Company of Heroes 2: The Soviets

Company of Heroes 2

Just one word, “KABOOM!”.

Howitzer – Just like the German Artillery gun, the Soviet Howitzer is good at informing the Germans that the Soviet unions belongs to the Soviets. In many ways I found them to be comparable. I did not see any significant difference between the two nations, which means that both guns are equally deadly. Just like in the case of German Artillery, keep your Howitzer in friendly territory, away from potential ambushes.

Heavy Mortar – The Soviets can call in a Heavy Mortar. This is almost like a “Mini Artillery” gun, since it has a further range and more destructive power than the ordinary Mortars, which maintaining the six man crew. If you have an especially troublesome German positions you can use these Mortars to soften up their positions before your infantry enters. Trust me, nobody wants to be hit by the Heavy Mortar.

IS-2 – Much like the Tiger I, the IS-2 is a very heavy and big tank, capable of withstanding a lot of damage, and dealing a lot of damage on its own. However, just like any tank, it can be destroyed. Artillery, Tank Hunters and larger tanks can destroy the IS-2, so do not leave it unsupported, and ESPECIALLY do not make it your only tank. If the Germans have nothing else to shoot at they WILL focus on your IS-2. Bring a few weaker tanks, like the T-34, or at least ensure that there are no Anti-Tank guns, through the use of your infantry.

ISU-152 – This is one of the rarest units I have ever seen. The ISU-152 is like the Brumbar. Big gun, lots of health, and it is afraid of being left alone, with no Infantry support. The ISU-152 is deadly against almost anything, and it has a long range of fire. The problem are costs. It is one of the most expensive units and as such, during even a lengthy game, I had very few cases when I would want to deploy it, because of the costs. Other units, deployed en mass, can do the job just as fine, which does not mean you should shun away from the ISU-152, but you should simply not get “overly excited” if you have an option of recruiting one.

Strategies and Tactics

Early Game

The Soviets have an advantage over the Germans, because they can choose whether they want to be on the defense or offense. You could, in first order, build structures set on a more “Assault” centered mentality (Special Rifle Command and Tankoviy Battalion Command) or “Defense” (Support Weapon Kampaneya and Mechanized Armor Kampaneya). While in the end you should have all the available units you can set your early game, depending on which structures you build. For example, do you want the Penal Battalion with their Flamethrowers? To burn our Germans hiding in buildings? Or a Maxim gun and Mortars, to protect your front line? Would you prefer access to the SU-76 or the T-34/76? As such, in which direction you go the decision is up to you, and the situation on the field. Sometimes being more aggressive will pay off far better than being defensive.

That being said, denying the Germans any fuel should be your number one priority. Capture any and all fuel points, and if you can send troops behind enemy lines to take out any upgraded resource points that would give them fuel. The more fuel the Germans have the quicker they will evolve, and you should not allow that to happen.

Conscripts, Snipers or Engineers in an M3A1 Scout Car could be used to ambush German Pioneers, and any Weapon Teams. If you play with more players react quickly to German attacks, especially if tanks are involved. If the Germans have the Fuel you have to at least ensure that they cannot Vet their tanks. Remember, the Soviets have a lot of powerful Anti-Tank weapons. Familiarize yourself with the different Commanders. I would recommend using Guards very early on in the game, to ensure enemy Half-Tracks or Armored Cars cannot dominate the battlefield.

Flame On!

The Soviets have a lot of Flame-Based weapons and Infantry. The Penal Battalion is especially crafty when it comes to storming enemy positions. Use their Flamethrowers and Satchel charges to clear out pockets of resistance. The KV-8 is as deadly as you can get with flamethrowers. Meanwhile, Conscripts with their Molotov cocktails can also get rid of enemy weapon teams and empty out buildings. Remember, by burning a building too much you could start a “Wild Fire”, resulting in the total destruction of the structure. Unless intentional, be careful how much fire you use!

Maintaining Your Troops

The main problem with a Soviet Company is the lack of any method of healing your troops at the front. Your soldiers are very expendable, and they can usually be only reinforced and healed back at HQ. The only way to reinforce your squad at the front is to use an M5 Half-Track. If you want to heal your troops then you have to capture a Medical Point. There is no other way.

On the other hand, Soviet Tanks can be easily and quickly maintained. Depending on your Commander your tanks and vehicles could repair themselves (although that costs ammo) while other times you can use your Conscripts to fix your tanks and structures. Your Tanks, (namely, the T-34s) can capture points without the need for infantry. While this could spark the idea of using masses of tanks, instead of infantry, it is not the best idea, simply because the Germans could then deploy a number of tanks of their own, or use Pak 40s en mass.

Due to these limitations I found that you must always keep a personal “Reserve”. When you have a front line, or attacking force, you must always keep a number of troops behind. This is so that if you are forced to send units back to heal/reinforce/repair you can always send in one of the reserves to take their place. During some games I found that while half of my force was fighting the other half would be either patching up or waiting to take the place of the fighting troops. This way there would be no situation where the front is “empty”, because all of your troops had to retreat. This is especially the case when the enemy relies heavily on artillery bombardment.

Keeping all of your troops in a single area (or front) means that if all of them are killed or forced to flee there is nothing left to stop the enemy from taking large chunks of territory. Even when you manage to get back into the fight you will simply not have the same positions and you will be the one forced to attack.

“Let me take that!”

While the Soviets lack powerful Anti-Tank weapons for their infantry the Germans do. Take note of any dropped Panzerschrecks and pick them up. LMGs and other German equipment should also be salvaged, since it will usually be superior to your own. Your biggest prize would be a Panther tank, abandoned by its crew. Although rare any tank crew can leave their tank, instead of said tank being destroyed. Any squad can take over a tank, as long as there are three members left. Since Soviet squads are mildly big you will only lose half your squad when capturing a tank, compared to the German squads of only four men.

Abandoned tanks will be heavily damaged, and it is possible that it will have damaged modules, including the engine. Keep Engineers or Conscripts handy to quickly fix any captured tank.

Closing Words

While this Guide has been written from my lengthy Open Beta experiences I plan on adding or changing certain elements as I continue to explore Company of Heroes 2. Some of the information here might be different to what you have in the full version (or future patches), so do not take all of this information to be fully accurate.

If you are looking for more info check out our “Index” of Company of Heroes 2 Guides.

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About The Author

Aleksander "WriterX" Bielski
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Student of Psychology, he was identified as a Nut-Job even before he started the course. Having done some small work as a Modder for a number of titles, and worked as a Game Designer part-time, Alex now writes in third person. As Co-Owner and Editor of AlterGamer.com he aims high, while being armed only with a sling. In the future, he hopes to become a fully qualified Newspaper Editor, and purchase Google.

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