Company of Heroes 2: 100% (General) Walkthrough Part 3 - Support is on the way (No Commentary)
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- čas přidán 26. 08. 2024
- Game Difficulty - General
Commentary - None
Playlist - • Company of Heroes 2: 1...
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This will be another holdout mission set into three phases. Two will be defensive, the third a counterattack. For new units you will be working with Frontoviki, Guards Rifle, and the Maxim Heavy Machine Gun (HMG).
Frontoviki are just upgraded Conscripts so they will maintain the same abilities, but can also use Molotov cocktails and upgrade with smgs for close-quarter combat. They will hold up better in combat, but still won't take priority in terms of preservation if you need to merge to another squad/team weapon.
Guards Rifle (like Shock Troops) are considered elite infantry therefore should be preserved over conscripts. They come with frag/smoke grenades and once upgraded with a set of DP-28 LMGs, can button a vehicle causing it to slow to a crawl/unable to fire. They can also plant a tripwire flare to reveal enemies, but it's not going to be very useful here.
The Maxim HMG team is the ideal Soviet weapon crew to suppress infantry which will come in very handy for defense oriented missions such as this one. After unlocking rank 1 veterancy, the crew will unlock the ability to sprint. They have the same health as Conscripts, so best to place them into supportive roles as opposed to frontline ones.
The first phase is going to be split between holding three points on a ridge against various waves of infantry. On top of being able to call in Conscript squads for reinforcements, you can now recall units no longer needed/wanted to open up the population cap. You will have several squads of fresh conscripts per point, and one friendly controlled Maxim MG team on the right point. The first wave will commence on the left point, all Grenadiers, so prepare to move your troops when you spot a rifle grenade preparing to launch.
After the first wave retreats, another will push on the right point. The friendly ai on the Maxim is scripted to die so be ready to send a concept squad to pick it back up. I suggest using the remains of that conscript squad to reinforce the other squads instead of filling up the Maxim crew seeing how it's out of immediate danger.
The next major threat will be multiple waves that come at all three points, simultaneously, and will occasionally have pioneer squads equiped with flamethrowers. Prioritize them first since flamethrowers are extremely deadly in CoH2 compared to the original. You will also have to contend with Panzer Grenadiers that are suited for close quarters and can toss devastating bundle grenades that will wipe out any infantry caught in the blast radius. Around this point, your fresh Conscripts will automatically convert into Frontoviki so they should prove a more formidable force now. I don't advise upgrading most with smgs, since you want to save up munitions for later.
Soon, mortar crews will start setting up in corners of the map so it is vital that you send out a squad to rush them ASAP to minimize damage. It's also advised to pickup any dropped weapons (flamethrowers, light mg42s, anti-tank rifles) since they will carry over into the n,ext phase. Eventually, the game will send two more Maxim HMG teams to the center and left points. If you find yourself having difficlulty defending the center point due to how often he ai will rush into the trenches and overwhelm any squads there, you can always send the defenders behind a nearby cobblestone wall and still be within the territory point.
Unlike the original game where you had to stand in the center of the resource/objective points and most of the squad couldn't fight while capturing, in CoH 2 you simply just need to stand within the boundaries to secure a point. In the event you and an enemy are within the same point, it won't cap/decap until one side is removed entirely from the contested area. This means you are free to pull back to a more defensible position, without risking it being lost whenever the enemy makes an aggressive push.
Eventually, tanks will arrive and that's your que to pull back and regroup. Keep in mind, regardless of how many forces you lost or preserved, it doesn't matter now since they will be replaced. Only thing that mattered was the equipment you picked up and how much munitions were saved up.
The second phase will consist of defending another three points. This time it will be in a nearby village which should be a lot more manageable, if handled right. Your previous forces (if any survived) will be replaced by three Guards Rifles, three Maxim HMGs, and three Combat Engineers.
With several minutes to prepare defenses, I suggest immediately calling in Frontoviki to pickup the several AT guns spread across the village. Be sure to upgrade all the Guards Rifles with DP-28s so they can button tanks to a crawl and offer light suppression to infantry. Have the combat engineers deploy mines along the ice for an instant kill should a vehicle run over it. Placing barbed wire is also a good tactic to help funnel the waves of infantry you'll be dealing with and denying flanks of opportunity.
Typically you should have three captured mortar tubes at your HQ from the previous defense at the ridge even without picking them up. However, for some reason it only gave me two; so if you find yourself in a similar situation, you can place one on the left point and another between the middle and right point for dual coverage. One mistake I see tons of players make is reinforcing these mortar crews with up to six models. Don't waste your population on units you shouldn't have near the frontline and instead buy more Guards Rifle or reserve for Frontoviki reinforcements. Also, while I never made use of it, feel free to return up to two of your combat engineer squads once your defenses are complete.
Once the timer runs out you'll be faced with a simple probe attack. Afterwards, expect several waves consisting of Osstruppen, Grenadiers, Panzer Grenadiers, Armored Cars, and Stug Medium tanks. I suggest prioritizing vehicles first, then any infantry with grenade capabilities. Just use Frontoviki to replace any losses and shift around any units if they're near a flare when Axis artillery is called in. In terms of how you spend your munitions, I suggest saving them for planting more mines on the ice or for your Guards Rifle button vehicle ability. When the 2nd artillery barrage is announced, you can either pull your forces back to the HQ or hold out till reinforcements arrive momentarily. I did a mass retreat so I could preserve my units for the counterattack.
