Company of Heroes 2

Company of Heroes 2

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The Dark ways to use Osttruppen!
By Ban1st
I decided to share my great Knowledge about osttruppen so others can benefit from such great unit!
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How to get osttruppen at start ?
There are 2 doctrines that allow you to get osttruppen at start

1)Defensive doctrine (Community)

2)Osttruppen Doctrine

both of them have osttruppen.
Note that both of these doctrines have great late-game advantages

There is also Mobile defense doctrine where you can get 2 osttruppen when its 3CP (not bad for support )

And many other doctrines have relief infantry which is unlocked at 5Cp ( too late )
+ you gotta lose 4 member of any squad to get free osttruppen.
this is not osttruppen based gameplay but still you have osttruppen after your losses
which allows you to pressure more against the enemy.
1) Osttruppen Doctrine


Purpose of this doctrine is based on osttruppen.
There are many ways to use this doctrine.

Tips Before we Start:

build T1 or you cant use panzerfausts

you can build Trenches, babwire, sandbags and Bunkers
But this doctrine is based on offensive mostly
make sure you place trenches in a good spot that favors you more.
because you might lose it against enemy
trenches are powerful tool vs enemy arty
it is better than sandbags when you compare them.

you can also use trenches to block enemy tank movement (WW1 tactic right there )
Beware!
trenches even though protect you from arty attacks...
make sure you heal up after bombing is stopped
and yes! make sure you plan to counter attack against enemy


the tactic with this doctorine is to defend then counter attack
enemy have no other choice but to get arty (they can attack your trenches with AT gun as well but you can always charge and chase it away )

Here are few Examples for start

2x pioneers
2x osttruppen
if you are good enough this start allow you to get phase 1 faster

later on you can add 2x osttruppen squad and possibly 1x officer and 1x panzergrenadier

Here is another opening that you can use

3x osttruppen
1x Mortar

it is good when you are against Brit players



Here is another one!

2x Osttruppen
1x Mg

İt is good when you are against soviet


And last one !

5x osttruppen

İt is good when you are against Usf (if you are good enough)


And here are some alternative ones that you can start with (I rarely use them )

1x Osttruppen
1x sniper
(good vs brit but still you lack quite behind in early game)
(+ dont even bother using it vs soviet)

2x Osttruppen
1x Grenadier
(if you dont know osttruppen or hate them )
you can betray the idea and use them as meatshield instead :(

Now these were like the first minutes that you can build and go with
now lets take a look at doctorine

COMMAND POINTS* (Detailed )

1)your infantry can build defenses ( 1 CP )

*Combat infantry able to build trenches babwire and sandbags.

*Like I said before Trenches provide cover against artillery attacks.

*Trenches can be used to block tank movements*

* your mg can be placed in trench to cover front and behind of trench (but not the sides )

*Sandbags can also be placed for cover (They can block enemy light tanks)

*Babwire can used deny enemy from entering your sectors.














2.)You can call Arty officer ( quite useful at short range ) (2 CP)

*if you are sick of Mgs you can use his smoke barrage (And it is free )

*he has accuracy bonus (useful for defending some area)

*Coordinated arty attack ( this is where the fun begins!)*

*can call Mortar barrage ( quite deadly for enemy infantry and static stuff)

*And lastly he can make himself harder to hit ( I mean what else do you need )




Air drop ( it gives 1x mg34 , 1x pak gun and small amount of supplies) (4 CP)

Costs 400 manpower (can be usefull if you have enough manpower )

Air drop can be really good (calling 2 air drop can give you advantage in terms of resources and firepower)








And Lastly Railway Arty (12 CP)

***Accurate but slow
*can be used when attacking or when you need to defend somewhere desperately.
*blows the buildings like its nothing
*can be used to make enemy move their static units (AT gun or Mgs )

These are useful stuff which will help us in the late- game











-Mid-game
well mid game is a tricky one
your enemy might understand what you are doing.
I suggest this to anyone ------->the game is like a chess let your opponent make his move then simply counter him.
if he is getting light stuff and still doing it after min 15
Go for stug Spam
or go with ostwind

if your opponent dont have light at min 9- 10

THAT MEANS
HE İS GOING FOR MEDIUMS
(or heavy tank if enemy team is that confident.)

if you dont see a medium tank at min 15
Get a panther

brumbar or panzerwefer only if he is spamming infantry


*** with your Arty officer you can use coordinated arty
with double panzerwefers (the result can be devastating for the enemy )
coordinated arty allows you to fire one more tim even if you used panzerwefer arty barrage
Powerful tool against infantry***

As you can see Osttruppen Doctrine give you both defensive and offensive capabilities

use them wisely!

