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Company Of Heroes 2 Brummbar

This is an article about Company of Heroes ii .
Are you lot looking for the Wehrmacht article for the original Visitor of Heroes?

The Wehrmacht is the original Axis faction featured in Visitor of Heroes 2. It is sometimes called Ostheer to avoid defoliation with the original Company of Heroes Wehrmacht. It is paired with the Oberkommando W against the allies. Unlike the Allies, the High german army relies on a well-trained force with a mix of versatile and specialized units. Their tanks are generally considered superior to the Soviet tanks in most regards. This applies to most German language units; fewer in team size and more expensive, but superior compared to the Soviets, every bit well as some of the other allied units.

Faction Overview [ ]

Wehrmacht Ostheer
200px-Balkenkreuz.svg.png
KampfGruppe Headquarters
  • Pioneers
  • MG42 Heavy Machine Gun
  • Panzergrenadiers (Requires Boxing Phase ane)
Infanterie Kompanie
  • Grenadiers
  • GrW 34 Mortar Team
  • Sniper
Leichtie Support Kompanie
  • Pak twoscore 7.5cm Anti-tank Gun
  • SdKfz 251 Halftrack
  • SdKfz 221/222 Scout Car
Support Armoured Korps
  • StuG Iii Ausf.G Assault Gun
  • Panzer IV
  • Ostwind
Heavy Panzer Korps
  • Brummbar
  • Panzerwerfer Rocket
  • Panther
Defensive Construction & Constructions
  • Munition Cache
  • Fuel Enshroud
  • Barbed Wire
  • South-Mines Field
  • Teller Mines
  • Riegel 43 Anti-Tank Mine
  • 10.5cm leFH 18 Howitzer
  • Pak 43 88mm AT Gun
Doctrine Units
  • Artillery Field Officeholder
  • Osttruppen
  • Assault Grenadiers
  • Stormtroopers
  • Puma
  • Opel Blitz
  • SdKfz 251 Mortar
  • Mechanized Set on Group
  • Mechanized Grenadiers Group
  • StuG Iii Ausf.East Set on Gun
  • Panzer Iv Command Tank
  • Tiger
  • Tiger Ace
  • Elefant
Doctrines
  • Blitzkrieg Doctrine
  • Festung Armor Doctrine
  • Festung Support Doctrine
  • German language Infantry Doctrine
  • German language Mechanized Doctrine
  • Jaeger Armor Doctrine
  • Mobile Defence Doctrine
  • Assault Support Doctrine
  • Close Air Back up Doctrine
  • Defensive Doctrine (Community)
  • Elite Troops Doctrine
  • Encirclement Doctrine
  • Fortified Armor Doctrine
  • Jaeger Infantry Doctrine
  • Joint Operations Doctrine
  • Lightning War Doctrine
  • Luftwaffe Supply Doctrine
  • Mechanized Assault Doctrine
  • Osttruppen Doctrine
  • Spearhead Doctrine
  • Storm Doctrine

Similar the Wehrmacht faction in Company of Heroes 1, The Ostheer have a well-trained and more organized troop composition when compared to the allies. Many of their units too lack versatility. Instead, each unit has a specific role on the battlefield. Many of their units scale better into later phases of the friction match and they take some of the strongest support weapons in the game.

Base of operations Buildings [ ]

Kampfgruppe Headquarters [ ]

The Kampfgruppe Headquarters serves as the Ostheer'due south starting base of operations structure. Information technology can produce the following units:

  • Pioneers: The Wehrmacht starts the game with a single pioneer squad. They can construct buildings and tin can be effective at close range, specially when upgraded with a flamethrower.
  • MG42 Heavy Machine Gun Team: The MG42 team is a four-human being squad, operating a heavy machine gun. Can suppress and pivot enemy squads.
  • Panzergrenadiers : Panzergrenadiers tin be congenital upon researching boxing phase 1. They are heavy infantry that can exist repurposed to tank hunters.

