While I did play mainly as the Germans, in Company of Heroes 2, I found the Soviets to be surprisingly fun, maybe because they were more demanding, in a number of ways, and here I found the choice of Commanders far more important than in the case of the Germans. The Soviets have a lot of lighter Vehicles, and their infantry lack the same punch against tanks like Panzer Grenadiers do. Even calling in an SU-85 does not guarantee victory, and you will often find yourself in a bit of a pickle if the Germans were given too much liberty with fuel, but it’s not the end of the world.
In this Guide we discuss the Soviets. Their Core and a few of their Special Units. We will discuss Strategies and Tips to better cope against the Germans, at least during Online games. If you are looking for more info check out our list of Company of Heroes 2 Guides.
At this early stage I can very clearly state that Soviet Infantry is in a number of ways inferior to that of the Germans. In a 1 vs 1 situation both Conscripts and Penal Soldiers will under-perform, when compared to ordinary Grenadiers. What changes that is access to Ammo, because then you will be able to use different special abilities, and provide your units with much needed equipment. Unlike the Germans, the Soviets lack any proper Medical Bunkers, or any form of structure that would allow them to reinforce and recover at the front. They have a decent selection of light vehicles, that become available very early on during the game. In a way I could honestly say that with their abilities unlocked and upgraded equipment (also depending on your chosen Commander) Soviet Infantry is designed to counter enemy Infantry, en mass. While the Penal Battalion, Conscripts and Guards have access to Anti-Tank Weapons/Abilities they are not equal to the German Panzerschreck. That is, the Satchel Charge used by the Penal Battalion is powerful, but the squad would have to move in close, and it still needs three seconds to detonate.
The Soviets benefit greatly from their Tanks and Vehicles. Although lighter than what the Germans can muster they are far more versatile, and as such, a T-34 is capable of Self-Repairing and Capturing control points, all on its own. Most Soviet vehicles have some type of ability that makes them very useful in more than one way, but we will discuss these below.
Combat Engineers – The Combat Engineers are much like the German Pioneers. In fact, in a 1 vs 1 situation it would be very hard to tell which of the two squads would win. As such, Combat Engineers are not a reliable combat force, unless they outnumber the enemy. Their main purpose is construction and repairs. One of the most surprising elements of the Combat Engineers is that they are unable to build Sandbag walls, that is something only Conscripts can do. Combat Engineers can instead setup Barbed Wire, which is a very effective way of blocking enemy infantry movement. However, later in the game Barbed Wire can simply be run over by enemy Vehicles and Tanks, and artillery or mortar fire can destroy it as well. As such, you will typically use Combat Engineers only for what they are intended for, and that is building structures and repairing tanks. While they can have a flamethrower the Penal Battalion is better suited for combat overall, even if more expensive, and they too can use flamethrowers.
Conscripts – Conscripts are a surprisingly versatile unit, this is because a number of Soviet Commanders have abilities associated strictly with Conscripts. In their basic form Conscripts are weaker than Grenadiers, but because they are relatively cheap you can use them to overrun the enemy. Furthermore, Conscripts have access to the much hated and loved Molotov Cocktail, which is very powerful against Germans hidden in buildings, and Weapon Teams (such as Mortars, HMGs and Pak 40s). They also have access to the anti-tank grenade, which is about as much good as the Grenadier Panzerfaust, it’s not that good, but you may use them en mass to scare off enemy tanks and vehicles.
Conscripts, like Grenadiers, can build Fires and they have access to Sandbag walls. What is important to note is that Sandbag walls do not cost anything, so you may build an entire “wall” around a control point, and use it as a sort of a fort. Sandbag walls are not tough, and the enemy can both vault over them and use them for their own cover. However, if you need an improvised fortification, or a method to cut off a path, then a sandbag wall can do just that.
Conscripts, as mentioned moments ago, can benefit greatly from Commander abilities. Conscripts may be able to act as Combat Engineers, and repair structures and tanks, as well as bridges. They may also be outfitted with PPSHs, making them deadlier in close combat. Their Oorah ability will allow them to cut the distance to any enemy troops, to throw that Molotov or Tank Grenade.
The Conscripts, perhaps more so than the Grenadiers, are more versatile, even if they lack any weapon upgrades by default. They are a mildly cheap and reliable force, and their abilities can turn the tide of any battle, especially against German infantry.
