For Company of Heroes on the PC, FAQ/Walkthrough by LoneEagle013. General guidelines to approach the single player missions. The difficulty setting for this strategy guide is normal mode, so what is covered here may not apply on harder settings. I personally used Airborne in this misison. My main strategy with Airborne is basically.
This is an article about the original.Are you looking for the article for?Portrait of Prime Minister Winston Churchill in front of a Union FlagThe British, also known as the Commonwealth, are one of the two factions featured in. A member of the, it fights alongside the to liberate Nazi-occupied Europe.
The British play a heavily-defensive game, with considerable artillery support and impressive Commando abilities. Historically, the British played a major role in, participating from the first day to the very last day. Contents Overviewintroduced the British faction as the new force.
Along with the, they invade Europe on and after D-Day 1944, to liberate it from the Nazi occupation.The British Army featured in the game represents an amalgamation of military forces from the various nations collectively referred to as the 'Commonwealth'. It includes soldiers of the English, Australian, Scottish and Canadian nationalities, working together under a unified command structure. (Other Commonwealth forces included New Zealand, India and South Africa, among others).British forces are made up of a wide variety of units, though their basic focus is centered on creating a strong defensive line to protect captured land, then using powerful concentrated attacks to gain (and then fortify) additional territory whenever possible.
What they lack in offensive versatility, they make up for with some of the most powerful (and comparatively cheapest) available.Additionally, the British can enlist the help of specialized Support Companies that enhance the function of one specific portion of the British army. For example, they can enhance the performance of their artillery (making it one of the strongest artillery forces in the game), recruit tough tanks to spearhead their assaults, or utilize the assistance of glider-borne Commandos to perform surgical strikes behind enemy lines.In their single-player campaign, the British are seen attempting to capture the city of Caen in Normandy to secure a way off the beaches after D-Day. During the campaign, British Commando paratroopers land in the Nazi-occupied Netherlands to secure a way for the Allies to cross the Rhine during.Basic Force Composition British Units.Light.Medium.Heavy.Passive.Active.Other Structures.Royal Support-specific Units:.:.:.The British force is structured very differently from those of other factions.
It only fields 9 different kinds of units, 2 of which are fighting infantry, 1 is a light transport vehicle, and 3 are tanks. 3 additional units are unique command units, which are responsible for bestowing -like bonuses on other British forces. Most importantly though, the British can field a very wide variety of extremely-powerful defensive structures, which form the basic focus of this faction's strategy.Additionally, the British base structures are in fact mobile, which can relocate around the battlefield as necessary. These trucks are responsible for spawning units (and each other), and serve to protect resource sectors and enhance resource production.Command Trucks. Main article:Unlike other factions, the British army does not have stationary production facilities.
Instead it has specialized vehicles called Command Trucks.Command Trucks can move around the map freely, and can set themselves up in friendly sectors. Once set up, a truck secures that sector to prevent enemies from re-taking it. It also increases resource production in that sector.Trucks produce all the basic British units.
Each truck can produce three different unit types, and can reinforce infantry within a radius around itself. The, available at the start of the game, is responsible for creating the other trucks.: Produces the,. Also produces other when necessary. Its position on the map determines your HQ Territory.: Produces the, and.: Produces the, and.The trucks are extremely tough when deployed, but are more vulnerable to damage when mobile. They must be set up in order to produce units. They are often placed in sectors that are very defensible - to prevent their destruction - but their resource bonus means that it's often more important to put them in sectors with high resource production values.InfantryBritish InfantryBritish infantry is very basic, in that it contains only two types of units (barring the aid of the ):.: A multi-purpose infantry unit, useful primarily for anti-infantry warfare.
May be armed with several different weapons, and is one of the most expensive 'basic' infantry units in the game.: A construction and repair unit, with three optional upgrades that enable it to specialize in various support functions. It can be used as anti-tank infantry.Both of these units are significantly more expensive than their counterparts in other factions, and do not exhibit any spectacular combat abilities. Moreover, they move very slowly through non-friendly territory, making them less useful for offensive operations.
