
This individual army for COH2 allows you to access all existing COH2 maps in auto-match, and play against all other existing factions in multiplayer. It can also be obtained at a discount by acquiring The Western Front Armies multiplayer standalone, where it is bundled with the USF army.
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Languages: Czech, English*, French*, German*, Italian, Polish*, Russian*, Spanish - Spain**languages with full audio support
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Hours played at review time, across 40 reviews with recorded playtime.
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Reviews
COH2 – The Western Front Armies: Oberkommando West is one of the most distinctive and strategically challenging faction expansions released for Company of Heroes 2, offering a fundamentally different interpretation of World War II real-time tactics. Developed and published by Relic Entertainment, with Feral Interactive handling Mac and Linux versions, it reintroduces the Western Front to the multiplayer ecosystem through a bold, asymmetrical design philosophy. Unlike the Wehrmacht Ostheer, which represents a structured, disciplined military force, the Oberkommando West embodies a fierce but fragmented late-war German army—resource-starved, technologically overburdened, aggressive, and forced into desperate tactical innovation. This thematic foundation becomes the driving force behind the faction’s economy, unit roster, battlefield behavior, and learning curve, making it appealing to players who enjoy improvisation, high-risk decision-making, and mechanically intensive micromanagement. The most defining feature of the Oberkommando West is its unique economy. Rather than benefiting fully from captured territory, the faction receives reduced fuel and munitions income from standard resource points, forcing players to rely heavily on truck-based infrastructure. Headquarters vehicles must be deployed strategically across the battlefield to improve income, unlock units, reinforce forward positions, and project influence. This system creates a strong sense of mobility and territorial decision-making—where you place a truck can determine whether a match spirals into defeat or snowballs into overwhelming pressure. At the same time, it reinforces the faction’s vulnerability; losing a truck often has devastating long-term consequences, making map awareness, scouting, and defensive planning essential. This economic structure pushes OKW players toward early aggression, harassment, and disruption, because passive play usually favors opponents with traditional resource scaling. The unit roster reflects similar thematic intent—powerful, elite infantry and advanced armored vehicles compensate for economic disadvantages and lack of basic mid-war equipment. Volksgrenadiers form the backbone of the army, offering versatility and strong upgrade scaling, while Sturmpioneers stand out as one of the most dangerous starting squads in the entire game, excelling in close-quarters combat, early map control, and field repairs. As the match progresses, elite infantry such as Panzerfusiliers, Obersoldaten, and Fallschirmjägers enter the battlefield, each bringing specialized firepower and tactical nuance. On the armored front, the faction fields iconic late-war German machines—the fearsome King Tiger, the mobile Panther, the heavy-hitting Jagdpanzer IV—units that can singlehandedly reverse momentum if properly supported. This creates a unique pacing rhythm for OKW players: survive the early game, secure territory through aggressive infantry play, and unleash technologically superior late-game assets. The flip side of this strength is fragility. Oberkommando West units are expensive, population-heavy, and difficult to replace, meaning careless engagements can permanently cripple a player’s ability to recover. The faction lacks traditional static defenses and early indirect fire options, forcing creative use of cover, flanking, suppression, and map denial. Retreating at the wrong time, overextending during a push, or losing a vetted infantry squad can shift the match dramatically. This design emphasizes tactical discipline and awareness—OKW players must choose when to strike decisively and when to disengage rather than relying on linear escalation. For opponents, the faction represents a constant threat, capable of brutal counteroffensives even after apparent setbacks, making matches against OKW tense, dynamic, and unpredictable. Presentation-wise, the expansion integrates seamlessly into Company of Heroes 2’s audiovisual identity. The Oberkommando West showcases historically inspired uniforms, vehicles, fortifications, and weaponry, presented with the same attention to animation detail, sound effects, and combat feedback that defined the base game. Voice acting emphasizes desperation and ideological decay, reinforcing the narrative framing of a collapsing military machine fighting for survival. Explosions, tank engines, rifle volleys, and environmental destruction carry heavy impact, making every engagement feel cinematic and consequential. Maps included with the Western Front Armies expansion contribute varied terrain and tactical possibilities—urban chokepoints, open fields, forests, river crossings—demanding flexible strategy rather than formulaic build orders. As an expansion, its greatest influence lies in multiplayer balance and faction diversity. The Oberkommando West brought new strategic possibilities, revitalized the metagame, and challenged traditional RTS assumptions about symmetry. However, its introduction was not without controversy. Upon release, the faction was criticized for being overtuned, with superior infantry scaling and disproportionately powerful late-game armor. Over years of patches and community feedback, Relic refined the balance, creating a faction that remains strong but no longer oppressive. Even now, OKW still draws debate—some players view its design as innovative and refreshing, while others believe its extremes make matchmaking volatile. Yet few deny that its presence enriches Company of Heroes 2’s tactical landscape, ensuring every match feels different depending on faction composition and player approach. Ultimately, COH2 – The Western Front Armies: Oberkommando West succeeds because it embraces asymmetrical design not as a gimmick but as a core gameplay philosophy. It offers a faction that feels narratively grounded, mechanically distinct, strategically demanding, and rewarding for players who enjoy mastering complex battlefield momentum. It forces tough economic decisions, emphasizes map control, encourages aggressive tempo play, and punishes tactical complacency. For Company of Heroes 2 veterans or strategy enthusiasts seeking increased depth, replayability, and factional experimentation, the Oberkommando West remains one of the most interesting and impactful additions to the game—proof that an RTS can thrive when factions are defined not by mirroring each other, but by embracing difference. Rating: 7/10
求解,自己买的西线德军,模型一直呈蓝色状,检查文件半天也没什么问题,天天看着赛博德军好难受
La idea del OKW era tener un fuerte early para poder aprovecharlo bien o morir en el intento...Lamentablemente le sacaron todas las ventajas de earlygame que tenía y lo dejaron literalmente sin nada fuerte o ventaja (Mas alla de la emoción de sacar un jadpanzer, tiger o sturmtiger). Tardas demasiado para poder prepararte bien y ya cuando te das cuenta estas en "midgame" lo cual estas en una franca desventaja al no tener los suficientes recursos para poder mantenerlo. Los britanicos y los EEUU son los mas roto que hay actualmente en lo que es DLC de facción. Olvidensen de este DLC salvo que quieran disfrutar lo anteriormente nombrado.
