Company of Heroes 2 Guide

The british forces, a (partial) in depth guide for Company of Heroes 2

The british forces, a (partial) in depth guide

Overview

So this is a guide where I guide you about the army and the stuff you can do with it. People seem to like it so you should check out

Warning

As you will quicky notice this guide is not complete and will be soon not up to date but I didnt played the game for already few months (I dont like the way the game as turned) so I dont expect finishing it soon if ever but I felt the work I done was a bit wasted rotting in a cold corner of my cpu. If you want to complete feel free to ask but anyway, enjoy what is there !

About me

Hello ! Im Andreaz. Im not in the top 10 nor have 2,000 hours but I think I have a decent knowledge of the game. English isn’t my native language, feel free to indicate my mistakes in the comments or ask any questions !

I like a lot playing the UKF but I especially wanted to write a guide about them because I think they are missunderstood (and missplayed) by many player because they are a very different playstyle from other allies faction. They are often designed by the nickname “allies axis faction”,which is kinda true because they have powerful tank, small squads size and good late game. But the fact they fight themselves the axis make them diffrent from an Ostheer 2.0

Let get started !

Introduction

The british forces are an army centred around supporting their powerful units and allies. They have differents playstyles but they often have to focus on a signle one during the game
Due to their elite and relative defensive nature, its hard to make a comeback after a major defeat though they have a powerful late. Errors are punished a lot.

They mainly suffer from vulnerability to certain units such as sniper, lights panzer, saturation of arty.

Pros and cons

Pros

  • Best mediums
  • Decent mainline infantery wich transition into elite with stuff and veterancy
  • Cost effective overall
  • Powerful off-maps
  • Decents weapons team

Cons

  • Suffer a LOT from losses (I wouldnt recommend them for newbies).
  • Terrible lack of arty
  • Lack of snare
  • Four men squads at the start

The Field Headquarters (T0)


The base building. What could I say more ?

Upgrades
Unlock No.M36 “Mills Bomb Grenade (150/15) : Unlock a grenade for the tomies. It have average stats, somewhere between the guard and shocks troops ones. I advise to research it on urban maps and when your enemy is doing a lot of heavy weapons or if you just like them. Need T1 for some reason

Research Weapons Racks (150/15) : Basicaly unlock Brens and PIAT for your troops, but especially the tomies. Should be researched when you have a lot of ammunition to keep your tomies competitive against infantry. Dont forget to have 1-2 PIAT, to annoy enemy panzer

Bloster Infantery Squads (150/35) : Increase the tomies and sappers maximum squad size. Remember the DPS increase for tomies is really negligible since they already beat their counter parts and bren are better to increase the DPS. However the sappers become potents assault troops and it increases their repair speed as well. 99% of the time, unless you go for a very infantry heavy strat, you only research it in the late game to make the squads less susceptible of being wiped out and increase your overall repair speed, for the sappers should have a lot of work at this stage

Infantry section

280MP

The description is kinda wrong, they are effective at all range IF they stay in cover (The “bonus” doesnt depend of the type of cover, unlike the ostruppen for exemple) . Out of cover they are basicaly ineffective and should run into a cover in most of the case (notice that special weapons are fully affected by the out-of-cover penality. Weird). They have near zero DPS while moving as well.
Outside of these precisions, the tomies are the backbone of your mobile forces as most base infantery. Early on they beat their counterparts like grenadier and volsk if, and only, fight in cover. Without uppgrade, they havent any capacity, not even grenade; however once fully upgraded, stuffed and vetted, they feel like obers ++. They benefit as well from a very cheap rienforcement cost (28MP) for their performance, making them scaling even more in late game.

Upgrade
Medical supplies (30 ammo) : For A SINGLE PAYMENT you can freely heal the tomies and the squads around almost every time you are out of combat. You should always have at least one

Pyrotechnic Supplies (40 ammo) : Give the ability to call a barrage but also increase the sight range of the squad, a tool wich shouldnt be underated, especially knowing tomies gain sight in cover at vet 1. The barrage it self is relatively cheap and is decent to deny an area, also the explosions will not noticably damage friendly unit. However it has a big problem, the 25pdr, like all arty have its scatter increased with the range. knowing the 25pdr are in your base, it make it extremely RNG dependant at the middle of the map and worthless at long range; but for 45 ammo per use its decent to make a blober hesitate.

