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Company of Heroes 3
Cheat Codes:
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Submitted by: David K.
How to Establish the East India Tea Company as a Powerhouse in the Mediterranean:
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Written by DzikaKielbasa
The rookie commanders handy guide to giving a rough pounding to any Jerry/non tea
drinking opposition located in and around but not limited to the Mediterranean Sea.
For King and Country!
-=Preparation=-
The first thing you have to do after starting a new campaign and selecting the only
suitable approach (The British one) is get yourself enough fuel for an Indian
Artillery Company. To do this you will most likely have to engage in your first Skirmish.
This will usually be the capture of your local airfield to allow for importing and
exporting several hundred tons of tea and Indians.
Once you have captured said airfield you will most likely need to invade and colonise
more territories before you have enough resources.
If you're worried that this sounds like too much of a hassle or even difficult,
quickly proceed to slap yourself and drink 3 litres of Yorkshire's finest. Having
drowned away your problems remember that you are British and colonising territories
is what you are made for.
Now that basic brain function has been restored execute a wonderous roadtrip through
several Italian towns possibly enlisting the help of your local Naval Armada to
motivate the locals to be more accepting of you and your various questionable
practices and shipping habits.
-=Execution=-
Now that you have conquered half of Italy, it is now time to bring the Indians and
dominate the battlefield.
Find your local port and open the unit production menu selecting the UK units.
Proceed to order as many Indian Artillery Companies as your supply lines allow.
Once the Indians have been ordered forget about any trivial objectives such as
'Capturing monte cassino' or 'Rescuing the partisans' and skip days until they
have arrived (This is step 43, remember this for later).
Now, realising that 1 or 2 companies is not nearly enough, proceed to disband every
Regiment and Company you have been given to aid the Indian importing efforts.
Once every unit that isn't an Indian artillery Company has been ordered to go home
repeat step 43 multiple times until you the game no longer lets you produce Indian
Artillery Companies.
Now, sip on your tea as you bare witness to the making of history, for the world is
about to change. Unleash your artillery companies upon every town that you suspect
of having Germans in it. Do not be discouraged by any obstacles in the way such as
so called 'minefields' or 'anti tank gun detachments' as nothing can stop you now.
As you proceed to annihilate any and all opposition, you may find yourself worried
by some of your companies being destroyed. When this happens, revisit your closest
British-occupied port and simply, crank out more.
Having successfully reenacted the entire Soviet COH2 campaign but with Indian
artillery companies as your conscripts you have now reestablished the East India
Tea Company as a powerhouse in the Mediterranean.
You may now bask in the glory of your creation and rest easy, for you, have made
history.
How to Access the Essence Editor:
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Written by Logan
This guide will show you how to access the essence editor.
-=Accessing the Essence Editor=-
The Essence Editor is launched via EssenceEditor.exe located into the COH3
installation folder.
* In your Steam Library, locate Company of Heroes 3.
* Right click -> Hover over “Manage”
* -> Click on “Browse local files”.
* This will open up File Explorer to the installation folder.
* Scroll down in File Explorer until you find "EssenceEditor.exe".
* Double-click this file.
How to Enable Ultra Textures:
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Written by KiRiASU
Guide on how to enable Ultra Textures on a GPU with less than 16 GB of VRAM.
* Go to “C:\Users\[username]\Documents\My Games\Company of Heroes 3”
* Open “configuration_system.lua” with a text editor like Notepad or Notepad++
* Go to [28] setting = “texturedetail”
* Set variantUInt = 0,
* Save and exit!
* No need to make the file read-only.
* It won’t reset unless you do change texture setting manually.
How to Counter Axis Tanks (Early Game):
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Its not too bad if your counting on it.
Get 2 squads upgraded with the boys AT rifles, the sticky grenades are not
really reliable as a decent axis player will do everything he can to keep
his tanks away.
* That should help for a little while but not long, try to get bazookas out
asap or tech to guards infantry.
* The boys AT will hold off light to med till then, a field gun will also
hold them off but thats all you can do until you get aggressive power units.
* Keep the mentality “hold them off” while trying to inflict casualties on the
infantry.
* Very early on you can upgrade one or two of your soldiers with the anti-tank
rifle.