hat a damn ♥♥♥♥♥♥♥♥ i have the dlc and i cant play it 10/10 müsst ihr wissen
kübelwagen my beloved
OKW jest tak słabą frakcją każda przeciwna frakcja może ich wystrzelać jak kaczki, a kosz jednostek 30/40 manpowera za jedną osobę/model to ♥♥♥♥♥ żart. Jeszcze fall fallschirmjager, którzy kosztują 42 i nawet zajebaliście im panzerfausta no barwo XD
[h1]Company of Heroes 2 - The Western Front Armies: Oberkommando West [/h1] [h3]Fine Army Expansion but very Redundant Faction[/h3] [h3]Worth a try if it's on discount[/h3] The Oberkommando West works as an infantry-focused army, with large squads of foot soldiers that are effective against most enemies in combat. This faction has some regular crew units that can help in stationary engagements although they do not stand out much due to their limitations in rate of fire and damage. On the other hand, their heavy armored vehicles are even better than those of the Wehrmacht, but they are considerably more expensive and become available much later compared to other factions. It is one of the most enjoyable factions to play if your goal is to build a large infantry army supported by only a few armored vehicles. However, playing the Oberkommando can feel somewhat redundant, as it is very similar to the Wehrmacht gameplay. It only has a couple of new mechanics that distinguish it from the previous faction, such as the ability to deploy mobile structures that can be set up outside the starting area. This mechanic allows us to establish forward bases near our army to support them. A similar situation occurred with the Panzer Elite in the previous game. Instead of introducing a new faction focused on Axis allies from nearby regions such as the Balkans or other Eastern Front areas, the game features a faction that is very similar to the base one, but improved in certain aspects where the other one is not. As for Oberkommando commanders, this faction already has some very good options with excellent units and combat abilities. The purchasable commanders are also pretty solid, but buying them is completely optional for this army. Despite what I mentioned earlier about it being a somewhat redundant army, I still recommend getting this expansion, as it adds a faction that is quite enjoyable and easy to adapt to in multiplayer and singleplayer matches.
I always compared the OKW to the Brits in COH1 mainly cuz the Brits there had a mobile vehicle as their main base but the Brits in COH2 don't have that. But the OKW in COH2? Mobile bases. Anyways, fun faction. +You remember that one faction in COH1 that was essentially "Germany but with different vehicles! Wow, so cool to use different things and especially the big, heavy boys!! I love late-war Germany!!" its the same. Its Germany but different vehicles and a different progression style. Its what Panzer Elite was in COH1 but its in COH2. Its how Panzer Elite was still very much German but the play style was a lil different, the units were more interesting and sometimes stuff you didn't expect to see. I'm fairly certain Panzer Elite started the match with a Kettenkrad which you could change from the settings for very specifically a Schwimmwagen if I remember right and I think one of the vehicles you could have was a French captured R35 tank with the ♥♥♥♥♥♥♥ Nebelwerfer rockets attached to the side. Like thats what the Panzer Elite was. Different but still so German. Like a last ditch "throw everything together, we gotta stop the Allied tide" faction that had both the biggest and meanest vehicles as well as "what is this cute ♥♥♥♥♥♥ thing doing in here?" Oberkommando West, or OKW, is essentially the same thing but it leans more towards "oh wow thats scary to see" then "oh wow thats a big and mean thing being followed by such cute little vehicles!!" Kettenkrad my beloved anyways OKW is that. Panzer Elite but more on the scary side and less on the "its the end of the war, throw everything together no matter when it was produced to stop the Allies!" +If you've played COH1 the resemblance to Panzer Elite should be obvious and that previous explanation of "its Panzer Elite but scarier" should give you a good idea of what you're getting (King Tigers, Sturmtigers on the big and scary side and stuff like Luchs, Pumas on the cuter side) but if you haven't played COH1 its... its Germany with a mix of the cool and scary late war vehicles Germany is famous for as well as more unknown, rarer vehicles that not a lot of people would immediately recognize. -You get just the faction. Yes the faction has its commanders with their unique skills, yes the factions playstyle is (recognizably) different. Yes, obviously it has its own unit roster and all. I don't need to say that, thats the minimum you expect. And you know what would be great? A ♥♥♥♥♥♥♥ campaing. Or at least a custom mission pack. The British got the same treatment, you get just the faction and no missions when you buy the British Forces DLC no campaing, not even a custom mission pack. Same situation here. Just the faction is all you're paying for. I mean Panzer Elite was cool so obviously I'm a fan of the OKW as well. Mainly for the aesthetics though truth be told, I sucked at playing Panzer Elite because I like being slow and building up and Panzer Elite is not that and same for OKW, aggressive factions that I do not use properly. Still, I love both of them. Just damn it if only they had custom missions, cinematic stuff, fun stuff, interesting stuff. Sucks that both this and the British Forces DLC adds just the factions and literally nothing else.
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