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Introduction
The different command trees in Company of Heroes are quite different, and can accommodate many different playing styles. Here you will find an overview of the different command trees, strengths, weaknesses, and usage.
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Overview of the Command Trees
Your selection of command trees will greatly influence your strengths and weaknesses later on. If you know what your enemy is going to do, you can select the tree that will be most useful in defeating him. In a team game, coordinating your command trees is a must. A defensive axis player can build 88s to back up his allies, while the terror player keeps the allied players off the resource points, and the blitz player spams mass amounts of tanks. If you and your teammates all use the same tree, you all have the same strengths, and weaknesses. For example, if all three allied players go armor, they sacrifice any offmap indirect fire, which is a big thing to not have at all.
Some trees play very well against others. Infantry does very well against Defensive, because a howitzer can knock out all those 88s pretty fast. Terror can do pretty well against an Airborne player, thanks to propaganda spam and firestorm. In a 1v1 it all comes down to playing style. In a team game, you should make sure you have a well-rounded team. Experiment with all of them to learn their strengths and weaknesses.
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Allied Command Trees
Some good stuff here, although some of the tier 3 abilities are lacking late game. If early game is your thing, go Airborne. If you want a stronger armored presence late game, go Armor. If you like an all around utility tree, go Infantry.
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Infantry
This tree is a great all around tree. Offmap artillery is neat, rangers are awesome, and howitzers go along way to late game superiority. Offmap combat group is pretty useless, but overall this tree is well balanced against anything.
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Rapid Response - Tier 1
Costs 1 command point. Passive ability. Your infantry will build faster. I'm not sure just how much faster - anyone who knows the exact figure should feel free to edit this.
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Defensive Operations - Tier 1
Costs 1 command point. Passive ability. Your riflemen will be able to build defenses, and your engineers will build defenses faster. Riflemen able to build defenses can be a huge boost early game if used right. Remember, barbed wire, sand bags, etc, are all free. Use them!
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Rangers - Tier 2
Costs 2 command points, 3 command points total, and 400mp. The best troops allies can get, period. A bit expensive, so take care of them! They are good against armor, buildings, infantry, pretty much everything except an Ostwind :P.
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Off-Map Artillery Support - Tier 2
Costs 2 command points, 3 command points total, and 200 ammo. Calls in artillery from off map. Drops some smoke and takes a bit for the rounds there, so your enemy can usually make it out of the blast radius if he is fast. Fairly accurate, and does alot of damage. The damage can be kinda random, as you don't know exactly where the shells will land. If you get in some lucky hits though, you can take out armor and do alot of damage to a building. Pretty useful.
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Off-Map Combat Group - Tier 3
Costs 4 command points, 7 command points total, and 800mp. Calls in a random assortment of vehicles and infantry. It's expensive, but for the amount of units you get, it's a discount. The problem is most of the units you get are worthless or not what you need. If you're battling with a bunch of axis tanks and mash this button in desperation, don't be surprised if you get a couple greyhounds and some mortar teams instead of some useful anti armor.
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105mm Howitzer - Tier 3
Costs 2 command points, 5 command points total, and 475 manpower and fuel. It's a stationary weapon that is built by engineers. Very powerful, long range, and more accurate than most other forms of artillery. Downside is that it's expensive as hell, and dies easily if attacked. Make sure you can defend it if you build it.
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Airborne
This tree is excellent for early game superiority, although it is lacking end-game. Paratroopers are great early game for taking over everything, but bombers are too unreliable and they have nothing to compete with the likes of tigers and 88s. But if you totally rape them early game, will there even be a late game? I think not.
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Paratroopers - Tier 1
Costs 2 command points, and 375 manpower. Infantry that can be airdropped anywhere you can see. Can't drop into the fog of war. Has some neat abilities like satchel charge, Fire-Up, and can be upgraded with a recoilless rifle. Not very powerful, and very expensive. Their greatest asset is their deployment speed. Can also reinforce squad in the field, but has a high reinforcement cost...
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Air Recon - Tier 1
Costs 1 command point and 50 ammo. Basically just a cheap scout. Use it to scout the enemy base so your ally can target the important buildings with howitzer fire, find enemy weaknesses, or use it as a spotter to drop in airborne. Just remember that it can be shot down by flaks. Neat ability, cost is pretty low.
