Company of Heroes 2 Guide

Doctrine Summary for Company of Heroes 2 Mod: Spearhead for Company of Heroes 2

Doctrine Summary for Company of Heroes 2 Mod: Spearhead

Overview

Company of Heroes 2 is a great game. Many players will say that. But what if i said we can improve our experiences more? Introducing the mod Spearhead. One of the many mods for CoH2. It changes a lot of things from the vanilla CoH2. One of it is the overhaul on the Commander system. No more you need to waste time (or money) to buy Commanders which only change a small part of the gameplay. Spearhead changes that to a set of 6 Commanders (or Doctrines) for every faction. Each with a very different approach of gameplay than the others. It is imperative that players know what they want to do before picking any doctrine. With this guide, i intend to explain what every doctrine do in a nutshell.

General Summary

This guide will provide a basic explanation of what the six doctrines from every faction are good for and what their strengths and weaknesses are. This guide is ONLY APPLICABLE when you are USING the Spearhead mod.

Do note that the faction Oberkommando West (OKW) in base game is the Waffen SS for the mod and will be referred to as such or simply as SS.

A complete visual recap of the avalaible doctrines is avalaible here.[cdn.discordapp.com]

Soviet Red Army

Artilleriyskaya Divizya(Artillery Division)
Soviet defensive and anti-infantry powerhouse. Utilize a wide array of bolstered team weapons and both medium and super-heavy artillery to stop the enemy in their tracks and then annihilate their troop concentrations with effective anti-infantry tanks and infantry.

✔️Pros :
– Option to bolster team weapon crew to 9 men, greatly increasing their durability
– Wide array of indirect fire options and strong artillery-based abilities.
– Every soldier an engineer! All mainline infantry squads are able to build field defenses and mines.
– KV-8 flamethrower tanks are practically unmatched in their ability to annihilate infantry.

❗️ Cons :
– Very munitions hungry
– No elite infantry options
– Complete lack of effective anti-tank vehicles

Istrebitel Tankovaya Divizya (Tank Destroyer Division)
Soviet anti-tank powerhouse. Use powerful anti-tank infantry to hold back Axis armor in the early-game then utilize a wide variety of heavy tank destroyers and assault guns to smash enemy fortifications and armor alike in the later stages.

✔️Pros:
-Powerful infantry and vehicle based anti-tank options
-Great late-game anti-infantry capabilities
-Versatile air support abilities
-Arguably the most well rounded late-game Soviet doctrine

❗️ Cons:
-Poor mid-game flexibility due to no added effective medium tanks
-Limited indirect fire options
-Top vehicles are very expensive
-Tank destroyer units are somewhat inflexible

Strelkovaya Divizya (Rifle Division)
Soviet infantry spam. Use incredibly cheap conscript squads and limited access to powerful elite infantry to gain large amounts of ground in the early stages of the game. In the later stages use cheap heavy tanks to overwhelm Axis medium armor and spearhead assaults supported by massive infantry formations and powerful indirect fire.

✔️ Pros:
-Powerful early-game due to the sheer number 160 MP conscript squads that allow you to take and hold lots of ground
-KV-1s provide a cheap yet effective counter to Axis medium armor and infantry
-Powerful indirect fire options
-Strong defensive anti-tank weaponry

❗️ Cons:
-Lackluster mid-game due to the timing of the KV-1 and limited elite infantry
-Poor offensive power against Axis heavy armor
-Prone to heavy manpower bleed if conscripts are misused
-No additional mainline infantry options

Motostrelkovaya Divizya (Motorized Division)
Soviet special forces. Often simply referred to as ODON, this doctrine gains access to a wide array of elite infantry squads and lend lease units fight back the enemy. Utilize the infamous ODON special forces squads to infiltrate and ambush enemy infantry in the early to mid stages. Once enemy armor enters the field deploy powerful medium armor and rocket artillery to fight them off as best you can.