Veterancy
Vet 1 : More sight in cover
Vet 2 : -23% Received accuracy
Vet 3 : Add 2 scoped rifle to non scope these bastard +20% Accuracy -20% Cooldown

Vickers HMG


280MP

Basicaly an MG42 with kinda less supression, but better damage. Like ostheer, you almost always build one, but dont forget its viable to build another if you need (I see too much players forgeting MGs in late game).
Early on, due to its excelent DPS, its decent to clear building if in cover, however if there is an MG inside, you’ll need at least a squad to support the vicker (which still have to be in cover) to have a chance but often its just better to wait for a better counter and go elsewhere.
At vet 1, it gain better effective range in building (remember trenches count as a building in this case), knowing most building give increase range too, you can repel an enemy attack from a ridiculous range before he even see you. You should always make use of this bonus, even if there is not a lot of building in the map, use trenches

Veterancy
Vet 1 : 25% range and sight in buildings
Vet 2 : +30% horizontal rotation, +30% penetration
Vet 3 : +30% Accuracy, +20% rate of fire

Universal Carrier


210 MP 20 fuel (yay)

Decently armored, OK DPS and provide decent utility. The main use of the ability to carry troops is to fastly bring tomies in a good building, or at least a good cover early on. Since basicaly no one do it you will really suprise your oppenent and win a favorable position. Unfortunatly you cant repair it before you get sappers (try to achieve vet 1 with the base bren 🙂 ) so be careful with it Dont forget CLOSER it is LESSER are the damage. (Not sure if its still a thing) Its completly break fundamental logic but eh, its relic

Upgrades
-Vicker K (60 ammo) : Increase the DPS, but not that much. Add the ability to (slowly) supress infantery. Its good to keep the UC relevant few minutes more and support better tomies. I would say why not if you dont want the wasp since brit dont rely a lot on ammunition
-Wasp falmethrower (90 ammo) : Definitly a very good tool to clear buildings.

Veterancy
-Vet 1 : +20% sight
-Vet 2 : +20% burst length,Accuracy increased by 30%
-Vet 3 : Speed + 20%, Rotation increased by 20%, +25% acceleration, can now use self repairs on the move

Platoon command post (T1)


280MP 30 fuel

The british T2, but since its only 30 fuel with 20 fuel at the start it come in the very few minutes of the game unless you want to play heavier on T1, but you will lack on a lot of levels fast. It isnt mandatory at all to research one of the upgrades bellow if you dont need AEC or bofors

Upgrades

-AEC Mk3 requisition (100/15) : Unlock the AEC, your only light and the best counter to axis lights, notably the deadly luchs. It have decent AI firepower but there is clerly better option most of the time
-Bofor QF requistion (100/15) : Unlock the bofor, a tough and powerful emplacement if well placed

Royal engineers


210 MP

These tough and powerful guys are your engineers. They have an unmatchable quality/price ratio, especialy when blostered and at vet 3, when they become cheaper than ostruppen, they have a suprisely good sustained DPS. At vet 1, they win a true cover bonus, make sure to use it as well.
The sappers are good bren plateform as well since they are cheap, have no cover penality and their cover bonus apply to it; they can perfectly become your core infantery especialy if your tomies rank have been cut short

Abilities
-Destroy cover (the mini charge) (FREE) : It destroy most of world object, and most importantly barbed wire. With a good map knowledge you can do wonders to handicape the defenses of your opponent especialy ostheer who cant build sandbags or something to replace (well now technicaly they can but they still dont really use it). You can also destroy bigs wall and thing to come from unexpected direction. Clearly an underestimated tool

Upgrades
Minesweeper (30 ammo) : A must against any competent player. Mines can really hurt british troops

Veterancy
Vet 1 : -30% cooldown WHEN IN COVER,+50% Reload WHEN IN COVER
Vet 2 : +30% Construction/Repair Rate
Vet 3 : -50% reinforce cost, -33% received accuracy

The scottish sniper


360MP no penalities when running through rough terrain

One of your best mid game unit if you make a good use of it. Provide excellent fire support against both infantery and light, even mediums with vet. Also he have the best voice in game. Always keep him at maximum range or at least in cover. Like the ostheer sniper, ir can survive from most explosive direct shot

Abilities
Coordinated fire (45 ammo) : Call a 25 pdr barrage on the area (see tomies). However the scottish sniper can throw the flare further cuz he is a strong boy (and stay relatively safe from enemy fire)
Critical shot (30 ammo) Add a specific damage to a vehicule (engine damage to a light, lock turret or stun turretless things) . Have an unegligeable aim time. Have 1,000 pen

The 6 pounder anti-tank gun

Basicaly a PaK40. Your best AT tool, effective against most kind of tanks. Should be always used at range. Nothing really special overall

Abilities
Rapid manuver (free) : Increase speed and rotation. It help to flee, chase a tank or simply quickly reposition. Not awsome but its free and can save the gun or successfuly finish a tank