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Paradrop AT Gun - Tier 2
Costs 2 command points, 4 command points total and 320 MP. Awesome unit/ability. You can drop it anywhere you can see, and you don't need to build a motor pool. Useful for dropping it behind enemy tanks to get in some rear hits. Don't forget to have the guys that drop with it crew it.
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Strafing Run - Tier 2
Costs 2 command points, 3 command points total, and 150 ammo. Calls in a plane for a strafing run. It does some damage to infantry, if it hits. Very inaccurate and doesn't do much damage. Not anywhere the level of firestorm/offmap artillery/propaganda. Plane can be shot down.
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Supply Drops - Tier 3
Costs 2 command points, 6 command points total, no ammo or MP cost, on a long cooldown. Gives 40 fuel, 100 ammo, and some heavy weapons (MG and Mortar). Free stuff is always nice, but not the most useful tier 3 ability... if you use the weapons, it can be a good idea to crew with a squad of 4 or more. This leaves at least one left over, which you can then reinforce to full strength for half the cost of buying a new one. Then again, who needs mortars and MGs when tanks are running around?
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Bomber Run - Tier 3
Costs 3 command points, 6command points total, and 250 ammo. Drops bombs in a line. Does a huge amount of damage, but very inaccurate (surprise!). If you manage to hit something with it, it's well worth the cost. May be a good idea to use a recon plane to pinpoint enemy positions, then bomb with this.
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Armor
This is a very solid tree mid game and late game. Allied war machine makes this tree more than a match for axis tanks later on. This does well against the other trees, although if you run into flak 88s they can become something of a bother because armor has no form of offmap damage. Calliopes can be useful artillery, but the cost is prohibitive. This tree arguably has the best tier 3 abilities.
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Raid - Tier 1
Passive ability. Costs 2 command points. Allows all light vehicles like jeep and greyhound to cap points. Pretty useful if you're playing against a propaganda spammer. Since these vehicles are fast and usually pretty durable, it's a nice point harassment ability.
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Fast Deployment - Tier 1
Passive ability. Costs 1 command point. Your vehicles and tanks will build faster. I'm not sure exactly how long this decreases build time, so chime in here if you know...
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Calliope Rocket Launcher - Tier 2
Costs 3 command points, 5 command points total, and 600 MP. Basically a Sherman with a bunch of rocket launchers on top. This vehicle also gets upgrades you purchase for your shermans, which is pretty neat. The rockets cost 125 ammo to fire, and they're pretty devastating. Demolishes infantry, tanks, and buildings. If you have alot of spare ammo, it's good for base bombing. The cost of the tank is kind of prohibitive, and they're pretty much identical to shermans. Generally using the ammo on allied war machine or field repairs is a better use, so I wouldn't recommend spamming too many of these.
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Field Repairs - Tier 2
Costs 2 command points, 3 command points total, and 200 ammo. Repairs all your tanks a bit while active. Nice if your tanks are all a bit beat up. Doesn't heal a huge amount of damage, though, so don't expect them all to be 100% healed. Useful on occasion but also kinda meh.
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M26 Pershing Heavy Tank - Tier 3
COsts 4 command points, 9 Xp total, and 900 MP. The biggest, baddest tank allies get. It'll beat pretty much anything but a tiger 1v1, and makes a good meat shield for your weaker tanks. Is the only Allied vehicle that can roll over tanktraps without any upgrades. Fairly useful, even if it can't beat a tiger most of the time, and isn't nearly as cost effective...
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Allied War Machine - Tier 3
Costs 3 Xp, 6 command points total, and 250 ammo. Oh yeah. This instantly replaces all tank losses that occur within 30 seconds of this ability being activated. Can you get a cooler ability than this? I don't think so. Awesome for suicide zerging a well fortified base, losing them all, then instantly replacing everything.
10 Shermans: 4200 mp and 900 fuel.
2 Pershings: 1800 MP.
Allied War Machine: 350 ammo.
The look on the other guys face when they all roll back into his base 30 seconds after destroying them all: priceless.
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Axis Command Trees
No one can say that axis doesn't have some sweet tier 3 abilities. Defensive does defensive well, although 88s are a little too easy to take out with artillery... Blitzkrieg is great for spamming tigers and other units, although it is skimpy on indirect fire (it has none). Terror is properly terrifying, with some really devastating stuff in its arsenal, although its tier 3 abilities are expensive.