✔️Pros:
-Incredibly powerful elite infantry with excellent stealth abilities can easily gain control of the early-game battlefield
-Strong medium tanks can easily neutralize Axis medium armor
-Decent indirect fire units and powerful air support abilities
-Strong light armor options

❗️ Cons:
-Lackluster response to late-game Axis heavy armor
-Mediocre late-game performance once ODON squads fall of and heavy armor enters the field

Udarnaya Divizya (Shock Division)
Soviet sledgehammer. Crush enemy infantry with elite shock troops then utilize heavy breakthrough tanks and artillery to smash through the enemy lines.

✔️Pros:
-Unmatched close range elite infantry
-Wide array of powerful indirect fire options
-Solid late-game armor options
-Infiltration abilities

❗️ Cons:
-Poor infantry based anti-tank capabilities
-No heavy anti-tank option
-Munitions hungry
-No meaningful improvements to cheap mainline infantry

Tankovaya-Divizya (Tank Division)
Soviet late-game powerhouse. Deploy a wide array of medium and heavy armor options supported by versatile Guards infantry to dominate the late-game battlefield.

✔️Pros:
-Versatile roster of medium and heavy tanks can tackle all late-game threats (which get a discount for most of them)
-Experienced guards infantry provide an above average mainline infantry option
-Very strong late-game performance
-Strong air support options

❗️ Cons:
-Mediocre early and mid-game performance; not suited for 1v1 and most 2v2 games
-Very fuel hungry during the later stages
-No added indirect fire options

Wehrmacht Heer

Ost-Division
German static turtle. Utilize a wide array of static buildings and units to stop enemy infantry and armor alike dead in their tracks. Osttuppen provide weak but versatile infantry option that you can count on to carry out most battlefield tasks while the massive Ferdinand heavy tank destroyer provides a highly effective long-range anti-tank option.

✔️Pros:
-Access to a wide array of defensive buildings and static weapons
-Osttrupen squads can construct defensive structures and buildings
-Access to several elite units to bolster your infantry defenses
-Strong anti-tank abilities

❗️ Cons:
-Osttrupen are very underwhelming at close range; suffers against offensive infantry.
-Poor offensive capabilities
-The Ferdinand is very expensive to deploy
-No heavy indirect fire options

Leichte-Division
Wehrmacht mobile warfare specialists. Use numerous light and medium vehicles in tandem with potent mainline infantry to pressure the enemy in the early to mid stages. In the late-game utilize Panthers in tandem with strong rocket artillery and air support to neutralize enemy threats.

✔️Pros:
-Powerful at all stages of the game due to strong vehicle roster
-Retrograded Panzer IV and Stug variants provide cheap yet highly versatile medium armor options
-Extensive light vehicle roster allows you to put immense pressure on the enemy in the early stages
-Powerful indirect fire and air support options

❗️ Cons:
-Panther variant used has inferior armor to variants found in other doctrines; somewhat more vulnerable to enemy anti-tank fire
-Early game edge can be countered by powerful Allied infantry based AT weapons
-Moderately fuel hungry


Infanterie-Division
Wehrmacht jack-of-all-trades. There isn’t much to say about this doctrine due to its well rounded nature. It doesn’t really have anything it specializes in since the vast majority of its bonuses and added units are more or less augmentations of existing units. As a result this doctrine is very well rounded and adaptable to a wide variety of scenarios without being particularly powerful in select conditions.

✔️Pros:
-Highly adaptable; performs adequately in pretty much every scenario
-Decent indirect fire units
-Strong late-game tank destroyers capable of tackling most targets
-Potent mainline infantry and elite units.

❗️ Cons:
-Struggles against enemy elite infantry doctrines
-Lacks versatile armored options
-Isn’t particularly strong at any particular role


Fallschirmjaeger-Division
Wehrmacht elite infantry powerhouse. Gain access to many elite Fallschirmjaeger squads and tactical support commanders capable of calling in a wide variety of off-map barrages and airstrikes.

