Company of Heroes 2

Company of Heroes 2

Co-op: Soviet: Assault (BB - 5)
Opulent Omega  [developer] 26 Apr, 2015 @ 5:17pm
Help for Assault Co-op
Hello!

This thread is made specifically for the purpose of helping players who may find Assault somewhat difficult, or may simply be stuck. If you have successfully won in this map, please share your winning tactics as a reply here to help others who may be struggling.

As with all maps in the Blood Brothers series, I aim to provide a 'challenging but fair' gameplay experience. Since not everyone can be expected to be equally experienced at CoH2, this thread provides some helpful tips for those who may be struggling to complete this map.

In the interest of not ruining the gameplay, I will only provide beneficial tips to help improve your chances of success on this map, but these are tips, and as such will not carry you all the way to victory... you will have to go the rest of the way by yourself (or with a co-op partner of course).

Spoilers may be included below, please DO NOT read on if you have not played the map. It is better to play it first then come here if you are stuck.


General Tips:
- Looking at the map from a general perspective, the left side (the village side with the church) is an infantry only area, as tanks cannot access that area. The middle hill is mainly open, tank-oriented area. The right side (the city side with the park) can be made into an infantry-friendly area, where narrow streets makes it difficult for tanks to manouver.

- Each player has a different resource starting amount and income rate. Player 1 receives a greater fuel amount and rate, Player 2 receives more manpower, Player 3 receives more munitions.

- Each player is split into primary roles, Player 1 is tank focused, Player 2 is infantry focused, Player 3 is support focused. Players can however adjust into another role if the circumstances demands it. Note that the different income rates will make it more difficult for certain players to adjust into another role.

- The left and right side of the map each have a chokepoint close to your base. If your team decides to abandon a VP on the left or right side, then these chokepoints are a great location to defend against enemy attacks.

- Reinforcements for players will spawn every minute (starting at the 3rd minute) until the 20th minute of game time. Each reinforcement wave gets gradually more powerful. After the 20th minute, no more reinforcements will arrive for players.

- Do not forget to deploy your own units! The spawned reinforcements may seem like a lot of units, but ultimately it will be extremely difficult to win with only the reinforcements you are given.

- Each player is given extra abilities to help them better perform their primary roles. Player 1 gains the Vehicle Crew Repairs ability, Player 2 gains the Fear Propaganda ability and Player 3 gains both the ability to build IL-20 artillery and the ability to equip engineers with salvage kits.

- If the enemy breaks through your defences and gain a foothold in the open area right in front of your bases. It will become very difficult to regain control, as the enemy can easily flood that open area with units.

- There are two 'hidden' map entry points on the map. Each are unlocked by capturing the appropriate VP on the left and right side of the map. Note that these map entry points will only work if the VP is connected to your territories.

Tips for Player 1:
- You will have the greatest pushing power of all the players. Ideally, you are best suited to holding and pushing the middle hill area. The open landscape makes it more vehicle-friendly, while making infantry very exposed.

- The left side of the map will be inaccessible for your tanks. While your priorities should be to focus the middle hill area, supporting your allies may become necessary especially on the right side of the map.

Tips for Player 2:
- Your role is mainly defensive. You need to capture the VPs on the left and right side of the map and hold them. Manpower income rate is extremely high for you, so do not hesitate to spend manpower on maximizing your infantry focused army.

- You will need to defend Player 3's artillery positions throughout the game. The enemy infantry may try to push those positions. Failure to defend the artillery positions may lead to enemy infantry capturing them, which may be disastrous for your team.

- You can adjust your role to be slightly more vehicle focused, this has the benefit of making vehicles to support your infantry on the right side of the map.

Tips for Player 3:
- Your role is primarily support. The starting artillery given to you may seem very useful, but they need proper defence to keep them alive. The enemy will likely send infantry to assault your artillery positions, sometimes even with a rare chance of dropping paratroopers directly onto your artillery positions! Additionally, if the enemy artillery position gains 3 star veterancy, the enemy artillery can gain the extra range to barrage your artillery positions.

- If you are skillful enough, you can use the engineer salvage kits to gain additional resources, especially from the hill (where large tank battles will be fought, so there are no shortage of vehicle wrecks).

- Planting mines is a huge role you need to play as support. Both the left and right side of the map can really benefit from having mines planted. Your huge starting munitions amount and income rate should allow you to plant plenty of mines.
Last edited by Opulent Omega; 4 May, 2015 @ 4:00pm
< >
Showing 1-1 of 1 comments
Kbal 2 May, 2015 @ 3:50pm 
I played this map while it was in development so this advice isnt up to date.

Holding center of the map is crucial. with out center your flanks will be cut off and destroyed. I felt like this is hard to be able to work with others but you have to try it especially arty. guy. Arty support must help tank guy to hold center because AT guns can rip him a part. I really recommend commander with rep. stations and KV2 to help get rid of AT guns.
So my recommendations:
Tankist should hold center by using heavy tanks such as IS2, ISU152, KV1 (KV2) other medium tanks should help hold flanks especially left flank since that is wide open if you are on top of the hill. Let your arty support know that you need help with AT guns in far distance. Very important do not loot your veteran heavy tanks.
Arty guy can decide what to do if he want to help hold center and support tankist more then with arty and that means that you should block his flank with tank traps or setting up strong self helping defense like lot of AT guns with combinations of MGs and mortars this is individual, I recommend community commander to block that path.
Team gun support can decide same as Arty supp. block or try to push

US comp. used to fight your tanks with air raids so another recommendation is to build up at least 3 AA halftracks

Capable tankist will have for sure have big trouble with keeping his tanks alive so try to help him with some engineers squads since he is your spearhead and computers like to prefer sticking out frontline rather then in this case flanks that are behind main frontline. That means that enemy will be swarming near the center instead of try to cut throught flanks that are behind.

Do not try to attack before all reinforcements arrives otherwise your forward forces will be overwhelmed by enemy reinforce. . You can try it but that decision is only for good coop players or HARD-CORE players.

Good luck.
Last edited by Kbal; 3 May, 2015 @ 10:09am
< >
Showing 1-1 of 1 comments
Per page: 1530 50