Company of Heroes 2

Company of Heroes 2

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Wikinger: In Depth Doctrine Guides
By Complex Strategy
A overview of all the doctrines and everything they contain that is within the Wikinger Realism Mod.
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Foreword
Wikinger is a realism mod that has quickly become my favorite way to play CoH2. If you've never played realism mod like Spearhead or Wikinger than essentially realism makes combat a lot bloodier. Units shoot at each other from farther ranges, infantry will die much faster, and vehicle/tanks are much more vulnerable to AT fire. It can definitely be strange going from regular CoH2 to Wikinger but there is a lot of very interesting things worth playing the mod for.

By far one of my favorite things is the tech trees. Each nation have 4 doctrines that have a tech tree that unlocks units, abilities, and call ins that shape the unique way a doctrine plays. The really interesting part is that you have to actively spend your CP points unlocking the various things within the doctrine. This offers a lot of interesting decisions throughout the game. Should you spend you CP to get upgrades for your infantry now? Maybe save your CP to unlock a powerful tank? Or maybe get some artillery support ready for use? It can have a lot of depth and really change how a single doctrine can be played.

Really the main issue is that understanding what the doctrines is one of the hardest parts of learning Wikinger. The mod gives limited explanation as to what a specific ability or unlock does. So this is where this guide comes in. It will go through each and every doctrine within Wikinger and give detailed explanations of what each unlock does for you. Hopefully this will make playing Wikinger a much easier experience.

If you are completely new to Wikinger I highly recommend giving this Wikinger Basics guide at least a glance as it explains many of the new/complicated aspects of Wikinger.
https://docs.google.com/document/d/e/2PACX-1vQVfbgVeh16dBRA-lhSuFhTDDtbNkkPs-8dbeRxu6tdI-SqO2r7nGAA9LnUGl2GFDo6yJLThL9MC5qN/pub
Soviet Doctrines
General Soviet Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSHBRbpImonIyl3p37nW2hJfpTqEhyPxR11L-NoYBKhY7-3ehnsKvgEvtg617f6SdXkTq7gSwrDvowq/pub

Guards Tank Doctrine

https://docs.google.com/document/d/e/2PACX-1vSFvMcClGagtoDYvYRAWlyU29nfklfHOAhIDdJab8Kvjz-lE-la9g5ox8U43hP3roAUcRooS4GC_EeV/pub
Complexity: Easy
Pros: Cheap spammable T34s + Strong Late game armor with IS2 and T-34-85s
Cons: Lacks in direct fire + Infantry mostly mediocre

Guard Rifle Doctrine

https://docs.google.com/document/d/e/2PACX-1vQvwHN14UNmevVM4BvNhrobtVrskWKs7R9_WSKaDj5pYyFdNAjVZAu9wtFhQSiwnD_tQ3Cc1DzE2uXi/pub
Complexity: Medium
Pros: Powerful elite infantry + Some of the best Soviet AT Infantry
Cons: Losses can be hard to replace + Lacks heavy armor beyond IS1

Breakthrough Artillery Doctrine

https://docs.google.com/document/d/e/2PACX-1vSmfCwCMiun_qHelTp1hbKl4bBW4jPoE6lSVDhCg2393lII2-MjRpNeoMsz3MUwWSD2KV3ywDVT7tX1/pub
Complexity: Hard
Pros: Numerous buildable artillery pieces + Options to handle almost anything it can face
Cons: Infantry mostly lacks LMGs or SMGs + Late game is reliant on specific expensive units

OMBSOM Doctrine

https://docs.google.com/document/d/e/2PACX-1vQ6Pk6b5-mYXrq8U33ZlhCJXjzht49W9bAnF5YWKJNHzhToFRNoXC9GQ0bxzvRRgELFi328fDkOcLuJ/pub
Complexity: Hard
Pros: Tons of camouflage for ambushes + Late game can spam Rocket artillery and T-34-85s
Cons: Weak without vet + Early game is quite rough + Recon can negate camouflage
USA Doctrines
General USA Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSRfwCnlhAFa3UiB2NqtIKxoxqnwPL-WUPu-OM_biQmPwo_phA__J1Qmmj9Zy4-ydnUluNkVDrpzees/pub