✔️Pros:
-Wide variety of specialized elite squads capable of carrying out many tasks
-Tactical support commanders give access to a large number of off-map call-ins
-Strong anti-tank options

❗️ Cons:
-Elite squads cost lots of manpower to maintain
-Very munitions hungry
-No added late-game armor options


Straf-Division
Wehrmacht close range powerhouse. Use cheap CQB infantry in tandem with powerful anti-infantry tanks and indirect fire to destroy enemy units in close combat.

✔️Pros:
-Cheap but strong close range infantry provide an effective way of assaulting enemy strongpoints
-Powerful infantry support vehicles
-Strongest indirect fire options in the entire faction
-Strong manpower economy

❗️ Cons:
-Questionable anti-tank abilities
-Assault infantry are hardcounted by Allied CQB elite infantry
-No added vehicles capable of effectively countering heavy armor
-Somewhat munitions hungry


Panzer-Division
Wehrmacht heavy armor. Use heavy armor supported by veteran Panzergrenadiers to crush enemy forces and annihilate encircled enemy sectors with air support.
Their formerly pitiful early game has been made decent by quick access to command tanks (Panzer 2 and Stug3)

✔️Pros:
-Very powerful heavy armor options that can tackle any armored unit thrown at them (You can get all the Wehraboos wet dream with this doctrine)
-Strong mainline infantry options
-Close the Pocket allows you to decimate cut off enemy sectors if used correctly

❗️ Cons:
-Heavy armor is very inflexible and easy to immobilize and annihilate with artillery and air support
-The premier unit, the Tiger II, costs an obscene amount of resources to deploy
-Very impractical in small games due to the cost of heavy armor
-No added medium armor options

United States Army

Infantry

American defensive turtle. Hold the line with cheap infantry squads and powerful team weapons while wearing down the enemy with a large collection of indirect fire vehicles.

✔️Pros:
-29th ID squads provide a cheap infantry squad that can hold their own on the defensive and merge with team weapons and more powerful squads
-Incredibly powerful indirect fire options
-Strong manpower economy; effective in drawn out battles of attrition
-Elite 1st Special Forces “Devils Brigade” battlegroup provides a limited but devastating elite infantry option

❗️ Cons:
-Lackluster offensive capabilities
-No added mobile anti-tank vehicles
-Somewhat munitions hungry


Tank Destroyer
American anti-armor doctrine. Use cheap yet powerful infantry to gain early map control then fend off Axis armored attacks with strong mobile anti-tank vehicles and infantry.

✔️Pro:
-Cheap yet powerful infantry squads with potentially strong AT capabilities
-Somewhat powerful late-game tank destroyers
-Incredibly powerful off-map barrages

❗️ Cons:
-Tank destroyers completely lack versatility
-M36 TDs struggle to consistently penetrate Panthers and super-heavy tanks
-No indirect fire options
-Poor offensive capabilities


Ranger
American heavy assault. Use Army Rangers to dominate enemy infantry at all stages then smash through their lines in the late-game with powerful assault tanks and heavy artillery.

✔️Pros:
-Powerful elite infantry that are useful in all stages of the game
-Strong heavy armor options in the form of M4A3E2 Jumbos
-Very powerful mobile and static indirect fire options
-Highly adaptable in all stages of the game

❗️ Cons:
-Somewhat munitions hungry in all stages
-No heavy AT options to counter Axis heavy armor


Airborne
American early-game elite infantry powerhouse. Use highly effective (and highly expensive) elite 101st AB Paratrooper squads to dominate the field in the opening stages of the battle. As the game progresses dig in as best you can with 75mm pack howitzers and M10 tank destroyers to defend your early gains.