However, both units are mostly responsible for constructing the British, making them vital for all British tactics.Light VehiclesThe British can field a single Light Vehicle, which is mainly used for transporting infantry units quickly around the battlefield:.: A light vehicle which can transport a single infantry unit. It can trade this ability for a Machine Gun to help it fend off infantry.The Bren Carrier mostly assists with transportation of troops, moving them between locations in order to provide support at various points along the British defensive line. Early on, the Machine Gun upgrade allows it to quickly chase down infantry attempting to take British territory, or even make raids into enemy territory to kill exposed units.TanksThe British vehicle fleet.The British can field three very different types of tanks, each tasked with an appropriately different function:.: A fast tank with a light cannon, which can fire a devastating anti-infantry canister shot. Used for quickly wiping out enemy infantry concentrations and reconnaissance along enemy lines.: The core tank unit of the British armored force, medium-armored and medium-armed, used in large groups to overwhelm enemy positions and tanks.: A heavy but expensive tank-destroyer, armed with one of the most powerful guns in the game on an chasis.
Used exclusively for destroying enemy armor - even heavy tanks!British tanks are quite vulnerable on their own, as they are considerably less-armored and less-armed than their counterparts. When massed in large groups however, they can destroy an enemy position, allowing infantry to take and fortify it against the enemy. All British tanks can be upgraded with tank commanders to increase their sight-range significantly, allowing them to provide reconnaissance-in-force.Defensive StructuresThe most unique feature of the British army is its ability to field a large variety of very powerful and surprisingly cheap. All of these emplacements are constructed by the British units.Passive defenses include:.: A garrisonable structure that provides extremely good protection for infantry. Costs nothing.: Defensive obstacles against infantry.
Forces enemy infantry units to go around, preferably into a killing zone protected by one or more defensive emplacements. Costs nothing.: Long stretches of Heavy Cover for infantry to hide behind.
Costs nothing.: Explosive charges invisible to enemy units that detonate by proximity. Used for destroying enemy units passing through a given area. Main article:The British army has one of the most unique methods of handling amongst all other factions.
In this army, only three units (!) can accumulate Veterancy at all, while other units will never rise in level. These three units, collectively named 'Command Units', in turn apply a set of bonuses to other units around them, thereby simulating Veterancy through proximity.
These bonuses improve as the Command Unit's own Veterancy level goes up.The three Command Units are the,. Each of these units provides a different set of bonuses which are applied to different units.The Lieutenant affects nearby within a range of 30 meters of himself. All affected infantry units receive bonuses to their firing speed, reloading speed, and/or weapon accuracy. Several Lieutenants can accompany an infantry group to 'pool together' these bonuses, thereby increasing the entire group's combat effectiveness quite dramatically. Lieutenants reaching high levels can increase this bonus.The Cromwell Command Tank performs a similar function, except it only affects. It increases their rate of fire, their sight-range, and the range of their weapons too. This can turn a group of British tanks, normally mediocre in capabilities, into a much more fearsome fighting force.
Additionally, receive a significant extra boost to their firing speed, thereby increasing the potential damage output of their powerful anti-tank cannons to a terrifying level.Finally, the Captain affects all in the same sector as himself, increasing their Maximum Health and reducing all damage taken from enemy attacks. This effectively makes defenses in a single sector far more durable. In addition, high-level Captains can give infantry in the same sector the ability to slowly regenerate their health.All three units lack any significant offensive capabilities.
Even the Cromwell Command Tank is missing its main gun. Instead of killing enemy units, these Command Units accumulate Veterancy simply by being close to other British units when they kill enemies. The and accumulate veterancy from kills made by nearby British infantry, while the accumulates veterancy from kills made by nearby British vehicles.Since they lack offensive power and are so valuable, it is important to always keep the Command Units safe from harm. Fortunately, these units can be told to maintain a minimal 'Command Range' from another unit, following closely behind it for their own protection (and for applying their Command Bonuses to that unit at all times). However, micro-management is still required occasionally to keep the Command Units from exposing themselves to danger.Style and StrategyOut of all the different factions in the game, the British army is the most defensively-oriented faction as it was mentioned several times above. In order to stand a chance against enemy factions, the British need to capture as much territory as they can, and then proceed to fortify it against enemy attacks. Otherwise, British units can be easily defeated by the strength of forces.A typical British battleplan has five distinct stages:.
Capturing initial territory. Creating a strong defensive line. Protecting the line while gathering resources and building up an offensive force. Launching a powerful strike at an enemy sector, capturing it, and fortifying it. Repeat stage 4 until the enemy is destroyed.This progression by stages is tied to the high cost of unit construction, and the relative weakness of British units compared to their Axis counterparts.