Penal Battalion – First and foremost, the Penal Battalion is more expensive than the Conscripts. I did not notice that that translates in any way how well they fight, but they certainly have access to some very dangerous weapons, both against Infantry and tanks. Penal Battalions can use Flamethrowers, making them deadly against any Infantry Squad, and Satchel Charges, that can be used to empty buildings, destroy base structures or destroy/damage tanks. How do they compare to Conscripts? We could say that the Penal Battalion is to Conscripts is what the Panzer Grenadiers are to Grenadiers. The Penal Battalion is simply a “One up” from Conscripts, but they are unable to build any structures or fires, making them useful attack/support troops, but Conscripts might still be needed.
Because of their higher price you have to be somewhat mindful of sending the Penal Battalion to their deaths (ironic, I know), since bringing them back to full strength will cost you a bit. They also lack the Oorah ability, so you will have to watch out for enemy HMGs pinning them down before they can burn them out of hiding.
Maxim – The Soviet Machine Gun is inferior to the MG-42, but it gets the job done. Since it has a five troop escort it can survive for longer, and return more fire, however, it is not as good at Pinning down the enemy. One of the most intriguing elements of the Maxim is how quickly it can deploy and re-deploy. The MG-42 needs a few seconds to pack up or setup, while the Maxim can do the same much quicker. As such, the Maxim can better evade artillery fire or fast moving enemy units, and even if it suffers some losses it can still return to base.
While not strong you can use it all the same against enemy Infantry and light Vehicles, just like the MG-42. Hiding it in structures might be the best idea, since all of its six men will be safe then, while in the open it might be hard to guarantee all of the men proper cover.
Mortar – The Soviet Mortar, unlike the German Mortar, can fire accurately, that is its special ability. In terms of firepower, range and accuracy I did not see any significant difference between the German and Soviet mortars. Both appear to be as deadly, and often the greater loss of soldiers from direct Mortar hits comes from the possible reason that Soviet soldiers have simply less health. The soviet mortar can act as proper support against enemy Infantry, together with a Maxim, but it may also be used to bomb enemy Light Vehicles and Weapon Teams. Since the Soviet Mortar also has a six man crew it can escape from a sticky situation far better than the German Mortar.
Zis-3 – The Zis-3 is a very practical gun. Not only is it good against German Medium Tanks and Light Tanks but it can perform double duty as an improvised artillery gun. Its range is limited to its default anti-tank range but its artillery shells can still damage infantry and light vehicles very effectively. So when you have two Zis-3 guns one could fire at enemy tanks while the other fires at the enemy infantry. It is hard for me to judge whether the Pak 40 is superior to the Zis-3, since both guns perform very well against enemy tanks. However, just like in the case of the Maxim and Mortar, the Zis-3 also has a six man crew, so it can survive for much longer than the Pak 40.
Snipers – One of the most annoying units in the universe, if you play as the Germans. Soviet Snipers come in pairs, which means that they are twice efficient, and they could take out German Weapon Crews in an instant. Since the Germans have very small squads even ordinary Infantry and Snipers will not feel safe. Soviet Snipers can also use flares to reveal small portions of the map, so they may be used to guide Soviet Artillery or to reveal hidden Infantry to fire upon.
While they might not be as accurate as the German Sniper they have a better chance of survival (one sniper dies the other can still flee) and because there is two of them no German infantry can feel safe. However, just like the German sniper, Soviet snipers are very squishy. A German Armored Car can use its 2 cm cannon to quickly dispatch Snipers, so be wary of fast moving German Vehicles or Panzer Grenadiers, who would very gladly kill your snipers.
M3A1 Scout Car – The M3A1 is what we might call the “Mini Half-Track”. It is capable of transporting a single squad, that can also fire from within the half-track. One common tactic is to load either a Penal Battalion or Combat Engineers with Flamethrowers and use the Scout Car as an Infantry hunter. By default the Scout Car is armed with two MGs, one at the front and one at the rear. Thanks to its speed it can quickly drive around the map, transporting troops or ambushing enemy Infantry.
The main weakness of the Scout Car is its limited armor and health. A Pak 40 or Panzer Grenadiers would have no problems with dealing with the Scout Car. However, getting either one of those units takes time, so during the “Early Game” you can build a Scout Car and use it, together with Engineers or Conscripts, to ambush enemy units near key locations.
