Company of Heroes 2 is Still Great—But It’s Not the Game You Remember

Company of Heroes 2 is Still Great—But It’s Not the Game You Remember

Let’s be real for a second. Most strategy games die a quiet death within three years. They get a sequel, the servers go dark, or the player base just migrates to the next shiny thing with better lighting effects. But Company of Heroes 2 is a weird beast. It’s over a decade old, yet on any given Sunday, you’ll still find thousands of people screaming at their monitors because a stray mortar shell wiped out their veteran Shock Troops.

It’s brutal.

If you played it back in 2013, you probably remember the controversy. People were furious about the Soviet campaign. Relic Entertainment took a lot of heat for how they portrayed the Eastern Front, and honestly, some of that criticism stuck. But the game didn't just vanish. Instead, it evolved through years of community-driven balance patches and a competitive scene that refuses to quit. It’s basically the "Old Reliable" of World War II RTS games.

Why the Company of Heroes 2 meta never actually stayed still

Most people think of RTS games as "build base, click units, attack." That is a fast track to losing your entire army in Company of Heroes 2. The game is really about the interaction between cover, suppression, and "TrueSight." If you can’t see it, you can’t shoot it. This isn't StarCraft where you just A-move a blob of Zealots across the map.

In the current state of the game, the balance between the factions—Soviets, Wehrmacht, US Forces, Oberkommando West, and the British Forces—is remarkably tight. It wasn't always like this. Remember when the OKW (Oberkommando West) was first introduced in the Western Front Armies expansion? They were broken. Their King Tiger was a rolling fortress that felt impossible to crack. Now? A skilled Soviet player with a handful of ZiS-3 field guns and some clever positioning can turn that Tiger into a very expensive paperweight.

The depth comes from the Commander system. You pick a loadout of three "Commanders" before the match, then choose one during the game based on what your opponent is doing. It’s like a high-stakes card game played with tanks. If you see your opponent is spamming infantry, you might drop your plans for a heavy tank and instead pick a Commander that gives you access to the KV-8 flamethrower tank. It’s reactive. It’s stressful. It’s great.

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The TrueSight factor changes everything

You’ve got to appreciate the tech here. Even by today's standards, the Essence Engine 3.0 does something most modern games still skip: it simulates line-of-sight perfectly. If a tank is behind a stone wall, it's invisible to you. You can hear the engine roaring. You can see the smoke rising over the stones. But you can't target it.

This creates these terrifying "Fog of War" moments. You’re pushing a squad of Conscripts down a narrow street in Stalingrad, and suddenly, an MG-42 opens up from a window you didn't scout. Your troops hit the dirt. They're suppressed. If you don't retreat them immediately, they're dead. This "retreat" mechanic is the heart of the game. It’s better to run away and keep your veterans alive than to die for ten feet of virtual mud.

The Eastern Front drama that almost killed the game

We have to talk about the campaign. It’s the elephant in the room. When Company of Heroes 2 launched, it focused heavily on the Soviet perspective, but it did so in a way that many felt was overly cynical and historically questionable. We’re talking about "Order No. 227" tropes and burning down houses with civilians inside.

Russian players, in particular, were insulted. The game was even pulled from shelves in some regions.

But here is the thing: the multiplayer and the Ardennes Assault campaign are where the real meat is. Ardennes Assault is actually one of the best single-player RTS experiences ever made. It’s a non-linear campaign where you manage three different companies across a map of the Bulge. If your paratroopers take too many losses in one battle, they carry those losses into the next. It’s persistent. It’s punishing. It makes you actually care about the little digital men under your command because you know you can't just "respawn" their experience points.

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Micro-management: A love-hate relationship

Is the game click-heavy? Yeah. Kind of.

But it’s not about "Actions Per Minute" (APM) in the way a Blizzard game is. It’s more about "Effective Actions." You need to be thinking about:

  • Directional armor (tanks are weaker in the rear).
  • Weapon teams (MGs and AT guns have a firing cone).
  • Crushing (using heavy tanks to literally run over enemy cover).
  • Vaulting (units jumping over fences to save time).

If you’re not micro-managing your vehicles, a single hidden anti-tank grenade will "engine crit" your Panzer IV, and then it's over. You'll watch your prize unit get swarmed by infantry like ants on a beetle. It’s heartbreaking.

The community took the wheel when Relic moved on

Relic eventually shifted focus to Company of Heroes 3, which had a bit of a rocky launch. This actually breathed new life back into the second game. The "World Championship" tournaments for COH2 still pull in decent viewership on Twitch and YouTube.

The most fascinating part is the Steam Workshop. If you find the vanilla game a bit too fast or a bit too "arcadey," the modding community has rebuilt the game from the ground up. The Spearhead mod or Wikinger: European Theater of War turn the game into a hardcore simulator. In these mods, a single tank shell will actually destroy a tank. No hit points. No health bars. Just armor penetration calculations and metal-on-metal violence.

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What you need to know before jumping back in

If you're looking to play in 2026, don't just jump into Ranked 1v1 immediately. You will get destroyed by someone who has been playing the same map for twelve years.

Start with the "Theater of War" missions. They are co-op or solo challenges that teach you the specific quirks of each faction. For example, playing as the British, you’ll learn that your infantry is incredibly strong when stationary but expensive to replace. Playing as the US Forces, you’ll realize your strength is flexibility—your crews can literally hop out of their tanks to repair them.

Practical steps for the modern player:

  1. Check the "Tightrope" or "HelpingHans" YouTube channels. These guys have been the backbone of the community for years. They do "casting" of high-level games where they explain why a player moved an anti-tank gun three inches to the left. It's the best way to learn the meta.
  2. Learn the "Attack Ground" command. This is the pro-tip most beginners miss. If you know an enemy is behind a smoke screen or a thin wooden wall, don't wait for a target lock. Use the Attack Ground command to fire your tank’s main gun manually. You’d be surprised how many kills you can snag blindly.
  3. The "Grid Hotkeys" are your friend. Don't try to learn the default keys. Switch to the grid layout in the settings so your abilities always match the positions on your UI. It reduces the mental load significantly.
  4. Don't ignore the environment. In Company of Heroes 2, ice can break. If an enemy Tiger is crossing a frozen lake, shoot the ice. The tank will sink instantly. It’s the most satisfying way to win a game, and it never gets old.

The game isn't perfect. The pathfinding can be wonky—sometimes your tank will decide to do a 360-degree spin instead of just backing up. The "loot drop" system for skins and bulletins is a relic of a weird era in gaming. But the core loop? The tension of a 4v4 match on the Red Ball Express map where the victory points are ticking down to 10-10? That is RTS perfection.

Company of Heroes 2 succeeded because it captured the "weight" of combat. When a Katyusha rocket barrage screams across the map and lands on a group of retreating units, you feel it. The screen shakes, the dirt flies, and the tactical map changes forever. It’s messy, it’s loud, and despite its age, it still has more soul than most of the strategy games coming out today.

To get started, focus on mastering one faction's build order—the Soviets are usually the most forgiving for beginners due to their high squad sizes. Stick to 2v2 or 3v3 matches initially to share the workload with teammates while you learn how to manage your resources. Keep your units in cover, watch your flanks, and always have an exit strategy for your tanks.