Infanterie Kompanie [ ]

The Infanterie Kompanie serves as the Ostheer's chief building for the recruitment of front line and support infantry. It tin can produce the following units:

  • Grenadiers: The primary Wehrmacht infantry unit of measurement, armed with Kar98 rifles. Versatile abilities and expert accuracy at long range.
  • GrW 34 8cm. Mortar Team: The GrW 34 8cm mortar team is a four-homo squad operating a mortar.
  • Sniper: The sniper squad is a soldier armed with a Scoped G43 gun, able to outright kill any infantry model with one hit.

Leichte Support Kompanie [ ]

The Leichte Support Kompanie serves as the Ostheer's principal building for light vehicles, anti-tank personnel. It can produce the post-obit units.

  • PaK xl 7.5cm Anti-tank Gun Team: The PaK forty vii.5cm anti-tank gun team is a iv-man squad operating an anti-tank gun. Has a good charge per unit of fire compared to most AT guns.
  • Sd.Kfz. 251 One-half-rail: The Sd.Kfz 251 half-runway can conduct up to two infantry squads, and reinforce troops. Or it can be upgraded with two flame projectors to burn out infantry and buildings.
  • Sd.Kfz. 221 Scout Car: The Sd.Kfz. 222 Lookout car tin spotter and harass enemy infantry and lite vehicles. It is the cheapest and fastest "light tank" in the game.

Back up Armoured Korps [ ]

The Support Armoured Korps serves as the Ostheer'south main building for versatile medium tanks and assault guns. Whilst not the merely building that can construct tanks, the vehicles constructed from this building are best suited for combating enemy infantry, light vehicles, and medium tanks. It can produce the following units:

  • StuG Three Ausf. G: The StuG III G is a bones tank destroyer for the Wehrmacht. The forwards facing gun has good range and effectiveness confronting well-nigh armor.
  • Panzer IV Medium Tank: The Panzer IV G is the master medium tank of the Wehrmacht. This versatile unit of measurement is effective confronting infantry and armor and is somewhat superior to some allied medium tanks.
  • Flakpanzer Iv "Ostwind": The Ostwind is a medium tank armed with a 37mm flak gun that can kill infantry, calorie-free vehicles, and aircraft.

Heavy Panzer Korps [ ]

The Heavy Panzer Korps serves as the Ostheer's main edifice for specialized heavier vehicles and rocket artillery. Whilst non the only building that tin construct tanks, the vehicles constructed from this building are best suited for destroying enemy tanks, fortifications and dislodging enemy positions. It can produce the following units:

  • Sturmpanzer IV 'Brummbar': A defended assault gun for attacking enemy positions and infantry. With veterancy, information technology can devastate an expanse with a short range bunker buster avalanche.
  • Panther Pz.Kpfw. V Medium Tank: A more than powerful but more expensive medium tank for the Wehrmacht. A specialized tank killer that is weaker confronting infantry.
  • Panzerwerfer 42 Multiple Rocket Launcher : The Panzerwerfer 42 is a lightly armored halftrack that can launch suppressive rocket arms at enemy troops.

Doctrinal Units [ ]

Doctrinal units are units that are called in from off map locations. Usually, these units are extremely constructive at what they were designed to do. These will be units from the eastern and western fronts, big artillery guns and command units. They are the following units:

