Walking Stuka (Mech HQ): If you want a unit that can decimate infantry and defenses from a safe distance.Can be a cloaking pseudo-scout with it's vet 1 ability, though a vet 1 Kubel can partially substitute this on spotting infantry through minimap. Though inaccurate on the move until vet 2. Luch (Mech HQ): Compared to Flak Half-Track, it sacrifices base suppression, burst damage and AA for greater anti-infantry and anti-light vehicle sustained damage and survivability.Has BS scaling with great range and damage for it's unit type and price thanks to veterancy. Can outrange and prick off health of even medium tanks. Puma (Mech HQ): If you need a quick AT unit and can't wait for a tank.Scales decently into late game being mobile sentry and AA. Great defensive unit that can hold down an area with some support. Flak Half-Track (Med HQ): If you're having trouble with infantry, cannonless light vehicles, and AA.Guides: Official Beginners Guide - Steam guides - COH2.ORG guides - Micro Tips & Tricks SeriesĬustom Hotkeys scripts and windowed borderless
Replay Files: How to Watch CoH3 Replay Files - How to Watch CoH3 Replays Without FOW.Beginner's Guide to CoH3 Skirmish/Multiplayer (1) (2).Official CoH3 Bootcamp Series: Beginner Guide, Intermediate Guide, Advanced Guide.Also be respectful and maintain reddiquette with regards to voting. Keep game related historical debates military in nature. Only link your own content if you're a participating member of the community. Any memes or 'reaction' posts must either feature game content and/or a decent level of creative input referring to the game - example. either use a flair tag or mention it in the title.
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