---
title: "Company of Heroes (2006): Complete Guide"
game: "Company of Heroes"
game_url: "https://qna.gg/games/company-of-heroes"
author: "Qloud"
author_url: "https://qna.gg/players/Qloud"
topics: ["Builds"]
summary: "A practical guide to Relic's original Company of Heroes on Steam: which version you own, the resource and sector system, all four factions and their doctrines, opening build orders, the campaigns, and how to play…"
url: "https://qna.gg/g/company-of-heroes-2006-complete-guide-967c571c"
published: "2026-09-27T20:33:50.580Z"
updated: "2026-09-27T20:33:50.580Z"
source: "QnA.GG"
---

# Company of Heroes (2006): Complete Guide

A practical guide to Relic's original Company of Heroes on Steam: which version you own, the resource and sector system, all four factions and their doctrines, opening build orders, the campaigns, and how to play online in 2026.

*Researched September 2026 — current as of the Steamworks "New Steam Version" (app 228200); a Definitive Edition is announced for early 2027. Live games change; check the linked sources if something differs.*

> **Version note:** Steam app 228200 is the 2013 re-release (often called the "New Steam Version") that moved multiplayer to Steamworks after GameSpy's shutdown. The older build is sold separately as **Company of Heroes - Legacy Edition**, which is where the Steam store now points for extra reviews and total-conversion mods. The expansions **Opposing Fronts** and **Tales of Valor** are separate purchases, bundled in the **Complete Pack**.
>
> **Coming soon:** Relic announced **Company of Heroes - Definitive Edition** in June 2026 (64-bit, modern UI, grid hotkeys, customizable hotkeys, vehicle reversing, optional auto-reinforce, improved AI with a new "Ruthless" difficulty, 4K and widescreen, full mod compatibility, base game plus both expansions and 50+ maps). A September 15, 2026 update moved its launch to **early 2027**. Everything below applies to both, but check the patch notes once it releases.

## Quick Start

1. **This is a territory game, not a base-building game.** Your income comes from capturing map sectors with infantry. The player who holds more ground, and keeps it connected, usually wins.
2. **Three resources:** Manpower (trickles in constantly, pays for units), Munitions (upgrades, grenades, abilities, mines), and Fuel (buildings, vehicles, tanks). Sectors provide Munitions or Fuel.
3. **Sectors must connect to your HQ.** A cut-off sector gives you nothing. Protect your supply line and cut the enemy's.
4. **Victory Points (VPs) decide most matches.** Holding more VPs than the opponent drains their ticket count. Annihilation mode is the alternative.
5. **Cover is everything.** Green shields mean heavy cover, yellow is light cover, red is negative (open ground). Squads in green cover win fights they would lose in the open.
6. **Retreat, don't die.** The retreat command (check the squad's command card for your hotkey) sends a squad back to base with reduced incoming damage. A saved veteran squad is worth far more than a replacement.
7. **Reinforce instead of rebuilding.** Squads can refill lost men near your HQ or forward reinforcement points, which is much cheaper than a new squad.
8. **Pick a doctrine (commander tree) early.** Around the first few minutes you choose one of three doctrines, which unlocks your faction's powerful call-ins and abilities with Command Points earned in combat.
9. **Flank machine guns and anti-tank guns.** Both have limited firing arcs; hitting them from the side or behind wins the trade.
10. **Tanks have weak rear armor.** Always angle to face enemies with your front armor and try to hit enemy tanks from behind.

## Core Systems

### Resources and territory

| Resource | Source | Used for |
|---|---|---|
| Manpower | Constant income, boosted by sectors | Infantry, most units, reinforcing |
| Munitions | Munitions sectors and points | Weapon upgrades, grenades, mines, abilities, some call-ins |
| Fuel | Fuel sectors and points | Tech buildings, vehicles, tanks, tech upgrades |

- Capture a sector by standing an infantry squad on its flag. Some units (like many vehicles) can't capture.
- Many points can be upgraded with an observation post for extra income and a little protection.
- **Upkeep:** the more units you field, the lower your Manpower income per minute. A huge army isn't free; trade efficiently rather than spamming.

### Veterancy

Units gain experience (or veterancy upgrades, depending on faction) that makes them tougher and more accurate. Veteran squads are the backbone of a late game army, which is why retreating is so important.

### Cover, suppression, and retreat

- **Heavy cover** (walls, sandbags, craters) massively reduces incoming fire. **Light cover** (fences, hedges) helps less. Open ground or roads are negative.
- **Suppression:** machine guns pin squads, first slowing them and then forcing them to the ground. Pinned squads can only retreat or crawl. Smoke, flanking, and grenades are your answers.
- **Garrisoning:** infantry can occupy buildings for strong cover, but buildings can be flushed by flamethrowers, grenades, and artillery.
- **Destructible terrain:** craters from artillery become new cover; walls and buildings can be destroyed. Engineers/Pioneers/Sappers can repair and build.