✔️Pros:
-Unmatched early-game infantry options allow you to dominate the open stages
-M1A1 75mm pack-howitzers are unmatched in their ability to suppress enemy infantry
-Effective late-game air support options that can take out both infantry and tanks

❗️ Cons:
-Very bad manpower economy due to the reinforcement cost of paratroopers
-Overall effectiveness wanes in the later stages of the game
-Lacks late-game heavy anti-tank options
-Air support abilities cost a lot of munitions


Mechanized
American light and medium armor dominance. This doctrine is entirely based around mobile light and medium armor at all stages of the game. A wide array of light vehicles allows you to put immense pressure on the enemy in the early-middle stages of the game while the equally wide array of medium armor allows you to tackle any enemy threat you might encounter in the later stages.

✔️Pros:
-Unmatched array of medium armor suited to tackle every late-game situation.
-All light vehicles are able to neutralize and capture territories
-Great mobile indirect fire options
-M4A3E8

❗️ Cons:
-Costs a lot of fuel to build up a sizeable force of medium tanks
-Very micro intensive in the later stages
-Struggles against late-game heavy armor


Armored
Mechanized Company 2: Spammers edition. This doctrine has a lot of common with Mechanized company, trading light and medium armor variety in exchange for a major cost reduction for all medium armor and access to the M26 Pershing, the only true USF heavy tank. Apart from these changes the two doctrines have the same overall late-game playstyle with Mechanized being a precise scalpel and Armored being a sledgehammer.

Note: Due to how similar Mechanized and Armored company are to each other, the pros and cons section will more or less be a comparison between the two doctrines.

✔️Pros:
-Slightly less fuel intensive than Mechanized company
-The M26 gives USF an heavy tank to counter Axis heavy armor
-Improved 3rd ID riflemen available from 2 CP provide a nice alternative to normal riflemen
-At 15 CP you gain access to Acceptable Losses, a very potent skill that allows you to replace any tanks you lose during its two minute duration.

❗️ Cons:
-Poor light vehicle variety compared to mechanized company.
-No indirect fire options outside of 81mm mortars.
-Very underwhelming Battlegroup call-ins.
-Still fuel hungry despite the cost reductions
-M26 is somewhat overpriced for what it does

Waffen SS

NOTE: Due the the expensive nature of SS as a whole, when the term “cheap infantry” is used when talking about SS doctrines it is referring to squads that cost 240 manpower and have a regular skill level instead of the usual 180 MP poor skill level squads other factions get unless otherwise specified.


Panzerjaeger Tactics
SS adaptability. Despite seeming like a specialized doctrine, SS Panzerjaeger is actually probably the most versatile SS doctrine available and is very fun to play as a result. Powerful cheap infantry and strong anti-infantry medium armor in the form of captured M4 Shermans and retrograded Stugs provide a strong core while powerful late-game anti-tank vehicles and squads give the doctrine large amounts of late-game potential. Just be careful with the Jagdtiger due to its extreme inflexibility and large price tag.

✔️Pros:
-High level of adaptability due to varied infantry and armored roster
-Cheap infantry are more than a match for similarly priced Allied squads
-Strong anti-tank power allows you to tackle all late-game armor you will face
-Incredibly powerful air support options

❗️ Cons:
-Armored units are often specialized so unit variety is a must
-The Jagdtiger is a massive resources sink and is impractical in most games
-No strong indirect fire options


Propaganda Tactics
SS infantry spam. This doctrine is special since it is the only doctrine that gives SS what could be described as a truly “good” manpower economy. Volksturm squads provide an extremely cheap (for SS) but versatile infantry options that allows you to effectively compete with the allies for early-game and mid-game map control. As the game enters its later stages you can deploy heavily limited but very powerful elite infantry and heavy tanks to stop the Allied advance.

✔️Pros:
-Good manpower economy for an SS doctrine
-Limited but very strong elite units in the form of 3rd Panzergrenadier veterans and Tiger Aces
-Strong mobile rocket artillery
-Strong on the defensive at all stages
-Panzerfaust assault ability available to the stealth capable Volksturm anti-tank squad can oneshot every tank in the game.

