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Company of Heroes 2 Game Guide by gamepressure.com

Company of Heroes 2 Game Guide

Table of Contents

Support Weapon Kampaneya | The Soviet Union - Units Company of Heroes 2 Guide

Last update: 11 May 2016

M1910 Maxim Heavy Machine Gun (240M, 6UC) - Support Weapon Kampaneya - The Soviet Union - Units - Company of Heroes 2 - Game Guide and Walkthrough

M1910 Maxim Heavy Machine Gun (240M, 6UC)

An excellent defensive weapon against infantry. Position always where it is well protected, at least from one side and protect its flanks. It has a lower range to the side than its German counterpart so, it is easier to get from behind. The upside of the Maxim gun is that it is definitely faster to fold/unfold and it is operated by a larger number of soldiers and, therefore, it is more difficult to lose.

PM- 41 82mm Mortar Squad (240M, 6UC) - Support Weapon Kampaneya - The Soviet Union - Units - Company of Heroes 2 - Game Guide and Walkthrough

PM- 41 82mm Mortar Squad (240M, 6UC)

A very good weapon to sweep the enemy defense lines from afar or, to halt seizing of a territory by the enemy. At the same time, it is easy to lose and virtually harmless at short range. You should not leave it in one position for a prolonged period of time. It is more durable but, at the same time, slower than the mortar of the Reich.

Abilities:

- Supressing fire. Works well if you know where the enemy units are.

- Smokescreen. Shoots three smoke projectiles that provide cover.

- Precision attack (30M, requires veterancy). A very precise shot into the specific area.

ZiS-3 76mm Divisional Field Gun(360M, 9UC) - Support Weapon Kampaneya - The Soviet Union - Units - Company of Heroes 2 - Game Guide and Walkthrough

ZiS-3 76mm Divisional Field Gun(360M, 9UC)

Universal long-range cannon. Works well against both the tanks and the infantry. Unfortunately, it has low mobility and firing frequency and, which is most important, cannot be withdrawn from the battlefield in the case of retreat. It should always be well protected to prevent it being captured by the enemy.

Abilities:

- Light artillery suppressive fire (60M). Shoots 6 shells into a specific area, effective against unarmored targets.

- Scouting (20A). Increases considerably the range of effectiveness for 20 seconds, while detecting all enemy's infantry units at the same time.

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