Company of Heroes: The Missing Manual?

So, the Computer Games review of Company of Heroes rightly slams it for having a really inadequate manual. (Not a single mention of “upkeep”, for instance, and no detailed walkthrough of what each and every interface number is.)

What’s the best site / forum post / FAQ / gamer guide / whatever for all those additional details that the manual leaves out? I know some of them are covered in the tutorials, but I want a reference that I can read over, not a tutorial that I can’t fast-forwrard. And I want to make sure that if I get screwed, it’s not because I didn’t know the interface or the underlying game rules :-)

Bump! I know some of you know something. Quit holding out on me y’all! Union Carbide is practically writing one himself ferpetesake!

Hmmm… Is CoH in anywhere special in this regard? Publishers have been releasing skimpy manuals for ages now. I guess the upshot of this is ingame tutorials are pretty standard now, and the CoH tutorial does a good job teaching you everything you need to know to play. Also, hotkeys are shown when you hoover over a units production, i.e. put the cursor over the “Build Pioneer” button at HQ and above the toolbar text will say, “Build Pioneer §”. So, P is the hotkey.

As for greater detail then that, CoHPlanet has a unit guide that might be what you’re after, bet its based on information from the beta which may or may not be entirely similar to the final version.

Of course they didn’t include a manual; how else are they supposed to get you to buy the strategy guide?

Yeah, I would have liked a better manual explaining hotkeys, weapon values vs. target types, weapon ranges, veterancy, upkeep, build dependencies, and maybe a brief rundown on unit abilities.

  • Alan

McGriddle just can’t get no love.

Shit, damn unicorns all look alike to me.

Gonna check CoHPlanet now, thanks

The only things I want more explanation on are veterancy and upkeep, both of which should be clearly demystified in-game, probably via tooltips.

Edit: Yeah, I’m still thinking of writing a guide, but it’d be more oriented toward singleplayer, because I want to brush up on my CAD skills. My goal would be really, really nice-looking, clear, and informative mapsthat don’t look anywhere near as assy as the one in the other thread.

Same as most any other RTS really, veterancy makes your units better, lower upkeep means you get more resources.

CoH in fact does follow these two common idioms so I’m not just guessing.

You know, I once played a game at easy and just build units to to see how it effected my income to figure out what the upkeep was. Then I got distracted and never picked up on the project again. Not a clue where my original notes are.

Going from memory, though, it seemed like Ally units had a much higher upkeep. Also, “infantry” units had a bigger upkeep then weapon teams. Makes sense since a Riflemen squad ahs twice the unit count as an MG squad. Oh, and your first built unit of engineers didn’t cost anything an upkeep.

Hmmm… Keep in mind that this is all from memory and from the beta version. Who knows how right or wrong I am.

Relic News (a fan site that’s run very professionally by a large staff) is probably your best bet for info.

Relic News main site:
http://relicnews.com/

Relic News forums:
http://forums.relicnews.com/
You can find several subforums there.

This particular thread is a good one to bookmark if you’re looking for a more complete list of hotkeys/undocumented hotkeys:
Shortcuts / Hotkeys - Breakdowns online & Way to edit & Grid Layouts DL’able.
http://forums.relicnews.com/showthread.php?t=106928

Like here, it’s rather chaotic and a lot of threads with useful info get lost on page 7 or page 13 or whatever.

Here:

Affects: Engineers, Rifleman, Airborne Infantry, Rangers, Heavy Machine Gun Squad, Mortar Squad

Level 1 Veterancy

  • Slight accuracy bonus
  • Slight cover bonus

Level 2 Veterancy

  • Slightly faster rate of fire for small arms
  • Suppression resistance, harder to suppress
  • Received damage slightly lowered

Level 3 Veterancy

  • Slight accuracy bonus (Stacks with Level 1 Veterancy for a significant accuracy bonus)
  • Damage output increase

Get Dominions 3.

Doesn’t help you one bit with Company of heroes… but it has a thick, well written manual :D

If you need I can host :)

So, uh, how does Axis get rid of tank traps? I’ve heard that Tigers can clear them in the late game, but are there good ways for Axis to deal with them in the early-mid game?

  • Alan

Now that I can play this game, I have some questions.

  1. How do you queue up orders? That is, if I want my engineers to build tank traps here, then barb wire in front of it, then a bunker, etc. Shift click does not seem to work.

  2. How do I get a machine gun team to deploy? I want to create a kill zone down a street, so I want a heavy machine gun team to deploy behind some sandbags. But they just go and stand behind them. There is no “deploy” action on their action menu.

  3. If you upgrade say, an engineering team to be a flamethrower team, do all engineers get flamethrowers, or just that individual unit? Same question applies to tank skirts, panzerfausts, grenades, etc.

  4. Now a more tactics question. Is there a good way to protect capture/resource points? I’ve thought about maybe a mortar team continuously bombarding an area. The 200 point reinforcement structure works ok, but it seems I need teams guarding all points or they will get raided. Or is it better to set up a Magnois Line and hold it at all costs? (this is annihilation mode, BTW).

I love, love, love the vicersal experience of this game.

I have always found a wiki to be the perfect medium for a complete reference on a complex game. :) Forums can get too messy since they’re organized by conversation and time and not topic and reference. Perhaps this one is the right place to start?

I’m sorry. I’m just wondering what was the last game you’ve gotten that had a manual like this. I think I might pick it up, just to see the manual.

ElGuapo:

  1. Ctrl-click, I think.

  2. Click and drag right mouse button to set a facing.

  3. Only 1 engineer will get the flamethrower. Grenades are only thrown by one member of the unit. Tank Skirts only apply to that tank as they only come in units of 1 anyway! BARs I think apply to the whole unit, panzerfausts and the like dont.

  4. Build a listening (or wtf it’s called) on top and protect with bunkers and razor wire/tank traps.

Also, RTFM :P

  1. How do I get a machine gun team to deploy? I want to create a kill zone down a street, so I want a heavy machine gun team to deploy behind some sandbags. But they just go and stand behind them. There is no “deploy” action on their action menu.

Right click, hold it, and release when it’s pointed in the way you want. This is covered in the tutorial.

  1. If you upgrade say, an engineering team to be a flamethrower team, do all engineers get flamethrowers, or just that individual unit? Same question applies to tank skirts, panzerfausts, grenades, etc.

Just the unit.

  1. Now a more tactics question. Is there a good way to protect capture/resource points? I’ve thought about maybe a mortar team continuously bombarding an area. The 200 point reinforcement structure works ok, but it seems I need teams guarding all points or they will get raided. Or is it better to set up a Magnois Line and hold it at all costs? (this is annihilation mode, BTW).

I just leave them and ignore most.

Remember the resources are of different intensities, so if you have a high gas point with some buildings around it, drop a forward base and fortify it. But you really only need to drop a observation station on something like a low munitions point.

I’m having problems getting barbed wire and tank traps to set up the way I like. I try to use them to block bridges, roads, etc., but there always seems to be a little gap on the edge that the people, tanks, etc. can run around.