Veterancy
Vet1 : Unlocks Rapid manuvers
Vet2 : +100% rotation speed,-30% reload
Vet3 : +30% accuracy,+30% penetration

AEC mark III armored car

280/70
Its something between a puma and a stuart. Its primarly built to hard-counter lights tanks or going for mid-game powerhouse strats (aka im an USF) but it have some anti-infantry and it have a wider sight than the average and decent speed. Two of them are able to fight mediums tank with micro

Abilities
-Treadbreaker (30 ammo): A powerful ability to support bigger tank later; the first shot slow and the second immobilise TEMPORARLY. The problem is if you dont effectively hit the vehicule with the second shot (you cant or you simply MISS ) its wasted, and since you have to do 2 shot it leave you vulnerable (apparently fixed now)
-Smoke screen: Compensate the fragility of the AEC but what most player forget is you can use to cover your own troops or shut down a team weapon

Veterancy
Vet1: Unlock Treadbreaker
Vet2: -30% received accuracy , Speed +20%
Vet3: Traverse speed +20%, Accuracy +30% ,-20% reload

Company Command Post (T3)


280/115 Construct additionals british buildings

We’ll talk about specialisations later

The Centaur AA


320/100 Effective against infantry and aircraft

A quite slow but hard hitting beast. This thing destroy axis elite, mostly when bunched up in a cover (while destroying the cover too). Can take up some hits but not too much, especialy since its quite slow and the axis can just easily pursue it. Though being a powerful AI tank, it is overshadowed by the crowmie as a first tank and often the need of a firefly or a comet afterwards make it quiet situationnal. Build it when the axis have a lot of 4men squads and/or non ATG support weapons

Abilities
Strafing fire (50 ammo): Ridiculously powerful ability that completly obliterate bunched units in its area and severly injury everything else. However its quite expensive so use it wisely and use surprise at your advantage with the rapid cast time

Veterancy
Vet 1 : Unlocks Strafing Fire Ability
Vet 2 : +20% Speed (less handy than you could think since its main problem is acceleration)
Vet 3 : +20% Burst Length ,-20% Cooldown ,-25% reload

The Cromwell


340/120 effective against all targets

THIS is one of the proudest UKF units. A jack of all trades, fast, polyvalent, effective against everything once flanked, took a reputation of a (literaly) crushing machine. Its even to a Panzer IV
I cant tell much since it will have to adapt to the situation. Later dont hesitate use it as a sucide T34 if you need since 120* is (still) not THAT much but it have very good veterancy as well so if possible, keep your first alive tho

Abilities
Smoke Shell (20 ammo) : Smoke&flank; blind nasty heavy weapons and KTs or save one of your precious tanks (or one of your skilless alliies). If you feel MLG use it in conjonction of commandos to repand havoc on powerless axis lines You can move while using it like a sherman

Upgrades
Dank binoculars (25 ammo): well… dont consider this as an upgrade but rather as a full part of a price of the tank. Its a no brainer. Give aditionnal vision and accuracy

Veterancy
Vet 1 : Unlocks Fire Smoke Shell
Vet 2 : +35% Turret weapon rotation,+30% reload speed
Vet 3 : Speed +20%, reload reduced by 20%, vehicle rotation +20%,

Sherman firefly


440/115 Effective against vehicules

The main late british anti tank for not that much. Its shot are powerfull and accurate but take a while a reload. Unlike most tank detroyers it have a turret but it turns slowly, build more than one is overkill (prefer AT on infantry and ATG or main lines tanks), it scales immensely with vet so again keep it alive ! Also, with a bit of micro it can kite, not as much as a jackson tho. Like most tank destroyer its good to keep mines and AT guns (even if they dont directly participate in the fight) as a safety net

Abilities
Tulip Rocket strike (80 ammo) : Its a skill shot so its mostly have its uses against immboiles or slows targets; since the rockets hit at two differents moment, dont even try against fast movings things. Also like a sturmtiger rocket it go through ambiant world wich can be very handy to surprise some AFK tank and strike with force. Fun fact I discovered, since abandonned vehicules count as a part of the world, you go through it and destroy it regardless of its health (Bug ?).
So let take more into it ! The first blind, the second stuns, this is basicaly a TWP that deal decent damage. Since a stunned vehicule cant move, its a really easy target for PIATs, keep that in mind

Upgrades
Dank binoculars (25 ammo): well… dont consider this as an upgrade but rather as a full part of a price of the tank. Its a no brainer. Give aditionnal vision and accuracy

60-pound Tulip Rockets (50 ammo) : If you can withstand the ammo required to use the ability consistancely do it, if you cant or want to spend it elsewhere dont. Firefly is still decent without them

Veterancy
Vet 1 : Speed+ 15%
Vet 2 : -25% reload, Weapon rotation+ 35%
Vet 3 : Accuracy +30%, +80 Damage

The Specialisations (T4)

HAMMER

200/50 increase the mobility and offensive power of your army

Vehicule tracking : Everytime you hit an enemy vehicule, you can still see no matter what happen for like 10 secondes Allow to chase down way more efficently a fleeing panzer. It can mean a difference. Its free !