(Hard decisions)
1)you see your opponent going for heavies
you have no idea about what to do next and you are confused as well
Thats where panzerIV spam can be usefull (unlike spamming panthers)
in order to kill Enemy Heavy tanks (Big soviet ones as well ) you need to silence enemy AT guns
Thats where you can use your infantry and attack enemy positions with Panzerwefer
Remember your objective is AT guns not enemy infantry
After taking care of AT guns Charge with panzerIVs (it can not be as effective agaisnt persing through)
Still PanzerIV costs less and do good damage versus enemy tanks
++ it is more mobile than stug

2)you can give away your team weapons (Do it at your own risk)
sounds stupid ?
yeah it is stupid
but you gotta think like this
if you give away your stuff
it makes enemy to pay little more on their troops (Manpower maintance)
This doesnt mean give away all your stuff
you can let them have a mortar
Beware!
Smart opponents might destroy it
and this will give them instant bonus
(SO why you do such thing in the first place ? )
Well it can be last attempt to stop enemy or it is like a chess game where sacrificing a piece to gain upper hand on battlefield (Hey it is a thing!) (then again it can be hard for simple minded people) (Do it if you are ahead of enemy)

3. Enemy has more than 2 AT guns.
Panzerwefer
not only one but two
then get Stugs
1+ panzergrens with panzershrecks

4. Enemy has armor advantage
mines.
AT guns.
4+ Stug

5.Enemy has infantry advantage
Mg (but then again no)
Brumbar yes!
panzerwefer( no)
Ostwind( if enemy have At guns like many of them dont bother)

6.Brit player that spam infantry sections
Explosives man just explosives
*MORTAR!
*maybe sniper
*more osttruppen ???
nothing else works against brits (including elite infantry )

7. Teammate that saves for tiger only...

*Quit. (seriously cant take that sh*t)


Well I think that was all of your problems.
I m sure you have many others but these are common problems you might face against allies
2)Defensive Doctrine (COMMUNITY)


Defensive Doctrine is another way to get osttruppen
unlike the osttruppen doctrine where you attack
you must know how to defend.

Learning Entrechment:
you gotta build defenses really early on
For example like this



Command Points (Detailed)

2CP (Defenses )





unlike normal Defensive Stuff you get from osttruppen doctrine.







your pioneers are now able to build Heavy bunkers and Tank Traps.


You get your heavy defenses very late so you really need a huge space to build your game ground.
Having 2 Pioneers can solve that problem.






Lets talk about your Heavy bunkers.
Well they cost alot but they are really tough
(300 manpower and 2 pop cap for Mg bunker )
can survive a satchel charge or demo trap
And there is repair station bunker (doesnt cost any Pop cap)
2 Repair stations can be really good for late game. (for your teammates as well )
also keep in mind Heavy mg bunker has more range than a normal bunker.

Tank traps are good. they block enemy tanks.
they are hard to destroy and they are hard to build (These stuff take time )
I will explain more about tank traps later on.


5CP (STUG E)

Some people say Stug E is like a little brumbar
I disagree
Stug E is much more than that.
costing only 75 fuel...
this thing could be your best friend in the game !
can bring down any blob.
İt has a normal Stug G range (WHICH IS A HUGE ADVANTAGE)
if you have 2 STUG E no infantry can approach near your defenses .

