Protagonistas

Tips for completing the game Company of Heroes 2. Passing game #012

Tank Battalion Command


M5 Halftrack (120M, 30P, 3UC)

It can carry two infantry units firing from behind. In addition, it allows you to replenish the nearest units, as if they were near the headquarters. A typical support unit. It can be upgraded with an anti-aircraft gun for 90 rounds of ammunition. Thus, it is enriched with a good long-range cannon, useful against infantry and unarmored vehicles. However, after this update, he cannot transport troops.

Abilities:

- Overflow (veteran required). The car is 25 seconds faster, and it's harder to get into it.


T-70 Light Tank (160M, 55F, 3UC)

One very useful tank. He works well against infantry and wins almost every fight with any other light equipment. This is the only one that has an auto repair function that is not related to the doctrine. Unfortunately, its capabilities seem insignificant if the enemy rolls out heavy equipment onto the battlefield.

Abilities:

- Repair (60Mu). During the next 15 seconds, the tank is repaired.





Medium tank T-34/76 (240MP, 95P, 7UK)

It's a great tank. It's small, maneuverable, and relatively cheap. It shows itself in almost any environment. In one-on-one combat, he can fight balanced battles even with fascist heavy tanks. He's only vulnerable to Panthers.

Abilities:

- Ram. The T-34 is the only tank in the game capable of ramming. The tank picks up speed and crashes into the enemy's car, leaving it completely destroyed and unable to defend itself until it is repaired. The same fate befalls the attacking T-34, but if you have numerical superiority when it comes to tanks, and/or you are confident of your enemy's victory, then this is an exceptionally valuable ability.

- Safe mode. The tank can capture territories, but at this moment it cannot fight.



BM-13 Katyusha Rocket Truck (360 Mp, 85F, 9UC)

Long-range artillery. Unfortunately, it has very low accuracy and is vulnerable to enemy fire. The only means of protection is a rocket launcher with a very long recovery time. It is only useful when trying to break through heavily fortified positions.

Abilities:

- Suppressive fire from a 132 mm grenade launcher. It is quite effective against infantry, the biggest disadvantage is the recovery time of 75 seconds. In practice, however, firing all 16 missiles takes about fifteen seconds, so you can actually fire every minute.

- Concentrated suppressive fire (requires work experience). The fire is about 50% more accurate. Open CS2 Cases