It is derived from World War One combat strategies, though it is far more effective due to the use of tanks and/or Commandos to drive powerful strikes into enemy territory.Stage 1: ExpansionAt the start of a skirmish/multiplayer match, the British have one with the Recon Element upgrade already installed. Their can only produce, Bren Carriers or a. Both of these have quite a high cost for early-game units.
Therefore, the British need to make do with what they have, by quickly securing as many resource points as they can.Unfortunately, all British infantry moves very slowly through non-captured territory. Therefore they will take territory much slower than enemy factions, and will usually end up with less land once all neutral sectors are gone.There are several solutions to this:. Produce more. While very expensive in Manpower, this allows capturing more territory faster, but will put you in a resource deficit later when Manpower is required to build defenses. British infantry may be at a disadvantage if it tries to defend all those captured sectors without emplacements to help them. Acquire one or more to attach to your infantry. The Lieutenants remove the speed penalty from infantry, allowing them to move as quickly as enemy troops to capture neutral sectors.
However, each Lieutenant is more expensive than half an infantry section! Still, once your infantry do encounter enemies, the Lieutenant will help them maintain superiority to enemy units.
Install the Recon Element upgrade on all new Infantry Sections. This removes their speed penalty, but costs Munitions which you may not have enough of this early in the game. It also disable's the ability to build trenches which is essential in defense.
Use Bren Carriers to bring units to the front line quickly. Brens can act as a mounted machine gun to support units as well.
Bren Carriers can also be used to harass enemy soldiers.When getting close to the enemy's own advancing lines, it's important to concentrate on capturing sectors that are more easily defensible, rather than sectors that produce lots of resources but can't be easily defended (i.e. Open terrain).Some players like to produce a and then a or two. The Bren Carriers can quickly ferry infantry from sector to sector to quickly take plenty of ground. Once sufficient Munitions are gathered, one or more Bren Carriers can be converted to MMG Carriers, using them to fend off enemy infantry entering your new captured territory, or even hunting down enemy units in their own territory (since, at this stage, the enemy can do little against vehicles like the Bren Carrier).Stage 2: FortificationThis stage officially begins once a front line with the enemy has been established (i.e. No more neutral sectors remaining between your land and the enemy's).
Main article:This Support Company is a British artillery battalion. By selecting this Command Doctrine, the British player is committed to the application of extremely powerful artillery barrages on enemy positions.The Royal Artillery Support company provides increased range for all British artillery emplacements and units.
It also allows them to perform reactive fire, by automatically bombarding enemy units moving through a certain point on the map, or automatically bombarding enemy artillery as it opens fire on your positions.This Support Company also allows officers to call in off-map artillery barrages, and allows artillery to perform wide-area offensive barrages to wipe out a section of the map or carve a line through enemy defenses.Finally, this company allows fielding the, a mobile artillery unit that packs one of the strongest punches in the game. Coupled with all the other upgrades, this type of artillery can flatten enemy positions in preparation for an armored advance, or even bombard the enemy base all the way across the map. The Royal Artillery Support company is therefore wisely feared by most players, who often respond by attacking the artillery sites with everything they have.Strategy Once this doctrine is acquired, the British player should focus on creating and/or calling in units. This should be done as early as possible, though is usually held off until stage 3, when the British defensive line is strong enough to repel the enemy from attacking these vulnerable and expensive artillery units.After deployment, the artillery can begin firing at almost any target on the map. Good reconnaissance by or other units will provide the location of lucrative targets - though in the absence of intelligence data it's always possible to just bombard the enemy base.Artillery leaves little Population Cap for actual offensive units (like tanks), which means the British offensive capabilities are diminished. However, due to the power of artillery, it's possible to simply flatten enemy defenses just prior to charging in your units in order to capture the now-obliterated sector.Royal Commandos Support.
Main article:The Royal Commandos Support company gives an entirely different flavour to the British army, by concentrating on the production of surgical strike units and increased intelligence.Royal Commandos are elite units that are landed on the battlefield by, and thus can be placed behind enemy lines. The gliders also function as production structures if they are in friendly territory that is in supply(with the exception of the HQ glider, which can produce units anywhere).
Five different types of Commando units are available, ranging from a basic 6-man elite infantry team (called ), to one of the fastest vehicles in the game (the ). This is also the only way for the British to acquire infantry support teams (, and ) that other factions take for granted.Intelligence-wise, the Royal Commandos Support company allows construction of to make enemy units visible on the mini-map. This allows the planning and careful execution of Commando raids deep into enemy territory. Additionally, a decryption team can listen in on enemy communications to learn which upgrades and units the enemy is purchasing at any time.Finally, this Command Tree opens up an off-map artillery ability, and also allows dropping smoke flares to make the enemy think he's about to be bombarded with artillery, for no actual cost to the British.