US Infantry Doctrine

https://docs.google.com/document/d/e/2PACX-1vRMMiWq9UNITK1V-Su_ExKngFXIZIXkKqv7BfRpIwQK2KkpKapv1Vo2cWEalple8yLm1_K4VhM2ySbP/pub
Complexity: Easy
Pros: Highly Adaptable + Well Scaling Infantry
Cons: Lacks offensive heavy tanks + Infantry very expensive to reinforce and upkeep

US Armor Doctrine

https://docs.google.com/document/d/e/2PACX-1vQdxjiFqGXkGUD4eKiXoV3Y27EbiOgKq5VYWT5ZYC7qFrFjKfrn52eVInb_wyqVCmluYFN6dJa8OJEQ/pub
Complexity: Medium
Pros: Cost Effective Sherman Spam + Access to Heavy Armor like Pershing
Cons: Limited infantry options early on + Lacks strong indirect fire

US Artillery Doctrine

https://docs.google.com/document/d/e/2PACX-1vRzktCcCn-vJ_CqQRqJ_XjDObICQPbBKeE6R9B635JI7USyyCzyiNTBN-L44lA3ljwcf1sn4ba2hw68/pub
Complexity: Hard
Pros: Plentiful indirect and off map options, Numerous defensive tools such as cheap mines and fake tanks
Cons: Requires careful spending to build indirect while also holding frontline, Munition Intensive

US Airborne Doctrine

https://docs.google.com/document/d/e/2PACX-1vRTwvkVT729MoINg3dQPVRZkptcuVdl8Y03RUTnoN7rhoxgoPfqg7SbiEDsFIMqu9CGigRWU97Oj0X4/pub
Complexity: Hard
Pros: Numerous ways to quickly bolster frontline forces + Plentiful and powerful air strikes
Cons: Can run out of munitions limiting airstrike potential, Manpower heavy due to reliance on call ins late game.
UKF Doctrines
General UKF Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vS2n_qG5JtPR0iRsr6bzutc87k16d0gAwcmI7W_fkBloyuwHiLa4fQG2ZmoxIZ8tN_3IWfEDrP3tWWq/pub

Guards Armored Doctrine

https://docs.google.com/document/d/e/2PACX-1vSprpsFnRCuT6X6H8A1loovVl39TYl9gR-X9Z31_GHmxqNjaONvAXaOKqo7PeNGd_WppUsy7LREJ0Bh/pub
Complexity: Medium
Pros: Long Range Tank Destroyer Fireflies + Cromwell Spam
Cons: Infantry is underwhelming + Reliant on Fireflies to keep up with axis armor

Royal Canadian Artillery Doctrine

https://docs.google.com/document/d/e/2PACX-1vTYjDEd8gWVaJQ2pM3qQBoqj_TU1YpFLGOc5bLgz1I5FdzV_MyGVyhpBGSMyCHeGoZO8AuQUfDE4FmT/pub
Complexity: Easy
Pros: Potent Artillery options for constant barraging + Strong Infantry
Cons: Relies heavily on M10s and Fireflies to contain enemy armor which can be overwhelmed

Commandos Doctrine

https://docs.google.com/document/d/e/2PACX-1vQlztKPyvytq8VUc_i0RP9r0IzVb966OknCw-1UoVTKKx82MnQukZnJWEMcY7HkBIeBVVzuuifHESA9/pub
Complexity: Medium
Pros: Potent elite infantry across the board + Strong anti infantry tanks
Cons: Lacks tanks that can directly kill other heavy tanks + Munitions stretched thin between abilities and expensive airstrikes

52nd Lowland Infantry Division Doctrine

https://docs.google.com/document/d/e/2PACX-1vTDUYkECQC30607b58Znex0xAQhMw-XuA-Nbc2l1lwy5hWGN4uQsD_B_39py0HafQ-uQ9SmiBZnW8dc/pub
Complexity: Easy
Pros: Well rouinded infantry + Numerous potent call ins + Solid tools for most other needs
Cons: Lacks solutions to superheavies + Armor is tough but struggles to kill other tanks until late game
Wehrmacht Doctrines (Ostheer)
General Wehrmacht Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSzO3zRobNSs1VcW9aCAtu8gltLnsTNbE4AEciubryRyiKP_GpA3AvfCXqvMShf_YgVekdeqWLpVVXB/pub

