The Basics

A few concessions...

  • The campaign is designed to work in both PvE and PvP, but for PvP to work, it will require a modest amount of "sportsmanship" from all players involved.

  • Due to the default prevalence of heavy tanks in vanilla CoH2, starting in 1944 is generally recommended if concerned about historical accuracy.

  • For historical starting positions, you can use the video on the left as a guide, but feel free to get creative or focus on a single region depending on what you want.

"The world must know what happened, and never forget." -Dwight D. Eisenhower

Game Terms & Core Concepts

Action = any Overmap movement or SP purchase is considered an Action.

Abilities = additional bonuses that allow the player to fine tune faction’s playstyle. These are mostly determined by a Commander chosen.

AI Difficulty = determined by the sum of two factors: Army Strength plus the SP value of any Region they are defending.

Army Strength = army's hit points (recommend max of 4) .

Battles = All Player battles (both PvE and PvP) are resolved in-game using CoH2. In PvE battles, a GM may occupy one of the AI slots. Treat the GM as roughly equivalent to a Hard AI. The GM may use cheat commands at their own discretion to augment gameplay, but it is recommended to set certain limits on themselves to keep things fair for players (details will be discussed elsewhere).

Commanders = Each player picks one Commander to use for the duration of the Campaign. It is at the GM's discretion if Commanders can be changed.

Heroes (Optional)= for a certain cost in Supply Points, the GM will provide 3-star veteran units of the Player's choice according to their faction.

Overmap = This is the map used at the grand strategy level each Turn to determine troop placement and resource income.

Region = one space or zone defined on the map; some may be designated with valuable resources.

Supply Depots (SD)= each player gets ONE Supply Depot that determines their Supply Points (SP) income each Turn.

Supply Points (SP)= a resource gained from holding a Region on the Overmap.

Turn = A measurement of time in which all actions are performed. Team members only take actions during their Team's Turn. While players may take any number of Actions in a single Turn, they can only move once and attack one Region per Turn. A Turn is broken up into four phases:

  1. Movement Phase - all strategic map movement is made at this time.

  2. Combat Phase - all combat in contested Regions is resolved. Any combat not resolved in-game is resolved with dice rolls (read "Attacking")

  3. Income Phase - all available SP income is distributed among players based on their chosen SD locations.

  4. Resolution Phase - Any additional pending actions resolve during this phase.