When it reaches Vet 1
it can use stun shot and blind enemy tanks (this is awesome)
Vet 2
more armor!
Vet 3
Faster reload and more mobility.
I mean what else do you need ?
This Stug is a important part of your army.
So you must use it.
(it has little chance to penetrate enemy light tanks too )


(8CP) Pak43


This GUN!
This must be one of the greatest asset for the axis
do you have problems with late game ?
do you have problems about heavy tanks ?
OR
do you have problems with enemy tanks in general ?
Use this gun
this is sun! THis is good!
Costs only 350 manpower and 45 fuel !
Can kill any medium tank in 2 shots
can kill bigger mediums and most heavies in 3 shots (except churchill which has huge HP )
I mean this thing is a huge asset when defending
one of the most cost efficent stuff in the game.
you know what is better ?
after scoring your kill
you can demolish pak43 and get 150 manpower +15 fuel
and can get a tank later on.

I will talk about some stuff here
Mines and Tank traps.

Place Mines. Just do it. ( can confirm your kill )
Place tank traps and force enemy to move into your gun!

Pak43 can shot through any object in the game
and has good accuracy.

What are the weaknesses ?
Airstrike and mobile Arty
it is a static position so once you scored your kill
enemy will try to focus and kill it
and if you didnt scored your kill...
well you are in trouble.
you gotta defend this thing (in order to buy sometime )

*Vet 1
gives you stun shot
which stuns the tank. (good stuff but has 10 sec delay thing.)
and other vets give reload speed and turret rotation speed. (well you dont see a pak43 gun survive that long lol )


12CP (Sector Artillery)

well this thing is good for one situation
keeping intruders entering from the flanks!

Costs 200 Munnitions
when used in one sector
all nearby sectors gets effected
it will fire a delayed arty on enemy units
it is really good when enemy is attacking your defenses.
it will target them with off-map artillery
it works great if you have a sectors with huge borderline
as long as you see your enemy*
it will keep rain artillery shells on them (for a good amount of time )
Make sure your opponents dont the see red flares
or they might run away.
so use it near a sectory or out of enemy sight
(good for defense)
(ALSO (lets say you use your sector arty and enemy took your sector which you used your arty. it will still rain down shells on enemy like it is one of your sector.)
Updates*
UPDATES
unfortunately Osttruppen got nerfed (no longer can be called out of map)
you have to build them from T1 building
Well thing is on some maps it is a blessing in disquise and on other it is just a curse !
on maps they arrive normal but reach battlefield sooner (which can have big impact )


I will update this part in case of new updates.

Until then goodbye.
COUNT ON, you can trust !
8 Comments
🀥|17. LwFD| EftertruppMastare 8 Apr, 2021 @ 7:31am 
relief infantry now require you to lost 5 men not 4, i think they nerf it into the ground a while ago roughly 2017
PinkOrange 7 Apr, 2021 @ 6:36am 
interesting guide. Not exactly dark thou
Ban1st  [author] 6 Apr, 2021 @ 8:34pm 
Well for question about bulletins

%50 faster build For ATs (pak40 and pak43) (good for defensive ) (Generally it is good for defensive doctrine because instead of building with 2 pioneers. you do same work with 1 pioneer)

****osttruppen Harder hit Bulletin (you really need it )**** (good for both)

Bunker build speed %10 (for early defensive purposes) (good for both)

Minefield Cost bulletin (paying less on mines ) (good for both)

Stug E %3 faster reload (if you go defensive at start) (Defensive doctrine)

Artillery officer coordinated barrage bulletin (%10 bonus) (Every bit helps it has good range longer is even better ) (only for osttruppen doctrine)

Pioneer %2 harder hit (if you go with 2 pioneer start) (Good for both)

so yes bulletins really matter.
and these bulletins reallly help when going against enemy.

Le Negev 6 Apr, 2021 @ 2:18pm 
Intel is kinda odd since the last patch. Albeit I don't know what Ban1st would suggest, but imo you should get a standard one of AT gun production (or LV production if that your style), Pgren builetin (faster vet would work the best I reckon) and maybe a P4/Other medium tank builentin like Ostwind suppression or Stug AP increase or smth.
onion 6 Apr, 2021 @ 2:08pm 
would you say the bulletins are a must have?
lap 3 Apr, 2021 @ 8:01am 
Perfect.
Ban1st  [author] 2 Apr, 2021 @ 10:31am 
Done.
lap 2 Apr, 2021 @ 9:18am 
throw out the second "o" when you type doctrine, and it would have been a perfect guide..