Panzerjager Doctrine

https://docs.google.com/document/d/e/2PACX-1vSWcHZ3l1Ytlm75i0JhSYd6SaOzD-j1Oiyt-PZvcsX7OsB0Ycf3XBsOfZHvXasGZf8bkU8YCCCWxSO6/pub
Complexity: Medium
Pros: Wide variety of Tank Destroyers + Cheap and spammable infantry with volksstrum + Jagdtiger Ace
Cons: No off map support + Armor lacks Anti Infantry options

Panzergrenadier Doctrine

https://docs.google.com/document/d/e/2PACX-1vTijxzPCUiMZ316BzqXPr0OyBb0rWOnZsXrypWT0MYpMaEVVJFi_WjTL2AgIDHYNJEZaNZ4hrAthKcw/pub
Complexity: Easy
Pros: Cheap and upgraded Panzer IVs + Well Rounded Infantry + Strong Call ins
Cons: Limited off map support + Lacks any super heavy tank unlike most German doctrines

Volksgrenadier Doctrine

https://docs.google.com/document/d/e/2PACX-1vT_8RXx4Xs2jJfvK0JbobtcW8wGfKe1xBwxHf8Nd-ip92antLZg_Cp475_ROwZoL--vfXAsm4xkyHaK/pub
Complexity: Medium
Pros: Cheap units and free upgrades lead to a very easy to manage economy + Powerful infantry + Strong Late game armor with Panther Ace and Strumtiger
Cons: Mostly castmate tanks destroyers until late game + Many important upgrades are spread in various CP trees + Reliant on Panther Ace/Strumtiger for heavy killing power

Static Infantry Doctrine

https://docs.google.com/document/d/e/2PACX-1vR0FyZJ-IAaw3bmlwKqFOZsZweFusY-UAHZUqQYdCSGZqJOyzpC91Jayiemwxby9gcMg_H3TI4sQ3vF/pub
A second link with the buildables
https://docs.google.com/document/d/e/2PACX-1vRfulTPoUmX9EKT86HE5-Zv3Vb_iQW9rE8MsQ1yB6wXCPNskBk8P_B6yuzgshk4Hz02wgTqNWggldSb/pub
Complexity: Hard
Pros: Numerous artillery options + Large amount of MGs + Buildables are incredibly potent at defending
Cons: Buildables are expensive + Lacks offensive power
SS Doctrines (OKW)
General SS Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vQ9Iyl_VgXVf2F0c47l8NBJsfKibOFYXoFBq6eXPguKRjMxBDUS7GceRAwJKD-mQoTtvlE3rTi4rpyl/pub

Wunderwaffe Doctrine

https://docs.google.com/document/d/e/2PACX-1vSDn6pv6c1IcwdWWd5a6L9yi64MVzN5qEZ8b18sLV9Oi4TKlWFWkJxUkF0ALnptv5VN6kxXfNTAH5hK/pub
Complexity: Expert
Pros: Some of the best late game with buildable Tigers (both 1s and 2s) + Incredible scaling on many units + Can get a very fast Tiger Ace
Cons: Tech is incredibly expensive + Weak starting infantry + Many moments of weakness before late game

SS Artillery Doctrine

https://docs.google.com/document/d/e/2PACX-1vRhUBLAo0_oYbEpy7Xc53WmXo1vElQMuJzrx_Mm3Z2NQtwOwWKPsQ60roV_pjwxH_DkoQIrP2vZ89YV/pub
Complexity: Hard
Pros: Off map artillery provides strong in direct fire without being vulnerable themselves + Infantry is powerful and scales well into the late game + Buildable Pak 40s.
Cons: Limited armor options and no heavy tanks + Munition hungry

Luftwaffe Doctrine

https://docs.google.com/document/d/e/2PACX-1vQJLQWIvRIsCZJW7DPM1VoXZ2FsVm71yIgxp2aoagbAJEp_SQGt3xddj3lTkvFZap0K5DDhBSWv4B7n/pub
Complexity: Medium
Pros: Fallschrimjager elite infantry + Numerous air strikes + Buildable Panthers
Cons: Expensive munition requirements + Expensive manpower due to high reinforcement costs