❗️ Cons:
-Loses a good part (but not all) of its early-mid game edge in the later phases if you are unable to preserve veteran Volksturm squads
-Powerful late-game units are somewhat limited compared to other SS doctrines; losing them is heavily punished
-Volksturm can be hard countered by early elite infantry like British and American Paratroopers and Soviet ODON squads


Mechanized Tactics
SS static defenses. Use a potent mix of cheap infantry and powerful defensive structures along with powerful indirect fire to grind enemy attacks to a halt.

✔️Pros:
-Capable cheap alternative to the usual expensive SS mainline infantry gives the doctrine a somewhat decent manpower economy
-Strong and very durable defensive bunkers
-Powerful mobile and immobile indirect fire units

❗️ Cons:
-No added medium armor options; fully reliant on Panzer IVs and Stugs for late-game armor
-Questionable heavy anti-tank abilities; struggles against certain late-game Allied doctrines
-Poor offensive capabilities as a whole
-Cheap infantry are still inferior to those found in other SS doctrines


Jaeger Tactics
Waffen SS special operations specialists. Utilize a wide array of specialized elite squads to beat back enemy infantry then utilize specialized Panthers to gain control of the battlefield in the late-game.

✔️Pros:
-Highly effective and versatile elite infantry options
-Strong late-game due to elite infantry and Panthers
-Strong air support options
-Great vision control

❗️ Cons:
-Very manpower hungry due to a complete lack of reasonably priced infantry
-Difficult to play due to the reliance on expensive infantry; mistakes are heavily punished.
-Poor indirect fire options


Sturm Tactics
SS assault doctrine. Use highly effective close range infantry squads in tandem with powerful assault vehicles to smash through enemy fortifications.

✔️Pros:
-Best cheap infantry available to SS in the form of Waffen-grenadiers that can go toe to toe with all mainline Allied infantry squads
-Powerful indirect fire options
-Strong infantry based anti-tank units and abilities
-The Sturmtiger has a wide variety of potential uses ranging from long range fortification destruction to close range anti-tank support

❗️ Cons:
-Prone to intense manpower bleed if assaults are carried out poorly
-Questionable vehicle based anti-tank capabilities
-Very munitions hungry at all points in the game


Panzer Tactics
SS armored superiority. Utilize a powerful array of late-game heavy armor options and potent infantry squads to dominate the later stages of the game.

✔️Pros:
-Powerful late-game heavy armor options from Panthers and Tigers
-Decent cheap infantry
-Strong light vehicles can be a major bonus in the early to mid-game
-Powerful off-map call-ins

❗️ Cons:
-Takes some time for the late-game armored powerhouse to come online; no added medium armor options
-Somewhat fuel hungry in the late-game
-Mediocre indirect fire options

British Army

NOTES: British is unique from other doctrines, in that they have specialization called “Hammer” and “Anvil”. They affect the availability of some units and the commander abilities that you can get

Royal Artillery Regiment
British (and Canadian) artillery dominance. Use a wide array of artillery and defensive abilities along with cheap but effective defensive infantry to hold the line then attack with effective medium armor and mobile artillery options.

✔️Pros:
-Great static and mobile indirect fire options
-Canadian infantry provide a cheap but highly effective defensive option
-Good on the defensive at all stages

❗️ Cons:
-Lackluster late-game offensive capabilities
-Poor anti-tank options
-No elite infantry
-Somewhat muni hungry


Royal Parachute Regiment
Adaptable elite infantry. Strong elite paratroopers available from the start give this doctrine a massive edge infantry edge in the opening phase. As the game progresses utilize a wide array of air support options and anti-tank vehicles/emplacements to blunt Axis armored attacks.

Side note: This is essentially an evolution of the American Paratrooper company that doesn’t inherit the weak late-game and crippling manpower economy.