  • Artillery Field Officer: The Artillery officeholder can be deployed with some of the German doctrines, and is essentially a grenadier team with iii grenadiers and i officeholder. The squad performs worse than the grenadiers in gainsay, withal, it has admission to many exclusive abilities that tend to be quite costly merely to some use. The Artillery Field Officeholder has the ability to telephone call downwards precise fume to cover advancing infantry, or cover a retreat. Great for blocking visibility of enemy HMG'southward. He also has the ability to make the surrounding infantry fight harder, improving their accuracy. The Artillery Officer besides gains access to a coordinated barrage ability, which directs all Panzerwefer 42 Half-tracks on the map to barrage a single location, regardless of whether aforementioned Panzerwefers are currently on a 'cooldown' for their own barrage abilities.
  • Ostruppen: Ostruppen are cheap infantry that tin can be used to match the Soviets in terms of numbers, but their combat abilities are questionable in comparison to other infantry. Fairly sub-par units if commanded poorly, Osttruppen squads obtain noticeable bonuses to accurateness and durability if they are in encompass, effectively allowing them to claiming enemy infantry if the terrain permits them, but they are yet vulnerable to shut-range weapons such as flamethrowers or automatic weapons. They can also use panzerfausts to assault enemy vehicles similar to Grenadiers. Some Commanders permit the Wehrmacht to activate a temporary ability that replaces killed infantrymen with Osttruppen, at a rate of 1 squad per vi expressionless soldiers. Alternatively, the defended Ostruppen Commander allows them to be immediately available at 0 CP.
  • Assail Grenadiers: Deployed by the Mechanized Set on Commander, Assail grenadiers are a 5 man team equipped MP40 submachine guns, consisting of 4 grenadiers led by an extremely deadly Stormtrooper. In one case boxing stage one is reached, assault grenadiers can use 45 munitions to throw a volley of model-24 grenades, which tin can effectively dislodge enemies from ambient structures or devastate weapon teams. They tin be deployed at 0 cp, making them an early game unit. In the early game, Assault Grenadiers should be given support from other Wehrmacht units such as the MG-42 or standard grenadier squads, as they are highly vulnerable to enemy burn down while they're closing in to shut quarters, and replenishing lost soldiers tin can be problematic in the early game. Upon reaching veterancy rank 2, Assault Grenadiers receive survivability improvements that make them suitable for continued utilize through the mid and tardily game. Unlike Osttruppen or Grenadiers, Assail Grenadiers lack the panzerfaust ability that would otherwise pose a threat to enemy light and medium armour - this makes them vulnerable to vehicles.
  • Stormtroopers: Accessed through the Encirclement Doctrine Commander, Stormtroopers are ideal for breaking enemy supply lines. Like to the Soviet partisans, Stormtroopers can be deployed from any ambient construction that isn't occupied by an enemy squad allowing them to announced quickly and flank enemy positions or neutralize captured points. They are plush to deploy and maintain, and their combat abilities do not specially stand up out - their utilize as a flanking and infiltration unit of measurement is tantamount. They can equip themselves with a Panzerscreck for anti-vehicle duties, G43 rifles for long-range engagements or Stg44 assault rifles for close range combat.
  • Opel Rush Cargo Supply Truck: The Opel Blitz is not to be confused with its OKW counterpart. It cannot carry infantry but is instead used to increase the resource gain from a held territory. Whilst it is not stated in the game how much is gained when it is deployed onto a territory, it seems to double the amount of resource you gain from the territory.
  • Sd.Kfz. 250: The 250 half-runway can carry 1 squad and has no offensive capabilities, just the open-top pattern allows garrisoned infantry to fire at nearby enemies - accessed through the Mechanized Attack commander and the Mechanized Support doctrine, the 250 lacks the power to reinforce nearby squads, and should primarily be used as a squad send vehicle, if at all.