After the T34/76 tanks arrive, you will enter the third phase which is to retake the ridge you were defending earlier in the mission. It is advised to gather your remaining forces and push as a blob to smash one point at a time, starting either on the left or right side of the map. While your tanks are sturdy and can go toe to toe with a Stug, they have more than you do so it's advised to heavily support your tanks as they spearhead the assault. Also feel free to use spare conscripts to capture any artillery guns you can get your hands on to soften up the other points. Once all three points are secured, the mission will end. Enjoy!
What a wall. Very well done.
@@ackbarfan5556 danke
This game's command post system sure is an improvement to the first game's in my opinion. Reminds me of the old Battlefield and Star Wars: Battlefront games too... shame the former's installments (1942, 2, and 2142) are hard to get nowadays, even with Project Reality in mind.
You have an excellent micro. That was thanks in German. Interesting.
@@michaelandreipalon359 is battlefield 2 that hard to find? I thought it was on steam?
Oh man! Love how intense the battles are in the game, especially early on; which makes it feel more realistic.
“This victory would not have been achieved without great sacrifice, we Russians know this best comrade”
Another solid defense by the Chad Star Marshal. Can't wait to see more! Especially how you will handle Face off at Rostov. That's easily one of the most broken missions in theater of war.
Oh yeah, that's going to be a fun one alright. I'm sure I'll be more than ready when the time comes.
I love the fact you zoom in and watch the battles while still maintaining good gameplay. Most walkthroughs are either zippiing all around or just send their units into a meat grinder. Satisfying as always!
This was some nice strategic work on your part. And to think this is just the start of all the crazy defending you will have to do...
Considering what I'll be able to use later on, I'd argue this is tougher due to limited units available. But I will definitely use some solid strategies nonetheless.
Honestly, I fear these kinds of missions. Lots and lots of microing and praying that the enemy isn't very smart can overwhelm me *at best.*
Excellently executed there Comrade. Nice to see the T-34's in action! They were a game changer for the Red Army.
Just wait till you see the Soviet IS2. That thing was a real monster to answer for the German's Tiger Tank.
Nothing like a Star Marshal defense. While you do great with offensive missions, it's the defensive ones I enjoy the most.
love it! the soviet armor at the end fills me with joy :D if you ever decide to play hoi2 dh i hope you pick the soviets and recreate the ra2 scenario :P
Nothing like a good hold out mission before finally getting some armored reinforcements at the end! Yes, that could be something fun to try later on when I clear my backlog =]
@@StarMarshal oho! i cant wait :D your vids are my cure for depresion :)
Approached the impossible, yes, but I've seen enough situations that ensure that they've become improbable instead. Not much of a relief, but it's still a good position to stand.
Maxims, huh? Aren't those first utilized in the Boer Wars five decades before WW2?
10:58: Reminds me of certain GLA quotes from C&C: Generals.
25:56: And so the Soviets have brought their own trump card to bear: their own desperately mass produced tank forces.
And yes, you really are hearing female voices in those tanks, for they are based on the likes of Mariya Oktyabrskaya and Aleksandra Samusenko in real life.
how can you fix the bug are AT gun or vehicle alway "damage engine" any time i pickup first time?!
It is not at maximum capacity
Hey, Star, could you please send me your level up guide for kotor scout/consular like what points to put and feats to choose.
Dark side? Light side? Do you have a preference for lightsaber combat or force powers?
Light side, i dont really have a preference
for Lightsaber combat nor force powers.
But I might lean more with force powers
Bro. when you play this game, you will see a bug that in the original game, there are total 3 successive artillery attacks and they come with the red flares. However, in later released Company of Heroes 2 games, there is an error that there are no artillery attacks once the flares fall out. I wandered this is the error or removed features or somehow.....
No artillery? That's odd. Was there any patch notes on it if it happened in the original version?
@@StarMarshal Yes. I think it is bug because I really played the original offline version in about 2014 or 15 before the release of master version and we saw that there is 2 successive artillery attacks in second defense of Mtsensk village and the first attack is light but the second artillery attack is so devastating that most campaign players suffer the huge loss of infantry units at that time before T-34/76 reinforcements comes because of not only Stug III and horde infantry attacks but also massive attacks of artillery which is situated on the ridge we had lost at the first ridge. These artilleries were shooting continuously without stopping and they were stopped once the t-34 tanks assault the lost ridge at there and destroy them. You will notice in your gameplay that there is 3 artillery that sits on the frontline but shooting absolutely nothing in latest versions.
You can see the original gameplay attacks at here... He played about 9 years ago and this is the original version of mission 3.
czcams.com/video/57aGjkCl0QA/video.html
@@kaunghtetkyaw1722 I've definitely seen it happen before. I'll have to test it out sometimes because I know some scripted events like that can mess up if you actually move your units away from the radius of the strike zone. All speculation of course, but it does make one wonder why it's like this.
@@StarMarshal Yeah.. I seen that many times and I thought this is just a removed feature before but later I realized that it is a bug....
what happened to the suppression mechanic? infantry are literally running up to machine gun nests, what a mess of a game
I mean it's there, but I think the Maxim doesn't suppress as well for balance purposes. It's trade off is a 6 man team and can change positions faster when compared to it's MG42 counterpart.
@@StarMarshal yeah okay true, but i've seen ingame footage of russian infantry not getting suppressed by the MG42 either.
The flaws of being that old of a gun at the time. Maxims were only advanced back in the First Sino-Japanese War, the Second Boer War, and the Boxer Rebellion.
@@funnyguy3D I actually just tested the next mission and had some infantry slip by a captured MG42, but even CoH1's campaign had this issue (flamethrower pioneers in mission 4 comes to mind).
@@StarMarshal i guess i just expected better with the sequel.