conflict. The effectiveness of the Blitzkrieg cannot be understated but it is a highly risky maneuver that will likely exact quite a toll on your armour.

Two methods of the Blitzkrieg can be utilized fairly effectively, the first one is the “Armoured Blitzkrieg” in which a large number of heavy armour units are employed on a fast and deep penetrating attack directly on the enemy base. This is suitable for either open country or urban environments. For this I have discovered that you need a (in my opinion) minimum number of 8 armoured vehicles to smash a hole through the enemy lines and drive straight to their base. The resulting massed firepower will overwhelm their ability to repair and replace but be aware that any enemy armour on the map will re-direct to attack from the flanks or rear.

The second is a combined Armour/Infantry Blitzkrieg where, utilizing the armour to charge forward and the infantry to hold off enemy forces, a quick and decisive victory can also be obtained. This second method is more useful in urban environments where the cover close to the enemy base is plentiful.

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