M5 Half-Track – The M5 Half-Track is in every respect like the German Half-Track. The main difference is that it lacks a rear gunner, having only one MG. However, any troops transported by the Half-Track can fire from it, so when there is a squad or two inside of it, it can be more efficient and deadly than the standard German Half-Track. This Half-Track may also be used to reinforce troops, and seeing as the Soviets lack something similar to the German Command Outpost, the M5 might be considered one of the most important units at the front.
It may be upgraded to use an Anti-Aircraft gun. Not only will it be deadlier against Infantry but perhaps most importantly it can Suppress enemy Infantry. Unlike the German Flakpanzer, the M5 AA can assist an early attack by pinning down enemy troops, and even protect Soviet forces from German Planes. However, it is just as fragile as the basic M5, so keep it away from enemy Anti-Tank guns and Tank Hunters.
T-70 – The T-70 is a Light Tank. As such, (and as you might imagine) it has a very small gun, but “Ok” Armor and mobility, at least against early German units. Later on, when the Panzer IV and Pak 40 make an appearance the T-70 becomes obsolete, or so you might think. While the T-70 has a weaker gun than Medium tanks it can still act as adequate support for Infantry, against HMGs and Mortars. Furthermore, it may be used to capture control points, but perhaps most importantly, it has Recon. Recon makes the T-70 immobile, but it expands local visibility. What this means is that you could work along Zis-3 guns to spot enemy tanks/infantry, or simply to keep an eye on distant map areas, where you might lack any defenses.
As such, later in the game you might use a T-70 to act as a spotter for your Anti-Tank Guns and Tank Hunters. While it will extend the vision up front it will also increase awareness around your flanks, so you will be able to react to an enemy flanking move sooner rather than later. While it is no match for the Panther or Panzer IV you can still use it to hunt enemy infantry.
T-34/76 – The famous T-34. I would not call the T-34 a good tank in Company of Heroes 2. It is weaker in frontal combat against a Panzer IV (not even mentioning the Panther) but it shines when used in groups. The T-34s gun might not be impressive, but when it flanks an enemy it will most certainly pierce its hide (unless we are talking of “extreme” foes, such as a Tiger or Elefant, then it will be harder but still doable). The way you must use your T-34s is aggressively. German tanks always cost more, but that means the enemy will normally have less of them. The more expensive a tank the better a target it is for the T-34.
The T-34 has two basic abilities. It can capture control points (so you do not need Infantry to secure them) and it can Ram into enemy tanks. Ramming Speed is one of the best abilities in the game, often because the enemy underestimates it. When a T-34 chooses to ram a tank you first have to make sure the target is neither too close nor too far. If the enemy is too close Ramming Speed cannot be activated. If the target is too far (or it runs out of range) then the T-34 will lose its engine for some time (it can be repaired by Engineers sooner). However, if the T-34 manages to hit the target then both tanks will lose their engines and main guns, regardless of where you hit (which is sometimes odd but whatever). Size does not seem to influence the type of damage dealt. I had a T-34 ram an Elefant and both suffered the same degree and percentage of damage (and the same module damage). In that sense a group of T-34 can easily destroy a much larger opponent, where one is sacrificed to Ram the target, and the rest uses the opportunity to take him out.
Take into account a few things. Ramming Speed will first crash into the closest target (if there is a solid obstacle in front of the T-34 it will crash into it first). I believe that it may be used to cause Friendly Damage, but I never tested that theory out (friendly tank/vehicle standing in the path of a ramming T-34). I know that an already Rammed tank can be rammed into again, but this does not benefit you in any way. So be wary when using Ramming not to cause a clog-up.
Lastly, a T-34 that recently rammed an enemy (and the enemy himself) can be easily and quickly repaired, because the HP damage is relatively low. Keep Combat Engineers nearby (or Conscripts, if you have the correct Commander) to fix your tanks as they get damaged.
SU-76 – The SU-76 is a “light” Anti-Tank gun, compared to the more powerful SU-85. Despite its lack of armor and health it has a multi-tasking gun, capable of engaging all manner of foes, be it Medium tanks, Infantry or Vehicles. However, its lack of Armor is the main reason why you should be careful when engaging tougher foes. While the SU-76 could damage them it will not survive the fight for too long. Another strength of the SU-76 is its “Artillery” ability. Just like the Zis-3 the SU-76 can fire its gun as if it was an artillery gun. This makes the SU-76 perfect for assaulting German positions, since it will be able to soften up enemy fortifications as well as surprise enemy tanks, if they perform a counter-attack.