### Commander trees (doctrines)

You earn Command Points by fighting. Spend them in the doctrine tree you picked to unlock abilities and call-ins. You can't switch doctrines mid-match.

## Factions and Doctrines

| Faction | Game | Doctrines | Identity |
|---|---|---|---|
| United States | Base game | Infantry Company, Airborne Company, Armor Company | Flexible, strong mid-game infantry, the Sherman |
| Wehrmacht | Base game | Defensive Doctrine, Blitzkrieg Doctrine, Terror Doctrine | Powerful elite units and heavy tanks, costly but strong late |
| British 2nd Army | Opposing Fronts | Royal Canadian Artillery, Royal Commandos, Royal Engineers | Defensive, officer-led squads, mobile HQ trucks, emplacements |
| Panzer Elite | Opposing Fronts | Scorched Earth Tactics, Luftwaffe Tactics, Tank Destroyer Tactics | Mobile halftracks, no static defenses, light vehicles |

### United States

- **Style:** fast early infantry, good upgrades, flexible tank play.
- **Key units:** Riflemen (the core squad, with grenades and weapon upgrades unlocked through research), Engineers (build, repair, flamethrowers), Jeeps, .30 cal machine guns, mortars, anti-tank guns, M8 armored car, Sherman tanks.
- **Doctrines:** Infantry Company (artillery and infantry support), Airborne Company (paratrooper drops and air strikes), Armor Company (tank-focused call-ins, including the heavier Pershing).
- **Opening idea:** a couple of Riflemen and an Engineer squad, fast capping, then a Weapon Support Center or Motor Pool depending on what the enemy builds.

### Wehrmacht

- **Style:** fewer, more expensive, more durable units; strong defensive options; the best heavy armor late.
- **Key units:** Pioneers (builders), Volksgrenadiers, Grenadiers, the MG42 heavy machine gun team, snipers, the Panzer IV, Panther, and the Tiger.
- **Doctrines:** Defensive (emplacements and area denial), Blitzkrieg (aggression and assault units), Terror (propaganda, V1 rocket, and the King Tiger).
- **Opening idea:** an early MG42 locks down key points, backed by infantry; tech into anti-tank before the Allies' vehicles arrive.

### British 2nd Army (Opposing Fronts)

- **Style:** defensive, methodical, officer-led. HQ is mobile (trucks that set up as buildings), and territory is controlled from these forward points.
- **Doctrines:** Royal Canadian Artillery (creeping barrages and massive artillery), Royal Commandos (glider-borne troops), Royal Engineers (Churchill tank variants and engineering upgrades).
- **Tip:** Lieutenants and Captains buff nearby squads. Keep officers alive and close to the front.

### Panzer Elite (Opposing Fronts)

- **Style:** mobile and vehicle-heavy, no static defenses, lots of halftracks and light armor.
- **Doctrines:** Scorched Earth Tactics (booby-traps and demolition), Luftwaffe Tactics (air support and flak), Tank Destroyer Tactics (specialized anti-tank).
- **Tip:** Panzer Elite rewards fast harassment and precise micro. Losing expensive halftracks early is how Panzer Elite players lose.

## The Campaigns

| Campaign | Game | Setting |
|---|---|---|
| Main campaign | Base game | D-Day to the Falaise Pocket, alternating between Able Company (29th Infantry Division) and Fox Company (101st Airborne): Omaha Beach, Carentan, Cherbourg, St. Lo, Hill 192, Mortain, and the link-up at Chambois |
| Liberation of Caen | Opposing Fronts | British 2nd Army, nine missions |
| Operation Market Garden | Opposing Fronts | German Kampfgruppe Lehr, eight missions defending the Netherlands |
| Tiger Ace | Tales of Valor | A German Tiger crew in Normandy |
| Causeway | Tales of Valor | 82nd Airborne securing La Fiere |
| Falaise Pocket | Tales of Valor | Mixed German forces defending Trun |

### Campaign tips

- Missions reward **medals** for secondary objectives; do them for a fuller experience and harder challenges.
- **Save often.** Some missions (Omaha Beach is the classic example) are chaotic and punishing; a quick save before each push saves a lot of repetition.
- Veterancy and cover work exactly as in multiplayer. Use artillery and flanks instead of charging MG positions.
- Tales of Valor introduced **direct fire** (manually aim a tank's main gun), which the Tiger Ace campaign leans on heavily.

## Multiplayer and Skirmish

### Modes

- **Victory Point Control** (the standard): hold more VPs than the enemy to drain their tickets.
- **Annihilation:** destroy all enemy buildings and units.
- **Tales of Valor modes:** Assault (team hero-selection mode), Panzerkrieg (tank variant of Assault), and Stonewall (co-op defense against waves).
- **Skirmish vs AI** on any map for up to 8 players, a good way to learn build orders.