Gammon Bombs (75 ammo) : Give to the tomies the equivalent of a demo charge. If it hit an enemy vehicule, the said vehicule is stunned (very unlikely to do it by hasard, but you can try to do a wombo combo with a tank hunter IS) Since most of the battlefield got butchered at this stade it will less useful than its soviet counter part, but again… its practicaly free to unlock and most people will forget you have it in the late game so you can run some surprises

Emergency war speed (free) : Unlock the equivalent of blitzkrieg (now less speed but you are still harder to hit) to all of your vehicules. its free but require your engies to activate it while repairing your armor (wich is still free anyway). Use it chase down enemies, flee, speed up a flank ect. As it work as percentage added speed, its not so useful with churchill or centaurs but godamn good with the crowmie and the comet (and the AEC an the bren carrier i you still have them lol). Fully worth the 50 fuels invested

ANVIL

200/50 increase the durability/sustainability and defensives capabilities of your army

Heavy engineers (70 ammo) : Turns Royal engineers into iron men This is the main reason why you take Anvil. Double the armor (Im not sure to know how does it work for infantery… Does allow to deflect bolts ? ) , give a slotless LMG (meaning you still can take two other specials weapons) and improve repair and construction speed. This upgrade serve obviously to support the emplacements and reparing the possible churchill or your soviet allies armor

Airburst shells : makes FINALLY the 25 pdr decens. They have way better AoE and they have a chance to stuns vehicules (including yours tho, be careful). Be sure to use it !

Advanced warning : Supposely increase the sight of captured points. Doesnt seem to work …

The Comet Tank


500/185 Effective against most targets

The mighty comet wich is arguably the best tank in-game. Impressive mobility, decent armor and hp, good gun, decent utility but at a fairly high cost. Some might spam them but dont do that, one is enough, two maximum. Better to have a well micro-ed comet and a complete army next to it. It beat most axis armor and have 50/50 against a panther. Use speed and the range at your advantage and strike where the enemy is unprepared, as I said it have a decent durability but never expose it too much, and dont succomb to the tentation of over-using the nade, because one faust and you are practicaly dead

Abilities
Smoke round (20 ammo) : Smoke&flank; blind nasty heavy weapons and KTs or save one of your precious tanks (or one of your skilless alliies). If you feel MLG use it in conjonction of commandos to repand havoc on powerless axis lines. You can move while using the smoke like the sherman (same as crowmie)

White phosphorous shell (20 ammo, require vet1, replace the fprmer ability) : This is a nasty weapon you have at your disposal. With its ridiculously insane range snipe pretty much everything you want. It has a fast recharge time but dont spam it or your ammo will run out faster than you might think

Crew Self-Defense (20 ammo) : Using their spider senses, the crew detect enemies squads around and can throw a grenade found from nowhere on them. Use it to take down a team weapons but its risk vs reward. Dont lose the tank just because you wanted to nade a MG34

The Churchill tank


490/160 not realy effective against anything but takes hits

The churchill mk.VIII job is to distract enemy from your other stuff. Due to the engi upgrade that come with Anvil you dont really have to worry about repairing it like axis would be with a such high HP pool. Most people think about it with a firefly but actualy its great at taking hits instead of emplacements. Why ? Because the churchill can move, meaning the enemy arty wont know where to land arty unlike emplacement to murder your soldiers. Its gun is equivalent to the crowmie. Not great for the price but enough to discourage flanking manuvers or simply ignoring it.

Abilities
smoke screen: It have two uses: when you go backward you cover your own retreat (the normal use), when you go forward it cover the things behind you ie infantry. But the problem is your infantry isnt used to charge enemies lines (commandos have their own ways) so its usualy used in conjunction with an allie.

Emplacements (made with The White Wolf ideas)


The emplacements, here we are. Iconic of the british gameplay in CoH1 and it translated into the playstyle of many.