The versatile gun, combined with a lighter chassis makes for a very useful support vehicles, no matter the opponent. However, later on in the game you might choose to substitute it for the far tougher and better gunned SU-85, which although cannot deal with infantry as effectively it can destroy tanks for more rapidly.
Katyusha – I like the Katyusha. Compared to the Panzerwerfer it fires three Salvos of deadly missiles, turning a battlefield into a cemetery. The problem is that its accuracy is low, so during an entire barrage only a few missiles might hit the target you aimed it at. However, a single hit leaves a mark on absolutely everything. Infantry will be the most threatened, but even tougher and larger armored targets, like the Elefant, will not feel safe. Of course, a single Katyusha barrage will rarely destroy a tank, but it can most certainly damage them to the point where the enemy will have to send them back for repairs.
The main weakness of the Katyusha is its pathetic armor and very low health. Any vehicles with a gun bigger than an MG will be a threat to the Katyusha, not mentioning tanks or Panzerschrecks. You must absolutely ensure that the area where the Katyusha is located is safe. It is a costly mistake if you leave it unguarded, or in unfamiliar territory.
It should be noted that missiles from the Katyusha (and the Panzerwerfer) will leave craters where they bomb. This means infantry could find plenty of fresh cover, although from personal experience I can say that the Katyusha can still kill Infantry with ease in this type of cover.
SU-85 – The SU-85 is the most powerful Armored Vehicle that the Soviets have (not counting special units). It is deadly to both Panthers and Panzer IVs, but it is not tough enough to go head to head with them. A Veteran Panzer IV with Side skirts will be a bigger threat to the SU-85 than the other way around. The Panther can easily destroy an SU-85 in a fair fight. That is why the SU-85 should be used as an ambusher.
On the defensive (and even the attack) you can use the SU-85 ability that makes it focus on the area in front of it. This will increase its view range, allowing it to spot for targets not only for itself but also other tanks and guns. However, when this ability is active the SU-85 will be “blind” all around it, save for the front, so you must ensure somebody else is keeping an eye on the SU-85’s surroundings, or remember to turn off the ability when the SU-85 does not need it.
The SU-85 cannot compare to the Elefant. the Elefant is far superior to the SU-85, in terms of armor and firepower, but the basic Stug III is completely helpless against the SU-85. While the T-34 might be inadequate, overall, against Panzer IVs and Panthers, the SU-85 can turn any battle around. This comes at a price however, and the SU-85 is the most expensive core unit for the Soviets. Guard it well, because losing it will mean you just wasted a lot of valuable fuel.
The Soviet Special Units offer many ways of countering numerous threats to your company. I would debate the usefulness of some of them, but most of them will be a welcoming aid for your army, especially when you need a REALLY big punch.
Shock Troops – The Shock Troops are Close Combat specialists. Their PPSH sub machine guns have to be used up close for the best effect. Their grenades do a lot of damage to Infantry, and you may use Smoke Grenades to cover your attack or retreat. Unfortunately they cannot ride your T-34s into battle but you can at least give them M5s to get them to the front rapidly.
The problem with Shock troops is that there are other units that are equally good in combat. The Penal Battalion can come with a Flamethrower making them very good in storming enemy positions. In turn Shock Troops are very good against enemies in the open, or when overrunning enemy positions, as long as the enemy is not in buildings (the grenades could help, but they always have an Ammo cost to use and a recharge time, unlike a flamethrower). All in all, Shock Troops cost as much as Penal Battalion, which means you could deploy them when you need an additional squad, without the needed wait.
Guards – Now, the Guards are one of my favorite Soviet Squads. They can be equipped with an LMG making them decent in long distance fights and they also come equipped by default with Anti-Tank rifles. Guard units are well qualified to take on enemy Vehicles, such as an Armored Car or Half-Track, even if it takes them a while to knock them out. Against Medium tanks Guard units are in a much deeper pickle but if deployed in larger concentrations (like two or three guard units) they can cope mildly well against German Medium tanks, especially if they manage to flank said tanks.