✔️Pros:
-Elite infantry available from the start of the match give you a large advantage early on
-Strong late-game anti-tank power from Fireflies and static 17 pounder emplacements
-Very powerful air support options
-Strong offensive and defensive capabilities; can adapt to most situations

❗️ Cons:
-Poor indirect fire options
-Somewhat poor manpower economy
-Air support abilities cost lots of munitions


Royal Guard Regiment
Line infantry supremacy. Utilize improved line infantry in the form of bolstered infantry sections or veteran guards infantry to control the battlefield. As the game progresses utilize your wide array of indirect fire and outstanding Churchill heavy tanks to smash the enemy lines.

✔️Pros:
-Powerful line infantry through experienced Guards (Hammer) or bolstered infantry sections (Anvil)
-Incredibly powerful late-game anti-infantry vehicle in the form of the unholy Churchill Crocodile
-Powerful indirect fire options
-Strong static anti-tank guns

❗️ Cons:
-Poor mobile anti-tank options
-Slow offensive capabilities; struggles to adapt to rapidly changing conditions


Royal Armored Regiment
British mobile tank warfare. Use very cheap medium armor supported by experienced mainline infantry to outmaneuver and neutralize enemy vehicles. If the situation demands you can use strong defensive emplacements and tank destroyers to blunt enemy armored attacks.

✔️Pros:
-Cheap access to effective medium armor
-Powerful defensive emplacements and indirect fire
-Strong anti-armor vehicles in the form of 95 fuel Fireflies
-Experienced mainline infantry available from 2 CP

❗️ Cons:
-All tanks are vulnerable to AT fire; expect heavy losses on the offensive
-Fuel intensive if you fully commit to tank spam
-Tanks are generally quite specialized; different vehicle types needed to have a versatile army


Royal Commando Regiment
British offensive elite infantry. Assault and infiltrate the enemy lines with elite commando teams then pulverize them with powerful mobile support tanks and rocket artillery. Make sure to win fast or coordinate with your team to make up for your complete lack of effective anti-tank options.

✔️Pros:
-Commandos are a very powerful elite unit that can infiltrate the enemy lines and attack then where they least expect it.
-Great overall anti-infantry performance
-Very strong overall offensive capabilities in the early and mid-game

❗️ Cons:
-Horrible offensive AT capabilities; only effective added AT weaponry comes from unreliable PIATs
-Poor late-game performance due to after-mentioned anti-tank deficiencies
-Somewhat munitions hungry


Royal Tank Regiment
British armored variety. Gain access to a wide variety of late-game armor options with numerous powerful anti-tank and anti-infantry vehicles. In typical British fashion you gain several experienced squads to provide a strong mainline infantry alternative.

✔️Pros:
-Strong late-game composition due to strong roster of Churchills and mobile medium tanks can adapt to most situations.
-Decent indirect fire options
-Strong mainline infantry options

❗️ Cons:
-No cheap armor options since the passive Cromwell refit ability increases the base cost to 95 fuel
-No meaningful defensive emplacements
-Questionable heavy anti-tank options;
-Fuel hungry

Bugs/Mod Issues

Due to Spearhead being a mod, there are some issues with some units in the game.
The major ones are as follow. I will update the list once they are fixed:

New version means fixes on most of these, new bugs and annoyances will be added when they are found.

Closing Words and Credits

That is all for the guide. I based these explanations from my experiences and some of my friends’s. I will try my best to update this guide every time there’s a major change to any of the doctrine.
I also accept advices from you guys in the comment section. So please do share your experiences and opinion too.
This is also my very first Steam guide and English is not my mother language, so if there’s any mistakes, i am terribly sorry and please point it out on the comments.

I give my massive thanks to:

– The developers of the Company of Heroes 2 at Relic Entertainment to give us this amazing game
– The developers of the Spearhead mod for giving us their time in creating this incredible overhaul mod
– My friends Blarg_Master and Tzeentch for providing the basis of the guide. (I just update, expand and post this guide. They are the ones that came with this idea)
– Every single player of Company of Heroes 2 Spearhead

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