1.Motar Pit

400MP Effective against infantery and field weapons. Weak against concentrated artilery
Almost mandatory for the army since you have very little tools to deal with enemy static units (the other option being the sniper and the wasp. Both are risk vs reward, making the pit arguably a safer option). Like all motars its better placed behind world object to protect it from direct fire like AT guns or tanks raids while still covering an objective. Overall its placement is still very map dependant and only practice makes perfect. Sometimes you may want two motar pits if your oponent is trying to overpower your indirect fire with Leigs and motars (but beware PZwerfer and Howitzer still hard counter you) and/or is massively investing in defenses. Keep a relative distance between both tho so they cant be both targeted by a single barrage. Dont forget you can garnison a inactive squad inside to increase its effectiveness if you dont have a forward assembly already.
The creeping smoke barrage cover a large area and is especialy useful if you coordinate with a more offensive friend

2.Bofor

280/30 Very effective against infantry and lightly armored vehicules. It is said that it can shoot planes too. Terrible against everything else
Excellent at preventing infantery to approach but do not overestimate it. Like the motar pit use world objects to hide from AT guns alike and only keep a view on the objective (wich is often a practical capture point but you can use it to cover a major choke point too). It obliterate lights tanks but the damage is negligible on mediums tanks without support so its a good idea to keep an AT gun near, since the bofor will prevent the enemies flanking the position.
An HMG, even if it seem redundant at first glance, can be useful if you fight against a lot of infantry to supress blobs and allow you to brace if needed so you dont have to choose between a volley of rocket from a werfer or shreks and grenades.
The barrage is fun and can provide support if the cannon isnt already busy and only cost few dozen of second from one of your squads or a forward assembly

3.17 pdr

400/75 Effective against any armored targets. Weak against artillery and heavy tanks destroyers (wich can be considered arty given the range)
The most situationnal emplacement due to its gigantic size and quite high cost (both ressource and pop wise) but is is incredibly effective at warding off any axis armor, wich they love. The flare is real good too and can help the gun to self spot and more rotation rate hardly hurt so having the garnison bonus is advised

4. Synergies

As stated before, ATG and HMG can effectively fill some of emplacement’s weaknesses. Froward Assemblies are effective to rienforce your position giving the garnison bonues to emplacements, allowing your infantry and engies to rienforce and retreat (with the respective upgrade).
Some tomies never hurt too, they can heal engies or provide LoS and the coordinated fire, clear the remains of a blob and ward off tanks with PIATs.
Mediums can situationnaly organise counter attacks, a firefly can effectively replace a 17pdr while taking less space (both real and pop wise) and the churchill can tank for the emplacement (unlike them, the churchill can withdraw if it took too much damage)

The commanders and the emplacements

Royal engineers

Automatics repairs are quite effective and fully work in combat, with emplacements you should have plenty of ammo so spamming it will not be a problem.

The command vehicule (even if the bren is no longer an eligible target) is insane paired with vetted emplacement, plus the recon flight wich is never waste. AEC and crowmies that survived throught their timing window can be good. The firefly might be good since you still have the tulips for AT and it wont move a lot anyway and obviously the churchill but it will be even more slow (I dont think its worth using on an AVRE, even tho it dont suffer from offensive penalities, the speed is very important imo to surprise your openent)

Advanced emplacement regiment

Advanced emplacements is the other obvious choice. Free engies, more health for emplacements, counter battery ect. i personaly dont like this commander because it add practicaly nothing but a barrage next to emplacements compared to royals engies wich still have command vehicules, vehicules repairs and the AVRE on the offensive.

Commando Regiment

Yea I know its quite unorthodox, let me explain: The main reason is the two last abilities:
-Air supremacy will force the enemy to make a decision while he does a massive attack: either bybass your defenses in 30 sec or withdraw. Most will choose the latter unless your are in a really pitiful state, wich can give you plenty of room to prepare if your forces were busy elsewhere. Since emplacements are not very ammo intensive the cost isnt a big deal
-Then there is the overlooked motar cover, of course it depend on the sectors shape of the maps but given the right situation it can provoke the same result as air supremacy for less the half the cost, preventing the enemy infantery to attack you, wich will be the bulk of the enemy army by the mid game
-The glider can serve as a poor’s man forward station and commandos can serve either as blob clearer with gammon and demos and sneaky tank hunters with PIATs.
-“Assault” will give you an overview of enemy forces and make tomies stronger and allow them to reposition themselves if needed

Vanguard can give similars results with strafing support and forward logisitic glider; while replacing the motar cover by a croco but its less fun (^^)/

Royal artillery regiment

Royal Arty can serve too for a support focused player: a practical map hack, a bit of weak arty wich become much less weak with Anvil. The valentine, even tho a bit overpriced can give unvaluable informations and the Sexton can be fun

Tactical support is probably good but I dont have the commader

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