Guard units also work very well with SU-85s and Zis-3 guns, since they can use their LMG to “Button” enemy vehicles, forcing their guns to fall silent and the driver will almost entirely stop driving his vehicle forward. While the effect is short lived you should have enough time to at least damage the tank. If you had more than one Guard squad you could make a “Spiral” of buttoning, forcing the enemy to stay in place while your guns fire continuously at it. It might not be as good as a T-34 ramming into said vehicle or tank but it is still a good way of taking out enemy tanks. I managed to take out Panthers with the simple combination of a Guard unit and a Zis-3 gun. If you know what you are doing you shall prevail!
KV-8 – I call this the “OMGWTFBBQ” tank. The KV-8 is the deadliest anti-infantry weapon you can get your hands on. Just drive into a group of German Infantry and watch them burn. For some reason the KV-8 flamethrower is so deadly entire squads could die in an instant. Anti-Tank guns can also be burnt out in mere moments, not giving them a chance to return fire. Because of this the KV-8 is one of the most powerful tanks in the field. However, its main weakness are German tanks. While it does have a main gun it is not powerful enough to take on even a Panzer IV. Although its armor is tough it is not the quickest. You must be especially wary of Panther tanks and Elefants.
T-34/85 – Remember how I sighed over the Panzerwerfer? The same applies to the T-34/85. Calling in a pair of these tanks costs an awful lot of fuel. So high in fact that the T-34/85 ends up costing more than the Panzer IV. That should mean it is better or equal to the Panzer IV, right? My experience is completely different. What I see in the T-34/85 is the similar “weak body” of a T-34/76, with a bigger gun. That is not my idea of a good tank, and this somewhat translated into my in-game experiences.
The T-34/85 has the same abilities as the T-34/76. It can capture points and ram into enemies. Other than the bigger gun I cannot honestly justify purchasing these tanks, unless you feel you need a bigger punch. In truth, if you had such an expensive tank you would not use it for ramming. If you put it among other T-34s it would be hard to tell them apart, and what would you do with them, in the end? In fact, the T-34/85 is better in combat, if it is used properly. It can be used to flank enemy tanks to delivery a far more dangerous hit. The problem is its armor. If you charge with these tanks into Pak 40s you will lose it before you can say “Pak OP”. The same goes for Panthers, or even Panzer IVs, since they will still have an equally easy time taking out your brand new T-34s. You might be better off, in the end, with purchasing more T-34/76s, since they are more expandable. Even if they are weaker, overall, you will not feel as bad about using them to ram into enemy tanks.
Howitzer – Just like the German Artillery gun, the Soviet Howitzer is good at informing the Germans that the Soviet unions belongs to the Soviets. In many ways I found them to be comparable. I did not see any significant difference between the two nations, which means that both guns are equally deadly. Just like in the case of German Artillery, keep your Howitzer in friendly territory, away from potential ambushes.
Heavy Mortar – The Soviets can call in a Heavy Mortar. This is almost like a “Mini Artillery” gun, since it has a further range and more destructive power than the ordinary Mortars, which maintaining the six man crew. If you have an especially troublesome German positions you can use these Mortars to soften up their positions before your infantry enters. Trust me, nobody wants to be hit by the Heavy Mortar.
IS-2 – Much like the Tiger I, the IS-2 is a very heavy and big tank, capable of withstanding a lot of damage, and dealing a lot of damage on its own. However, just like any tank, it can be destroyed. Artillery, Tank Hunters and larger tanks can destroy the IS-2, so do not leave it unsupported, and ESPECIALLY do not make it your only tank. If the Germans have nothing else to shoot at they WILL focus on your IS-2. Bring a few weaker tanks, like the T-34, or at least ensure that there are no Anti-Tank guns, through the use of your infantry.
ISU-152 – This is one of the rarest units I have ever seen. The ISU-152 is like the Brumbar. Big gun, lots of health, and it is afraid of being left alone, with no Infantry support. The ISU-152 is deadly against almost anything, and it has a long range of fire. The problem are costs. It is one of the most expensive units and as such, during even a lengthy game, I had very few cases when I would want to deploy it, because of the costs. Other units, deployed en mass, can do the job just as fine, which does not mean you should shun away from the ISU-152, but you should simply not get “overly excited” if you have an option of recruiting one.