  • 250/vii Half-track: The 250/seven mortar half-track cannot acquit infantry, however, it has a permanent mortar team stationed inside it and acts equally a fast, movable mortar that can withstand some bullet fire and to a much lesser extent, cannon fire. The mortar team tin burn an incendiary mortar round to burn out infantry in a large area.
  • Mechanized Grenadier Group: The Mechanized Grenadier Group is an Sd.Kfz. 250 half-track with a unit of measurement of Grenadier within. The Grenadiers are armed with an MG42 low-cal machine gun for anti-infantry gainsay, and the 250 half-track allows the unit of measurement to go into a practiced position quickly.
  • Mechanized Assault Group: The Mechanized Assault Group is an Sd.Kfz. 250 half-runway with a unit of measurement of Panzerrenadiers inside. The Panzergrenadiers are the stock unit and tin can be useful for dislodging enemy defensive positions as information technology can quickly outflank them, they can also be upgraded with ii Panzerschrecks to allow the group to engage armoured targets. The Panzergrenadiers can dismount at any fourth dimension.
  • Sd.Kfz. 234 'Puma' Armored Car: A 234 Puma armoured car arrives onto the battlefield. The vehicle has 8 cycle bulldoze and is armed with a 50mm high-velocity anti-tank gun with a decent range. It is available only with "Mobile Defense Doctrine". Although this is truthful, the OKW can admission this in their Mechanized Regiment headquarters, without the requirement of whatever specific doctrine and the power to have doctrinal HEAT armament.
  • StuG III Ausf. E: The StuG Three model East is a weak but cheap DLC commander unit. It costs and acts similar to the T-70 light tank, and has noticeably weaker armour and firepower than the StuG G. The main cannon is ineffective against tanks, just it has an impressive rate of fire and has mortiferous accuracy when firing at infantry units as its shells are high explosive, it is basically a weaker and cheaper version of the Sturmpanzer Iv.
  • Panzer IV Command Tank: The Panzer IV Control Tank is a Panzer Four with a brusque-barreled 75mm main gun that is effective confronting infantry and light vehicles. The Command Tank provides defensive bonuses to units in an aura around it, making it good if your playstyle is dug in and defensive.
  • Elefant Heavy Tank Destroyer: The Elefant is a monstrous tank destroyer, with tremendous range and frontal durability, that can exterminate most allied medium armour with ii hits and cause astringent harm to heavy tanks. To balance this great firepower and armour, the Elefant is exceedingly slow and lacks a mobile turret; although the Elephant arguably has the final word in head-on tank battles, it is immensely vulnerable to being flanked, and information technology has negligible combat abilities against enemy infantry. Employ its immense range with a screening forcefulness of infantry to effectively deny enemy tank movement through a big area. At veterancy 1, the tank destroyer can fire an accurate Heat shell to stun the enemy vehicle.
  • PzKpfw. 6 Tiger Heavy Tank: The Tiger tank is extremely powerful and is good against all enemies. It'due south heavy armour and fast firing gun is accurate enough to eliminate infantry and tin can devastate even the most powerful targets, such every bit IS-2s and ISU-152s, specially when flanking. It is slightly less mobile than the Panther and should be handled accordingly. Like many other German language tanks, it tin can be upgraded with a pintle-mounted MG42 to deal with enemy infantry. Like other German language tanks, at veterancy 1 it tin can employ blitzkrieg tactics for increased mobility.
  • Tiger Ace: This special tiger tank is a 3-star veteran tank, with great sight range, firepower, and survivability. Tin just be ordered in in one case a game (via elite troops DLC commander) for 800 manpower and 150 fuel. Once called in, it reduces manpower and fuel income that will re-establish over fourth dimension. Regardless of the player's chosen cover-up for heavy vehicles, the tiger ace always deploys with a unique yellow stripe pattern, making information technology difficult for an enemy player to ignore information technology when information technology is engaged in combat.