These mind-games with the enemy pretty much define the Royal Commandos Support company's mentality.Strategy As soon as become available, it's usually wise to drop one or two units behind enemy lines to start planting, and then harass enemy units by grabbing random sectors behind their lines. The enemy will have to react to this, and may even lose a few units to Commando ambushes, disrupting his smooth production.As the battle matures and the enemy establishes a more rounded military force, Commando units are used for making surprise attacks at weak enemy positions. This is assisted by the Radio Triangulators which allow knowing where each enemy unit is and therefore how to get into enemy territory undetected. Commandos perform surgical raids, taking out high-value units or positions with lightning strikes, then disappearing back into the Fog of War. If this is done correctly, it can cause the enemy to become more paranoid and less organized, and thus less able to stop the British from stealing away his territory when he's caught off-guard.Overall, this is one of the most interesting Support Companies the British can choose, as it shifts their style from heavily-defensive to cunning and unpredictable.
Many players will much prefer losing to a well-played Commando Support Company than winning against either of the two other British companies.Royal Engineers Support. Main article:The Royal Engineers Support Company is a Scottish regiment that is primarily focused on defense, but offers a significant boost of survivability to the British offensive armored forces as well.For starters, this Support Company significantly increases the durability of all British Active, like the.
It also increases many of the properties of the British, including their survivability, resource production, and even production speed.This Support Company also allows all British tanks to go into 'Hull Down' position, trading in their mobility for extra defense. This can be used to entrench tanks along the front lines, but also to help tanks survive a British armored advance.Finally, this company enables fielding three types of heavy tanks: the,.

Page Tools.What infantry counters what in Company of HeroesOk so many people have issues or problems with their main strategy (going infantry, armor or a combo of both), especially when it comes to late game. We have seen many posts about what other build to start out the game.
Do you go MG squad asap and lock down a strategic point? Or do you make 2 squads of rifles with a few engineers and kill all his infantry? Or do you tech to armor? (for more advanced users). But the REAL problem lies with what you do halfway through the game and late game. This post will help you NOT to get stuck sticking with your initial tactic and strategy if your opponent effectively counters your units. So heres a global guide of what counters what.
Most of this you'll know, but some of it might help you out a lot, once again mostly if you're a newbie.Engineers - They don't really counter anything. However the allies' engineers have a small advantage over axis, so if you ARE axis make sure that your engineer units are covered or at least have another squad to help them out. Use flanking and cover to give your units the advantage. Upgrade them with flamethrowers to make them anti-infantry (especially good against garrisoned units in buildings), or equip them with mine sweepers.Riflemen/volkgrenadiers - These guys are mostly anti-infantry. Shock troops well suited for taking and holding points and offensive tactics. If you are a defensive player, you won't need to build many squads of these infantry, but they are unmistakably important in rush tactics, or heavy offensive oriented players. They can contain anything, infantry, armor, and light vehicles.
The riflemen can be upgraded with sticky bombs against vehicles and armor, or BAR's and grenades against other infantry. The volksgrenadiers can use the panzerfaust (50 munition) to contain armor and light vehicles. They can also be upgraded with mp40's which are possibly the best anti-infantry weapons around. (SUPERHINT: If you are using volksgrenadiers with the MP40 upgrade, do NOT let them engage infantry from a distance. Run your guys INTO his units and watch them tear them up from up close. Try to still use cover to your advantage. Also only shoot the panzerfaust into the armor's flank or rear.
More damage that way. (see flanking in my previous post).Jeeps/motorbikes - This is possibly one of the most important unit in the game, as it counters a vast array of units. The jeep/bike counters any stationary infantry, mortars and Mg's. HOWEVER, do not run your jeep or bike through the firing arc of the MG, it will end the life of your jeep/bike real fast. Flank them, preferably behind the MG.
The mortar has NO defense against these units, so will most likely HAVE to retreat, or die. MOST importantly the jeep/bike can spot camouflaged units, like that pesky sniper that's harassing your units. And they can spot them from far away, and if you find the sniper and your opponent retreats him, you can run the sniper down with your jeep/bike because it is faster than the retreating sniper.MG42's /.30 CAL - These MG units counter ALL infantry, and in the case of the allies'.30 CAL it can counter light armor as well, with the armor piercing bullet skill. If your opponent is massing infantry units like crazy and has little or no armor in mid-game, and you are building armor to counter them, then you are doing yourself a disservice. MG's are cheaper than armor and when garrisoned in the right building, or covering the right area, can actually put a stop to your opponents' attacks.