The Soviets have an advantage over the Germans, because they can choose whether they want to be on the defense or offense. You could, in first order, build structures set on a more “Assault” centered mentality (Special Rifle Command and Tankoviy Battalion Command) or “Defense” (Support Weapon Kampaneya and Mechanized Armor Kampaneya). While in the end you should have all the available units you can set your early game, depending on which structures you build. For example, do you want the Penal Battalion with their Flamethrowers? To burn our Germans hiding in buildings? Or a Maxim gun and Mortars, to protect your front line? Would you prefer access to the SU-76 or the T-34/76? As such, in which direction you go the decision is up to you, and the situation on the field. Sometimes being more aggressive will pay off far better than being defensive.
That being said, denying the Germans any fuel should be your number one priority. Capture any and all fuel points, and if you can send troops behind enemy lines to take out any upgraded resource points that would give them fuel. The more fuel the Germans have the quicker they will evolve, and you should not allow that to happen.
Conscripts, Snipers or Engineers in an M3A1 Scout Car could be used to ambush German Pioneers, and any Weapon Teams. If you play with more players react quickly to German attacks, especially if tanks are involved. If the Germans have the Fuel you have to at least ensure that they cannot Vet their tanks. Remember, the Soviets have a lot of powerful Anti-Tank weapons. Familiarize yourself with the different Commanders. I would recommend using Guards very early on in the game, to ensure enemy Half-Tracks or Armored Cars cannot dominate the battlefield.
The Soviets have a lot of Flame-Based weapons and Infantry. The Penal Battalion is especially crafty when it comes to storming enemy positions. Use their Flamethrowers and Satchel charges to clear out pockets of resistance. The KV-8 is as deadly as you can get with flamethrowers. Meanwhile, Conscripts with their Molotov cocktails can also get rid of enemy weapon teams and empty out buildings. Remember, by burning a building too much you could start a “Wild Fire”, resulting in the total destruction of the structure. Unless intentional, be careful how much fire you use!
The main problem with a Soviet Company is the lack of any method of healing your troops at the front. Your soldiers are very expendable, and they can usually be only reinforced and healed back at HQ. The only way to reinforce your squad at the front is to use an M5 Half-Track. If you want to heal your troops then you have to capture a Medical Point. There is no other way.
On the other hand, Soviet Tanks can be easily and quickly maintained. Depending on your Commander your tanks and vehicles could repair themselves (although that costs ammo) while other times you can use your Conscripts to fix your tanks and structures. Your Tanks, (namely, the T-34s) can capture points without the need for infantry. While this could spark the idea of using masses of tanks, instead of infantry, it is not the best idea, simply because the Germans could then deploy a number of tanks of their own, or use Pak 40s en mass.
Due to these limitations I found that you must always keep a personal “Reserve”. When you have a front line, or attacking force, you must always keep a number of troops behind. This is so that if you are forced to send units back to heal/reinforce/repair you can always send in one of the reserves to take their place. During some games I found that while half of my force was fighting the other half would be either patching up or waiting to take the place of the fighting troops. This way there would be no situation where the front is “empty”, because all of your troops had to retreat. This is especially the case when the enemy relies heavily on artillery bombardment.
Keeping all of your troops in a single area (or front) means that if all of them are killed or forced to flee there is nothing left to stop the enemy from taking large chunks of territory. Even when you manage to get back into the fight you will simply not have the same positions and you will be the one forced to attack.
While the Soviets lack powerful Anti-Tank weapons for their infantry the Germans do. Take note of any dropped Panzerschrecks and pick them up. LMGs and other German equipment should also be salvaged, since it will usually be superior to your own. Your biggest prize would be a Panther tank, abandoned by its crew. Although rare any tank crew can leave their tank, instead of said tank being destroyed. Any squad can take over a tank, as long as there are three members left. Since Soviet squads are mildly big you will only lose half your squad when capturing a tank, compared to the German squads of only four men.
Abandoned tanks will be heavily damaged, and it is possible that it will have damaged modules, including the engine. Keep Engineers or Conscripts handy to quickly fix any captured tank.
While this Guide has been written from my lengthy Open Beta experiences I plan on adding or changing certain elements as I continue to explore Company of Heroes 2. Some of the information here might be different to what you have in the full version (or future patches), so do not take all of this information to be fully accurate.
If you are looking for more info check out our “Index” of Company of Heroes 2 Guides.