* That will scare away any early vehicles and they can be used on the tanks later.
* Also get the anti-tank grenades, which you can get very early.
* Beyond that, build the tier 2 & 3 buildings and bring out tanks yourself, and
anti-tank guns.
How to Obtain Lest We Forget Achievement:
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Written by Pyrrhic Genocide
March 7, 2023 0
How to get the Lest We Forget achievement, plus a tip for Campaign Skirmishes.
-=Requirements=-
* Collect all Soldier Stories
-=How to Get the Achievement=_
To get the achievement, you have to fight as many battles/skirmishes in the
campaign as possible. Every time a loading screen is present with a letter to or
from a soldier, it counts to the goal. I believe that you do need to get every
single letter at least once. In my experience I have noticed that if you are
constantly fighting and actively trying to engage in every enemy unit that you
can you can get the achievement around turn 30.
-=Campaign Skirmish Tips=-
To help streamline beating skirmishes, I have found that the easiest method is
to get around 2 units that use explosives (i.e. SSF and Paratroopers, Bazookas,
etc.) and use an M3 Half track or a M29 Weasel to bring your troops into the
enemy HQ.
Once in the enemy HQ unload your troops and unleash high yield explosives on
the main HQ. Destroying the main HQ will ALWAYS result in a mission success no
matter the progress in your goals and will ALWAYS give you the bonus objective
skill point even if you did not complete it.
Its so much easier to do this than actually fight in every skirmish, they get
very boring very quick.
For the Paratroopers, just drop them in the enemy HQ making sure that you have
enough Munitions to upgrade to their M9 Bazookas
For the SSF, try to upgrade them to get their timed explosives as they are
completely busted and will almost one shot an HQ. When trying to deploy the
timed explosives you need to have them hold fire, or it will auto cancel. Once
the explosives are set have them run away before opening fire.
For the Bazookas, I recommend building 2 squads and loading them in a Medical
M3 Half track. This way they can get healed while destroying the enemy HQ. If
possible try to send supporting infantry or a machine gun squad to cover them
while they rain hell on your enemies.
Destroying Axis:
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Destroying Axis can be done by killing and taking any MG you come across, that
sets them back pretty badly. Furthermore destroy armor viciously on sight.
They can repair a damaged vehicle but a destroyed one is a huge loss of early
fuel resources. (That’s the secret no one wants you to know, actually losing
units early on loses you the game)
The same applies to you so retreat your units before they’re killed. For
infantry you want to do this not only to conserve manpower but more importantly
to conserve their veterancy Experience. Veteran units wreck regular units all
day any day.
How to kill MGs? Honestly I don’t have much trouble just rushing a Grenade or
2 on them, maybe move a cannon fodder unit in first to attract most of the
suppression (sorry starting engineers). – Build an MG of your own early on too.
Early armor, AT grenades and build an Early AT gun and keep it safe behind
the bulk of your units.
My starting strategy is typically:
* Send starting infantry to cap
* Build 2 basic Infantry, send to cap immediately upon production
* Merge all of my units to push the expected center focal point(s)
* By this time I’m building MG units/AT guns
* Retreat at any point where my units might die, avoid losing an entire
unit at all costs.
If I retreat my frontline I need to quickly move my MGs/AT guns back before
they’re overrun.
If I’m playing well I can predict when I don’t have the upper hand and will
move my units back rather than a full retreat back to base waiting for that
first MG/AT gun/Medical Half-track to back my units up just as the enemy
begins their expected push.
Get an healing half-track out as early as possible btw.
After this point I can usually relax and bring out my first Anti-Tank vehicles
and the game is basically over, you want to aggressively push the enemy points
from the start until the end to starve them of resources.
PS: Learn some of the basics of RTS games like grouping units by number (1 for
my main infantry, 2 for either auxiliary Infantry or MGs, 3 for tanks, 4 for
Anti-Tank units, 5 for support, 7 for Arty is what I normally do).
Que your actions, for example at the start send your starting unit off to cap
4-5 points in a row so you can ignore him for a little while and he’ll complete
each task in sequence, do the same for various other things such as repairing
a row of vehicles and so on. Stay aware of what’s happening at all times, when
you’re new it can be easy to neglect a portion of the map where you might have
a unit just standing in the open doing nothing but soaking damage until you
hear “We’ve lost a unit” bla bla bla which is a rather rude way to find out
that you forgot about something.