MG's work best when used in accordance with other units, like infantry or mortars or a sniper, but can hold it's own for long enough a time for you to bring in reinforcements if attacked.Mortar squads - These guys are the ultimate support unit. With a range that is only matched by heavy artillery weapons, and armed with some of the best anti-infantry weapons in the game, these guys can easily turn the tide of any battle. Mortar counters ANY infantry.
They also counter bunkers and buildings. As they are still a support unit, they are best used along with other units.
The only thing against the mortar is that they aren't very mobile and if left unprotected will die faster than a cow at a BBQ convention. Their alternate skill is the underused smoke bombs, which can easily be a deciding factor in a big infantry push.
If you are attacking a MG fortified position, smoke the area between him and your troops, and watch his MG bullets miss your troops so you can effectively route them out. Their bombard skill is one of the more useful skills in the game, because mortars can easily take out enemy bunkers or garrisoned houses. Plus you don't have to see the area you are bombarding so you can take out bunkers and buildings from a safe distance while your army stays unscathed.Snipers - Does anything need to be said? Use this guy to pick off any infantry from a huge range. Camouflage him so his units cant return fire. Also MG's and mortar units are VERY vulnerable to snipers.

They also are being used for scouting bases and dropping (if you are AB) units behind enemy lines (and in some cases behind enemy bases). With the 'hold fire' skill he won't automatically fire on the enemy and give away his position. (WARNING: Snipers require a certain amount of 'micromanagement' to be used effectively.
So watch replays of opponents using snipers effectively, or practice. Also be VERY weary of enemy bikes or jeeps. If you see or hear one, return your sniper to a safe fallback position.Grenadiers - These guys are multi functional. When you train them you can arm them with 2 panzershreks, effectively turning this unit into an anti-tank squad.
I have taken out 7 allied tanks (m10's and shermans) with just 2 squads of grenadiers by flanking his tanks and running for cover. If you have upgraded to shock infantry or above, these guys will toast any armor, including Pershings. If upgraded with m42 light machine guns, these guys can become a very mobile anti-infantry squad that rips through any infantry unit with ease.
(SUPERHINT: I don't recommend upgrading them with one mg and one panzershrek. You are better off having 1 squad of panzershreks and one squad of light mg's, than you are with 2 squads of mixed.)Airborne(only available with Airborne command tree) - Much like grenadiers. Upgrade them with recoilless rifles and watch them tear through armor, and research pineapple grenades to give them more anti-infantry abilities.
Use their adrenaline rush skill to run past MG's squads or counter being 'pinned'. That skill is one of the best ones in there and can be used for many things. Use a charge to blow up buildings, or stationary targets (like those pesky 88's or tanks with broken engines), but keep in mind that there is a 5 second wait before detonation.Sturmtroopers (only available with blitzkrieg doctrine) - See grenadiers. They can be upgraded with the same type of weapons as grenadiers, except these guy are more accurate and do more damage. Also they can be camouflaged, so you can use them as a surprise tactic. Sneak 2 squads in behind enemy lines, engage enemy from the front, them throw bundled grenades on enemy positions, or tear through armor flanks with panzershreks.Rangers (only available with infantry command tree) - These guys are all anti-armor.
2-3 squads of these guys can give any armor division a run for their money, and with their adrenaline rush skill (like the AB) they can quickly get into position. They're not as effective when used alone, but the moment you have 2 squads or more, the enemy would have to be stupid to run his armor at you. If upgraded with the Thompson (tommy gun), then they are also very effective at taking out infantry at CLOSE RANGE. Not at long range. However that upgrade is expensive.Knights cross - The ULTIMATE infantry.
Three men strong, these guys can take two grenades and not lose a single man. They can heal themselves, and even though they cannot be upgraded with weapons, they can pick up m42 light MG's, bazookas, panzershreks, etc. And they can use those items better than any other unit. I have found that 2 squads of knights cross, each holding 2 panzershreks easily took care of any armor, and even most infantry. Use these guys as shock troops. Rush enemy positions, don't try to have a stand-off with them.PS. For a more in-depth guide to what each unit has to offer individually, see Demonic Spoon's in depth guide to Axis units right here.
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