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In terms of structure, there's a single-player campaign which takes place against a backdrop of different parts of the war. It's great stuff, as much now as it was back in 2006. It's possible for battles to swing quite wildly from side to side, with armies being driven back to their bases only to burst forth again, reinforced for battle against their exhausted pursuers. It's all loud and fast-paced but the game retains satisfying tactical elements. Some may bemoan the less-effective MG units, which find it tougher to pin down enemy infantry and reduce their effectiveness.
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Improvements are modest rather than revolutionary, although a much stricter 'true sight' system allows for some sneaky tactics and makes things like using smokescreens much more effective (as it removes the enemy unit from sight altogether, rather than making hitting him harder).
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In the mid-game armoured cars, anti-tank guns and light tanks appear, and in longer battles expect to see heavy tanks like the T-34 and the Panther enter the fray. Snipers can provide both recon and a way of eliminating infantry at range, whilst mortars are formidable short-range artillery units and heavy machine guns are excellent for disrupting enemy charges. Infantry can be summoned quickly to the battle and are surprisingly versatile, with anti-tank squads perfectly capable of taking down individual enemy tanks (though they're less effective against larger armoured formations). Of course, you have to fight you away across these maps. This is a nice touch which helps factions if they lose a rare resource zone. Company of Heroes 2 changes things a little by having both locked territories (which are pre-set to provide fuel, ammunition or manpower points) and 'open' ones, which you can set to a particular resource by building on them. Units gain experience in battle, becoming more accurate or tougher, and so does the commander, unlocking abilities such as recon planes, artillery bombardments or air strikes. By capturing territory you boost your resources and can summon new troops to the battlefield more quickly, as well as unlocking fresh abilities through combat. The battlefield consists of a home zone for each team and a patchwork of territorial zones in between. In terms of gameplay, things proceed much as before. Sound design isn't usually something that stands out in games, but Company of Heroes 2's is simply the best I've ever encountered in a game. The sound is a lot better, with booming explosions and realistic machine gun noises, a lot of them sampled from the genuine weapons. This is less of a dig at Company of Heroes 2 (which is still the best-looking strategy game in existence, at least until Total War: Rome II launches in September) and more of a reflection of how astonishingly far ahead of its time Company of Heroes was in 2006. The graphics are better, but not as improved as you might expect given the seven-year wait for this game.
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The shift in focus and time means new sides - the Russians and the German armies of the eastern front - but the improvements over the first game are modest. Fans complained.įor Company of Heroes 2, Relic's sequel to their very popular 2006 strategy game, they've gone conservative. Whilst it was a very solid game on its own right, it did feel like a different genre to the first game. They changed a lot about the game, moving it away from being a real-time strategy game to more of an action RPG: Diablo in space with more than one playable character. In 2009 they released Dawn of War II, the sequel to their successful 2004 Warhammer 40,000 RTS.