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Defensive
A good tree for those who like to play it safe. Widely considered to be the weakest overall axis tree, it has some good uses but a lot of it seems to be lacking. Flak 88s are the gem in this tree, and are absolute monsters. The 280mm rockets do some really good damage, also.
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For the fatherland – Tier 1
Costs 1 command point, 75 ammo. This ability gives your units a heavy armor and HP bonus while on friendly soil. It may be a tier 1 ability, but I doubt the bonus is worth it early on for its cost. Maybe later on when you have masses of infantry. Not sure how much this affects tanks, but if it's a lot, might be a good, cheap, late game use.
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Advanced Warning – Tier 1
Passive ability. Costs 1 command point. Allows your captured points to see further. Not the most useful ability ever, but not useless. Helpful for seeing sneaky allied troops while they move about in your territory.
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Fortify the Perimeter – Tier 2
Passive ability. Costs 2 command points, 3 command points total. Upgrades your base buildings with MGs, and allows you to reinforce troops from bunkers. This is a great ability. Nice on Semois when you have paratroopers and silly Engineers trying to plant Demolitions in your base. Place a bunker in a place with heavy fighting, and use it to reinforce squads just like the HQ. In combination with the self-healing infantry veterancy upgrade, this insures your front lines will remain strong.
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Registered Artillery – Tier 2
Costs 2 command points, 3 command points total and 125 ammunition. Calls down artillery fire near one of your buildings. It has a quick recharge, and a huge area of affect. The damage is very random, it may miss everything, or or may pulverize anything nearby. The response time is also very low – you have little time to see the smoke before the shells begin to land. As big as the potential radius is, even if the allied player immediately retreats his troops, he may still lose some. Doesn't damage the building. If your building is getting zerged, and you don't have any of your units nearby, can clear enemies out quick. Works for bunkers too. Drop a bunker, and when it gets zerged, drop arty on their heads. It's best use is probably anti-capture. This can be very useful for stopping squads from capturing your territory sectors. And you can't complain, considering it costs a measly 125 ammunition.
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88mm Flak 36 AT/AA – Tier 3
Costs 2 command points, 5 command points total, 425 MP and 65 fuel. Allows your pioneers to build a flak 88 immobile gun emplacement. This thing is incredible – it will blow huge holes in anything foolish enough to get within firing range. Not to mention it can fire further than it's line of sight as well. Place at choke points and use to defend your base. While it's main purpose is anti-tank defense, it can shoot down allied Airborne doctrine planes if they pass by, and is effective against small amounts of infantry as well due to it's pretty good accuracy. If you can pull it off, cap a sector near the enemy base and drop one there, then enjoy the fireworks. Use in conjunction with tank traps and barbed wire to make it nearly impossible for the enemy to advance. The only downside is that they are pretty vulnerable to artillery fire. Very expensive, but a single offmap artillery will wipe them off the map... howitzers can take them out easily, too.
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Rocket Artillery – Tier 3
Cost 4 command points, 7 command points total and 250 ammunition. Calls in some really devastating 280mm rockets. These do a huge amount of damage and will demolish anything in their area of effect. The area of effect is pretty damned big, too. The response time is fairly short, but your opponent can get his troops or vehicles out of the area with no casualties if he notices the smoke quickly enough. Does pretty good damage to buildings, but don't expect it to tear them down in one barrage.
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Blitzkrieg
A popular tree, this is a great all-around tree. You get stormtroopers and tigers from this tree, what's not to like about that? While this tree may have some great units in it, that's all you have to fight with. You have zero indirect fire abilities. And no flak 88 for defensive use.
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Infantry Assault Team – Tier 1
Costs 2 command points, 400 MP. Call in some stormtroopers. They comes in squads of four, have grenades, can be upgraded with Panzershreks, and can camouflage. Their camouflage is probably their best ability. You can sneak behind enemy territory and cut vital supply lines, sneak up behind infantry and toss grenades on them, etc. Invisibility is a powerful tool, and these guys aren't weaklings like snipers. With a little imagination, the possibilities for these guys are endless.
