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Company of Heroes 2 eGuide
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Contents

  • Essentials
    • Introduction to Company of Heroes 2
      • Soviets and Germans Essentials
      • Controls
      • New in Company of Heroes 2
    • Units
      • Unit Roles
      • Germans
      • Soviets
    • Interviews
      • Martin Katzenmeier — Development Manager
      • Ian Guise — Art Director
      • Jeffery Simpson — Community Manager
      • Remy Saville — Lead Engineer
      • Stefan Haines — Senior Balancer
      • Brett Pascal — Lead Animator
      • David Renn — Lead Audio Designer
    • History Gallery
      • History Gallery
  • Campaign Walkthrough
    • Introduction
      • Introduction
    • Mission 1
      • Mission 1
    • Mission 2
      • Mission 2
    • Mission 3
      • Mission 3
    • Mission 4
      • Mission 4
    • Mission 5
      • Mission 5
    • Mission 6
      • Mission 6
    • Mission 7
      • Mission 7
    • Mission 8
      • Mission 8
    • Mission 9
      • Mission 9
    • Mission 10
      • Mission 10
    • Mission 11
      • Mission 11
    • Mission 12
      • Mission 12
    • Mission 13
      • Mission 13
    • Mission 14
      • Mission 14
  • Theater of War
    • Introduction
      • Introduction
    • Soviet Missions
      • Soviet Missions
    • German Missions
      • German Missions
  • Advanced Tactics
    • Advanced Tactics
      • Advanced Tactics
    • Unit Control
      • Unit Control
    • Tactics: Situational Analysis
      • Tactics: Situational Analysis
    • On the Battlefield
      • On the Battlefield
    • Unit Tactics
      • Snipers
      • Infantry
      • Vehicles
      • Anti-Tank Guns
      • Mortars
      • Heavy Machine Gun Teams
      • Howitzers
  • Multiplayer Strategies
    • Introduction
      • Introduction
    • Multiplayer Essentials
      • Multiplayer Essentials
    • Commander Selection
      • Commander Selection
    • Strategy Theory
      • Strategy Theory
    • How to Be An Expert
      • How to Be An Expert
  • Multiplayer Maps
    • Map Strategy
      • Point Types
    • Kholodny
      • Kholodny Summer
      • Kholodny Winter
    • Minsk
      • Minsk
    • Pripyat
      • Pripyat Summer
      • Pripyat Winter
    • Oka River
      • Oka River
    • Moscow
      • Moscow Summer
      • Moscow Winter
    • Rzhev
      • Rzhev Summer
      • Rzhev Winter
    • City 17
      • City 17 Summer
      • City 17 Winter
    • Steppes
      • Steppes
  • Video
    • Tutorial Videos
      • Abilities
      • Building and Construction
      • Cold Weather
      • Commanders
      • Cover and Flanking
      • Range and Combined Arms
      • Resources and Capture
      • Spawning
      • Suppression and Retreat
      • Team Weapons
      • Truesight

Company of Heroes 2 Guide › Multiplayer Maps › Map Strategy

Point Types

Vehicle Repair Facility—If you or an ally control this point, nearby friendly vehicles are repaired one at a time.

Watchtower—Provides increased line of sight over the surrounding area and may be garrisoned by Snipers.

Military Field Hospital—If you or an ally control this point, nearby friendly infantry are healed one at a time.

Standard Territory Point—Provides small amounts of both Munitions and Fuel income.

Munitions Point—Provides a large amount of Munitions income and a small amount of Fuel income.

Fuel Point—Provides a large amount of Fuel income and a small amount of Munitions income.

Victory Point—The opposing side’s Victory Point Total depletes at a slow rate if your side controls a majority of the Victory Points on a map. The more Victory Points you control, the faster it depletes.

Cut-off Point—A cut-off point connects your base to other points in an area of a map. As each point you control must also connect to your base to derive resources from it, controlling cut-off points is important in securing your Fuel and Munitions income. These are often the most appealing enemy points to harass if you wish to deny your opponent resource income.

Capturing Points

The order in which you capture points with your units at the beginning of a game is a key part of multiplayer strategy. It is referred to as a “capping order,” and you need to consider it alongside your build order when planning out your early game.

Which resources are most necessary for your strategy? If you’re fast-teching to get an early T-34, securing Fuel is important. If you’re relying on mines and infantry weapon upgrades, securing Munitions is a priority.

Which positions allow your units to support each other best? If you’re confident that your units can win battles on their own, such as Conscript squads against Pioneers, then it’s reasonable to split up your units among different areas of the map. However, if you have an MG42 and a Pioneer squad, both are vulnerable alone so you’ll want to use them to capture points close to each other.

Your stronger units should capture points closer to the enemy while your weaker units secure the rear areas. You want your Conscripts to capture points where the enemy is likely to be, and your Combat Engineers to capture points that are likely to be open. It’s often a good idea to capture the points close to your base with a Pioneer or Combat Engineer squad and send your first main line infantry unit to capture points further ahead. The exception is when it’s important to reach a point or area of the battlefield as quickly as possible, like an important building. In these situations it’s best to send your first Pioneer or Combat Engineer squad to carry out that task and capture nearby points later on.

Point Harassment

Skilled players will not only seek to capture points themselves, but also harass their opponent’s points. They use their units to capture enemy points without the intention of holding them. This forces their opponent to send units to reclaim the points, diverting attention away from the front line and reducing resource income until the points are recaptured. When you attempt to capture a point held by the enemy, the point must first be changed to neutral by your unit before it can come under your side’s control. The multiplayer community refers to this part of the process as “decapping” a point, and sometimes this is all you should do—a unit of yours can decap several enemy points more quickly than it can both decap and capture them, and merely decapping still denies resource income.

Unused Territory

Once you’ve played a map many times you’ll see that the same paths and areas are heavily used while others rarely see any combat or travel. This is especially true in the far corners of maps, but anywhere away from key sectors will receive less attention. While these parts of maps are typically of limited importance, which explains their lack of use, they are handy when you need somewhere safe to repair a vehicle, hide a squad, or prepare a flanking operation. For example, if you’re engaging in guerilla tactics to stem any opponent’s rapid assault, it can be very useful to hide a unit in an unused area, wait for enemy units to capture territory and pass by, and then begin decapping the enemy’s rear territories. Here’s another example: In team games you can find yourself in something of a deadlock with your opponents in some area of the map, as both sides have strong defensive units in positions supporting one another—a tough nut to crack. What do you do? One answer is to create a mobile strike force composed of tanks to spearhead and light vehicles carrying infantry to follow behind. Gather this strike force and move through an unused flank area to conduct a surprise attack.

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