Iron Will Doctrine

https://docs.google.com/document/d/e/2PACX-1vQEO_F6I-7bTXMnOJGRpMGlZUvvYIHNjjx_pt3mkaGh1prM4iYYFXbemVaGmdUp1xu_B0JA0mFKrOEo/pub
Complexity: Expert
Pros: Powerful on the defense + Potent late game call ins like triple Tiger tanks
Cons: One of the most micro intensive doctrines + RNG forces adaptation + Awkward timings
23 Comments
Complex Strategy  [author] 9 Jun @ 6:13am 
@Aristod Complexity is a rough rating for how easy it is to pick up a specific doctrine. Some are just more straightforward then others so for learning the mod it's reccomended to start with Easy/Medium as they generally are well rounded and don't have any quirks to them.
It has no correclation to how strong a doctrine is in play. The UK 52nd Lowland is easy to pick up and probably the strongest doctrine in the mod currently. So just use complexity as a guideline if you are just learning the mod.
Aristod 9 Jun @ 2:37am 
Hello everyone, this guide gives the Complexity level, but I don't understand what you mean, is this the level of how difficult it will be for you to use the doctrine or the power level against the enemy?
Complex Strategy  [author] 8 Mar @ 4:49pm 
As I said use artillery, air power, or the few very high pen options to deal with it. The thing costs 2000 manpower to call in so dumping tons of resources into killing it still means you come out ahead value wise. For soviets try the IS-2 or specifically the barrage from the ISU-152 as it can crit stun the elefant and damage it. Regular ISU152 fire won't do much it has to be the barrage.
0byte 8 Mar @ 11:38am 
ok then give a reason why Elfants are unhittable, tried all soviet best tanks, no luck, all british top ATs no luck, wtf?its supposed to play German side only? nothing works against german top tanks, when one of them get inside my area the game is over!!
Complex Strategy  [author] 5 Mar @ 1:45pm 
Wikinger armor works in that tanks have a max/min amount of armor and if you are below the minimum then you have no chance of every penning. The higher your pen the more likely you will succedd in an actual penetration. If you are higher then the maximum then you will always pen

The ISU152 has a max penetration of 140mm.
The elefant has an armor rating of 258/155mm meaning that it has 15mm more of armor then the ISU has of pen.
The 17 pdr has a base of 162mm of pen meaning it is just above that of the very minimum meaning it has a chance but a low one. The APDS round though has 235mm of pen which should reliably get through the Elefant.

Essentially the Elefant is just giga strong in direct combat and most allied armor beyond the IS-2 should steer clear of head on fights. Instead using arty, air power, or similar things to try to kill it. For specifcally the ISU you can use it's barrage to chaing stun and get some free damage in on top of that.
0byte 5 Mar @ 11:01am 
they are not moving at all, i have 1 4star ISU 152 and 4 cannons hitting a German elephant almost with 5% of life and still cannot damage it, but with 2 shots it destroyed ISU and cannons, wtf is going on? is this some kind of bug? even the powerfull british cannons doesnt affect them! if an elephant come in my area the game is over,no matter if i have 10 cannons and all powerfull tanks on it, something is wrong dude there! very wrong
Complex Strategy  [author] 4 Mar @ 1:43pm 
@0byte I do not run the Wikinger mod and simply play it. If you are struggling to accurately hit a target though, stop moving as tanks generally are quite inaccurate when moving.
0byte 4 Mar @ 10:48am 
Uninstalled and never install, WTF dude? German tanks are unhittable,what you were thinking when you ballancing this??
Baljeet 5 Nov, 2024 @ 7:35am 
nice
Milo.[HUN] 26 Nov, 2023 @ 12:41pm 
I feel the same way as Sawsh - only tried Germans but most doctrines. What triggers me is how there is not a single capable AT solution to counter Allied spam. Also, how on Earth can Jagdpanzers have lower penetration than Shermans? German armor dies in droves to Shermans. I really wanted to like this mod as it gets the scale right but the fact that I'm helpless against Allied armor make me ragequit every single time. And I have about 10+ hours in the mod.