Tips for USF:
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* Ignore t1 completely, riflemen are trash until they get double BAR which
comes out very late and is a big investment, you’ll lack AT as a result.
* The truck is useless since it can’t cap until it hits vet 1. It does okay
damage but it will die almost instantly to a faust.
* The mortar is good but again you’ll lack AT because of the t1 investment.
Rush T2 instead and get a med truck and mg to support your paratroopers or SSF
commandos. You won’t have much of any infantry until about 3-4 minutes in, this
is by design for the USF. You also won’t have much AT, but the bazookas can kill
light trucks/half tracks if they stick around. You can get a t76mm half track
if you support it with bazookas, but don’t rush it in, it loses to the cheaper
marauder 100% of the time. Just use it to keep back their 8rads. If they have
planes get an AA as it’s one of the best in the game and pretty much the only
thing USF excels at currently.
* Ignore t3 again. m8 greyhound will come out too late to be of much use and
the fuel investment here will prevent you from getting the much needed
shermans.
* AT gun is good, and useful, it’s your only solid AT to this point, but if
you waste resources here you’ll be fighting much heavier tanks with them,
which you’ll need about 4 or so of.
* m24 chaffee is alright, it can go against the 8rad but again it’s a terrible
investment and is weak against infantry, by this point they will have 2 or 3
shrek squads that will destroy it almost instantly.
* After skipping half of your tech tree you should be able to field t4 shermans
or hellcats at around 10 or 12 minutes. Try to work your way up to 3 or 4 of
them and use them defensively until you can make a push on their flank.
* Don’t get the whizbang, it’s useless and an expensive investment with no
range.
* Don’t bother with the easy 8, it is an overpriced sherman that comes out
far later. It has a slightly better gun and slightly more health for nearly
twice the price.
Don’t try to kill anything above a halftrack with bazooka squads, their
penetration chance is extremely low from the front and it typically takes 10
rockets to kill most normal tanks. Don’t bother with vehicle satchels unless
the tank is stationary and unaware of you. You’ll just waste munitions if you
can even get it off and it won’t damage/slow the tank down enough to kill it.
* And do not chase tanks with bazookas. They will do massive damage to you as
they retreat and you won’t be able to hit them.
* Don’t play 1v1 as you’ll need a british ally to provide proper AT such as
the 17 pounder for late game.
* If they field a tiger tank do not try to attack it from the front, the only
thing that can penetrate its armor as USF is an HVAP hellcat. Flank it with
3 or 4 shermans/hellcats and try to outrun its gun. You will probably lose
1-2 shermans unless you catch them completely out of place without support.
PVE DAK Tips:
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Panzergrenadiers, despite their bolt-action rifles, are actually more oriented
to close range than other rifle squads. Unless you’re fighting dedicated assault
troops with SMGs (e.g. sappers, rangers, etc) you want to get them close. This
is doubly true against UKF Infantry Sections; unlike almost every other infantry
squad in the game, infantry sections have a flat damage profile – they do extreme
damage at long range, but gain no additional damage for closing the distance.
Similarly with panzergrens, the Combined Arms buff is extremely powerful. For
that reason alone getting an early 250 halftrack and keeping it near your
pgrens works great.
Most important, CoH is a game about keeping units alive and preventing the enemy
from doing the same. If you’re at a disadvantage for one reason or another, and
you’re likely to lose more units than you kill in a fight, don’t engage. By
design, CoH factions have power spikes at different parts of the match. For
example, USF can get a quad .50 cal halftrack out at a time where DAK really
doesn’t have a good answer – if they do, you just want to play more passively
until you get your own powerspike (e.g. a flakvierling or early 8rad).
It’s been a bit since I’ve played DAK, and I play PVP more than vs AI, but I’ve
usually done the classic pgren -> 250 -> pgren starter. In the latest patches,
rushing for a Flakvierling is pretty popular because, relative to the time it
comes out, it’s incredibly oppressive (though squishy so don’t over commit).
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