### Opening rules of thumb

- **Cap fast, cap wide.** The first few minutes are about grabbing sectors and cutting off the enemy's.
- **Scout early.** Knowing whether you face infantry spam or early light vehicles decides your first tech building.
- **Get one support weapon early** (a machine gun or mortar) to anchor your key fuel/munitions points.
- **Always have anti-tank before vehicles arrive.** Losing to an early armored car or halftrack because you had no answer is the classic newbie loss.
- **Spend your resources.** Floating Manpower or Fuel means the opponent is outproducing you.

### Economy management

- **Upkeep matters:** more units means less Manpower income, so trade efficiently and retreat squads rather than letting them die.
- **Fuel decides tech timing:** hold fuel points hard, especially in the middle of the map.
- **Munitions are for impact:** save grenades, mines, and weapon upgrades for where they swing a fight; don't let Munitions float forever.

## Getting It Running in 2026

- **Multiplayer runs through Steamworks** on the New Steam Version, so matchmaking, lobbies, and friends invites are handled by Steam. Custom games and skirmish work normally.
- **Modern resolutions:** the original supports widescreen resolutions. Very high resolutions and ultra-wide can have UI scaling quirks; the Definitive Edition promises native 4K and widescreen.
- **Mods:** the Steam page points total conversions (large community mods) to the Legacy Edition page. Check each mod's page for which version it needs.
- **Performance:** it is a 32-bit 2006 game. If you see crashes on modern hardware, lower the model/terrain detail and physics settings and try running without overlays.

## Common Mistakes to Avoid

- **Treating it like a base-builder.** You win by holding ground, not by building everything.
- **Letting sectors get cut off.** Losing one connecting point can disconnect a whole chain of income.
- **Charging machine guns head-on.** Flank, use smoke, or throw grenades.
- **Leaving tanks rear-facing.** A single anti-tank gun behind your Sherman or Panzer IV will ruin your day.
- **Never retreating.** Every wiped veteran squad is a free win for your opponent.
- **Ignoring upkeep.** An oversized army starves your Manpower.
- **Going heavy tank without anti-infantry.** Tanks need infantry support to avoid being flanked and to spot for them.
- **Building everything.** Pick the tech path that counters what you see.

## Advanced Tips

- **Line of sight wins fights.** Scout with cheap units so your anti-tank guns and tanks get the first shot.
- **Mines and emplacements on flanks.** A few mines on a common approach route can ruin an enemy push.
- **Bait machine guns.** A cheap squad can draw an MG's arc while another unit flanks it.
- **Use buildings carefully.** Garrisoned squads are strong, but flamethrowers and artillery can wipe them in seconds.
- **Retreat before a squad is pinned,** not after. A pinned squad takes more damage.
- **Time call-ins.** Doctrine abilities are strongest at key moments, such as a fuel point battle or a VP flip.
- **Watch the tickets.** In VPC, a late lead can be protected by holding VPs rather than fighting for kills.

## FAQ

**Q: What's the difference between Company of Heroes and Company of Heroes - Legacy Edition on Steam?**
A: App 228200 is the 2013 re-release that moved online play to Steamworks; the Legacy Edition is the older build, kept separately and home to the total-conversion mods listed on Steam.

**Q: Is multiplayer still active?**
A: Yes, through Steamworks. Matchmaking is quieter than in CoH2 or CoH3, so custom lobbies and community groups are the most reliable way to find games.

**Q: Do I need the expansions?**
A: The base game has the US and Wehrmacht and the main campaign. Opposing Fronts adds the British and Panzer Elite plus two campaigns; Tales of Valor adds three short campaigns and new modes. The Complete Pack bundles everything.

**Q: When is the Definitive Edition coming out?**
A: Relic originally said Fall 2026, then announced on September 15, 2026 that it will launch on Steam early in 2027.

**Q: Which faction is best for beginners?**
A: The US. Riflemen are forgiving, the tech tree is straightforward, and Shermans are versatile.

**Q: How do I stop losing to machine guns?**
A: Don't walk into their firing arc. Use smoke, flank from the side, and use grenades, mortars, or snipers.

**Q: What should I play if I want more after CoH1?**
A: Company of Heroes 2 and 3 are the sequels. Relic also announced Company of Heroes 3: Final Stand (a standalone wave-defense mode) in July 2026.

## Sources

- [Company of Heroes on Steam](https://store.steampowered.com/app/228200/Company_of_Heroes/)
- [Company of Heroes — Wikipedia](https://en.wikipedia.org/wiki/Company_of_Heroes_(video_game))
- [Company of Heroes: Opposing Fronts — Wikipedia](https://en.wikipedia.org/wiki/Company_of_Heroes:_Opposing_Fronts)
- [Company of Heroes: Tales of Valor — Wikipedia](https://en.wikipedia.org/wiki/Company_of_Heroes:_Tales_of_Valor)
- [Steam news: Company of Heroes - Definitive Edition announcement (June 2026) and "A 20 Year Legacy" (September 15, 2026)](https://store.steampowered.com/news/app/228200)