Doctrines [ ]

  • Blitzkrieg Doctrine: The Blitzkrieg doctrine stressed combined operations; aircraft supporting armor which in turn should exploit breakthroughs won past infantry.
  • Festung Armor Doctrine: A hard-striking defensive strategy; deploy hard-striking artillery options, use fume to protect your vehicles and mask movement, provide more capability by deploying a Control Tank, and destroy enemies from long range with the powerful Pak43 anti-tank gun.
  • Festung Support Doctrine: Support a defensive strategy; control space with artillery to constitute a strong forepart line. Le FH 19 ten.5cm howitzers, 250/seven mortar half-tracks and pre-sited Sector Artillery deny map control to the enemy, while relief infantry can supercede any losses.
  • German Infantry Doctrine: The Infantry doctrine focuses on numerous infantry units supported by artillery to advance on enemy positions. Officers can support rapid infantry pushes while light artillery can quickly react to enemy strongpoints. Page needs to be created.
  • German Mechanized Doctrine: Mechanized forces had a tremendous amount of organic firepower including artillery and mobile mortars to smash enemy defenses. Page needs to be created.
  • Jaeger Armor Doctrine: Discover your enemy and attack them; Aerial reconnaissance and increased vision range on your tanks allows you to spot the enemy. Fix their position and smash them bated with Stuka Bombing Strikes and the deadly Elefant Heavy Tank Destroyer. Folio needs to exist created.
  • Mobile Defence force Doctrine: A commander reassigned from the western front, bringing feel and tactics from the western theatre to the battle in the east. Utilise a number of mobile units in conjunction with a defensive strategy to quickly react to enemy breakthroughs.
  • Assault Support Doctrine: Support an aggressive strategy; use supply trucks to broaden your munitions or fuel resources, support local attacks with the Arms Field Officer, shatter enemy infantry attacks with air back up, and take the fight to the enemy with the famous Tiger heavy tank.
  • Close Air Back up Doctrine: Close Air Support tin can provide cover for frontline engagements by utilizing the powerful weapons of the versatile JU 87 and its destructive ability. Page needs to be created.
  • Defensive Doctrine (Customs): This doctrine provides additional defensive game-play options. Additional structures can be created to ho-hum the advance of the enemy, while powerful defensive weapons such as the Pak43 anti-tank gun and Sector Arms will beat any breakthroughs.
  • Elite Troops Doctrine: Utilizing the best trained and equipped units in the German Army, this doctrine focuses on high-quality troops and vehicles. Yous and your allies units can exist trained to have a higher level of veteran status, using the quality of your forces to overpower raw numbers. When the battle has reached its tipping signal, an elite Tiger Ace tin be deployed to turn the tide.
  • Encirclement Doctrine: Combine stealth and mobility to outflank the enemy and destroy them. Stormtroopers can be deployed to lookout ahead or cut off the enemies supply lines, while vehicles and air back up can be utilized to complete the encirclement. With the enemy surrounded, Crush the Pocket will concentrate firepower to eradicate them.
  • Fortified Armor Doctrine: Raise the survivability of your tanks and vehicles; defensive smoke, the ability to get hull-downwards, and a Panzer Four Command Tank ensure your vehicles can live longer and fight harder, while aerial recon allows you lot to see threats and engage them at long range with the Elefant Heavy Tank Destroyer.
  • Jaeger Infantry Doctrine: Build a strategy on aggressive infantry and battlefield awareness; support fast and mobile infantry attacks with Stuka Shut Air Back up. Utilise light artillery to defend against counter-attacks or blast a hole through enemy lines.
  • Joint Operations Doctrine: Stressing the mutual support of air reconnaissance and artillery, the Joint Operations Doctrine allows y'all to place targets and rapidly bring a variety of light and heavy arms options to bear. Folio needs to be created.
  • Lightning War Doctrine: Blitzkrieg, or Lightning War, stressed the use of all arms of combat. Aircraft provide shut air support to heavy armour driving into enemy territory, all fabricated possible by exploiting breakthroughs won by infantry and artillery.
  • ' Luftwaffe Supply Doctrine': The Luftwaffe Supply Doctrine utilizes the German Air Forcefulness in a support role for the ground troops. JU 52 cargo planes tin evangelize valuable resource and medical supplies to troops on the basis, while Stuka bombers will provide reconnaissance and subversive power confronting static positions. Folio needs to be created.
  • Mechanized Assault Doctrine: Speed and firepower are utilized to their fullest in a doctrine that focuses on keeping immense preasure on the enemy. Assault Grenadiers let for early attacks on enemy strongpoints, follow upwardly with an elite mechanized assault grouping and infantry back up StuG 3 Ausf. E Attack Gun. Cease the enemy with the fearsome Tiger PzKpfw Half dozen Heavy Tank. Page needs to exist created.
  • Osttruppen Doctrine: Utilize Germany's allies as support infantry to shore up defences on the line. Combine these support infantry with experienced German officers and resource to break enemy attacks and agree valuable footing.
  • Spearhead Doctrine: Armor provides the spearhead, piercing enemy lines and driving deep into their territory. Tiger tanks blot penalisation and focus, while bombing destroys enemy defenses and 250/vii mortar half-tracks keep infantry at bay. Page needs to be created.
  • Tempest Doctrine: Overwhelm your opponent with artillery and concentrated bombing. Tactical Move allows your infantry to chop-chop engage the enemy, while camouflage training allows troops to ambush counter-attacking enemies.
  • Strategic Reserves Doctrine: Call upon elite, mobile reserves to appoint disquisitional threats. Mobile reconnaissance units can locate hostile forces, assuasive retaliation with assault troops and elite armor.

Source: https://companyofheroes.fandom.com/wiki/Wehrmacht_Ostheer

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