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Assault Grenadiers – Tier 1
Costs 1 command point and 50 ammo to use. Your infantry squads gain the ability to assault enemies with a lot of grenades. Once activated, your troops begin to throw a stream of grenades that end when the target dies or the squad dies. The grenades don't do a huge amount of damage to buildings, but they do more than guns. Kills infantry pretty good.
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Urban Assault Team – Tier 2
Costs 3 command points, 5 command points total, and 700MP. Gets you a StuH 42 Assault Gun (stug with a 105mm mortar) and a stormtrooper squad. If you factor in the cost of stormtroopers, it's like getting the StuH for 300mp. The StuH is good against buildings and infantry. The blast radius from the 105mm is huge, and can destroy large portions of infantry at once.
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Resource Blitz – Tier 2
Costs 2 command points, 3 command points total, and 200 ammo.. Spend 200 ammo and get 900mp. Not bad at all. This will cripple your manpower income for the next three minutes though. Doesn't effect fuel or munitions intake. Great for popping a couple units or a tiger out real quick. The tooltip says it reduces your income by 50% for three minutes, but it is more than 50%, The actual amount that is reduced seems to be kinda random, so I'll need to do tests to see exactly what this does to your economy.
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Armor Assault Force – Tier 3
Costs 3 command points, 8 command points total, and 1000 MP. The crown jewel of the Blitzkrieg tree. This calls in a stormtrooper squad, and a tiger tank. Considering stormtroopers cost 400mp, that's like paying 600mp for the most powerful tank in the game. You can have two tigers at any one time, and unlike the tiger ace, it gains veterancy upgrades(except for the roof MG gunner). The tiger does massive damage and will walk all over any allied tank.
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Blitzkrieg Assault – Tier 3
Costs 3 command points, 6 command points total, and 150 ammunition. For a short period of time, make your imba units even more imba! All units will move and fire faster, destroying everything in their path for 30 seconds. And it's cheap, too. Use this in any major confrontation.
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Terror
A well balanced tree, though the tier 3 abilities are expensive. They more than make up for that in sheer power, however. The earlier abilities are pretty cheap, and highly effective. Propaganda is an insanely effective and cheap infantry counter early on. Firestorm is decent offmap damage, and Zeal is just plain great. The tiger ace rocks, but you can only build one. The V1 is death incarnate, and will leave a big fxxking crater in place of whatever was there before. Good stuff.
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Zeal – Tier 1
Passive ability. Costs 1 command point. As your infantry takes losses, the remainder grows stronger. An MG team with only one member left can still wreak havoc with this ability. This is a great ability, and remains useful even late game.
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Inspired Assault – Tier 1
Costs 1 command point, 75 ammunition. Your infantry will have greater firepower, but take more damage. Great for an MG team in a building taking on infantry, not so great for assaulting said MGs in a building. Makes a great combination with Zeal.
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Firestorm – Tier 2
Costs 2 command points, 3 command points total and 200 ammunition. Fairly standard offmap artillery fare. Pretty long time between the smoke markers and the landing of the first bomb, not to mention bombs drop slowly at first as well and are spread over a big radius, so escaping from the area of effect without any casualties once you see the smoke drop is not a problem. Very effective against clustered infantry and deployed weapon teams, pretty weak against buildings or vehicles.
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Propaganda War – Tier 2
Costs 3 command points, 4 command points total. The ability that allied players love to complain about. Costs 100 munitions, almost impossible to avoid, quick cooldown, makes infantry instantly retreat. Great as a way to force that sneaky infantry trying to cap a point behind your lines to go home. Also really useful for scaring away the infantry that supports allied armor. If your lone stug runs into a sherman with 2 ranger teams, just use this on them and proceed to make a mess out of the sherman.
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Tiger Ace – Tier 3
Costs 5 command points, 8 command points total, and 900 manpower. This is basically a regular tiger on steroids. It has about 500 more hp, it's faster, and 20% better armor penetration on its main gun. It does not benefit from tank veterancy upgrades, however. Sadly, you can have only one of these at any time.
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V1 Rocket Attack – Tier 3
Costs 4 command points, 8 total, and 350 ammunition. Blow shit up, this will. It will outright destroy most buildings or tanks, and is the most powerful thing in the game, period. It is also the only thing in the game that can destroy an HQ under 15 seconds. Takes awhile to land, and is noisy. This gives your opponent a lot of time to get out of the way, so use wisely. |
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