Introduction
Kholodny Ferma is considered a very tricky map by a lot of players, and many call it Left-side favored. This is caused primarily by the cutoff in the right side, which is the backbone of right player.
In my opinion Kholodny Ferma is a Soviet and American-favored map because of the good mobility of Conscripts and Riflemen squads. Ostheer and OKW are not mobile in the first five minutes of game. Your starting position is also very important. If you begin on the right side, you should not take risks with your units and if you play on the left side, you have to be more aggressive.
Build and Cap Order
The start for each player is a little different. From my point of view, this is the best strategy to take control of the map in the first two minutes. Some factors - such as an OKW player on the left-side attacking your cutoff point with a fast Kubelwagon - may force you to deviate from these capping orders. The numbered arrows indicate which route your first four units should take.
Left Side
Right Side
Before beginning the steps on this map you have to take into account that the game can change in an instant, especially at the beginning, either by an initial confrontation between units or bad micro from one of the two players.
This is my build order, which I hope will be effective for you.
Soviets
With the Soviet Army I always build 4 Conscripts squads, allowing me to capture the map much faster way than my rival. I try not to be aggressive until I have Molotov cocktails and I try not to lose manpower in fighting against static or OKW/Ostheer players.
I always try to fight with two Conscripts squads against Sturmpioneers okw or ostheer Grenadiers.
I always try to fight with two Conscripts squads against Sturmpioneers okw or ostheer Grenadiers.
Americans
As you can see, with Americans I have the same style with Soviets, the only change is that you can have the best infantry early game and you can win an initial battle against Ostheer and OKW units. With Americans you have to be very aggressive and try to push your opponent in the first minutes of the game.
Ostheer
Probably the army which you should play most defensively. I try to play like a "fist" with my units. Soviet and American players always try to come after you, so you need to be ready for their attack. Save ammo for the Grenadiers' LMG upgrade and get a Pak40 before nine minutes.
Oberkommando West
With Oberkomando West you have to play defensively. Take care not to lose much manpower, and attack when you feel stronger than your opponent.
Here, people have different strategies. I use this:
I always start with a Kubelwagen. If I play on the left side I try to attack first the cutoff of the right player. Attack the cutoff early is very effective against Americans. Use your Volksgrenadiers to capture your own territory while you harass the enemy cutoff.
Here, people have different strategies. I use this:
I always start with a Kubelwagen. If I play on the left side I try to attack first the cutoff of the right player. Attack the cutoff early is very effective against Americans. Use your Volksgrenadiers to capture your own territory while you harass the enemy cutoff.
Houses
There are a total of 8 houses in Kholodny Ferma where your infantry can be in cover and shoot through the windows. To get the upper hand, it is important to know these houses in detail.
House 1 is on the right of the map, close to the cutoff of the right player.
If the left-side player gets into the house, he has an increased vision of the cut off point and units coming from the right-side player's base.
The church of the middle of the map. Probably the best place for your units. Provides line-of-sight on the VP and the surrounding environment. A unit in the church will provide early warning of potential threats.
These three houses are useless on this map. Do not bother with them.
The next house is located in the left of an ammunition point in the west of the map. Garrisoning this house provides a very good way to attack if you come from the east or to defend if you are in the west.
Finally, the best house in my opinion. In this area, there is always action. You can see the Victory Point or your opponent's units coming to you. In the recently updated Kholodny Ferma, there is yellow cover instead of green cover on the VP side.
House 1 is on the right of the map, close to the cutoff of the right player.
If the left-side player gets into the house, he has an increased vision of the cut off point and units coming from the right-side player's base.
The church of the middle of the map. Probably the best place for your units. Provides line-of-sight on the VP and the surrounding environment. A unit in the church will provide early warning of potential threats.
These three houses are useless on this map. Do not bother with them.
The next house is located in the left of an ammunition point in the west of the map. Garrisoning this house provides a very good way to attack if you come from the east or to defend if you are in the west.
Finally, the best house in my opinion. In this area, there is always action. You can see the Victory Point or your opponent's units coming to you. In the recently updated Kholodny Ferma, there is yellow cover instead of green cover on the VP side.
Key Points: Cutoffs
The two key locations on Kholodny Ferma, highlighted in green in the image below. Who has not lost a game in the opening minutes on this map? Taking this point from your opponent is the most effective way to cut off the head and leave your foe no chance, no resources, no hopes.
If this guide were made some patches ago, I could say that this map is very unbalanced. With the new changes, however, the two cutoff points are in the same conditions and distances from their respective bases.
Relic has introduced changes in Kholodny Ferma Summer this past July. We can see what has changed in the following images.
First, we see the path - highlighted with a red line - that has been opened up. This change helps the left-side player to retreat units from south.
The following image shows the part of the map at the north of the church. There is a new passage that connects the road of the right-side player to the ammo point of left-side player. This change benefits the right-side player, who can now cross with infantry to reach the left-side player's cutoff more easily.
Before the July 2014 changes, there was a house here with a bad location. It has been destroyed.
If this guide were made some patches ago, I could say that this map is very unbalanced. With the new changes, however, the two cutoff points are in the same conditions and distances from their respective bases.
Relic has introduced changes in Kholodny Ferma Summer this past July. We can see what has changed in the following images.
First, we see the path - highlighted with a red line - that has been opened up. This change helps the left-side player to retreat units from south.
The following image shows the part of the map at the north of the church. There is a new passage that connects the road of the right-side player to the ammo point of left-side player. This change benefits the right-side player, who can now cross with infantry to reach the left-side player's cutoff more easily.
Before the July 2014 changes, there was a house here with a bad location. It has been destroyed.
OKW Fuel Salvage
If you start on the right of the map, you have a little fuel help because there are two destroyed vehicles on the map that can be salvaged immediately.
If you recover the fuel with Sturmpioneers or with Volksgrenadiers you will get +5 Fuel for each one.
If you use Scavenge Doctrine (Rare) you can use "0CP - Thorough Salvage" to get +5 fuel and +15 ammo from each one.
If you recover the fuel with Sturmpioneers or with Volksgrenadiers you will get +5 Fuel for each one.
If you use Scavenge Doctrine (Rare) you can use "0CP - Thorough Salvage" to get +5 fuel and +15 ammo from each one.
Mines, mines everywhere
In this map there are multiple areas where you can lay mines: roads, chokepoints, anywhere!
In my opinion mines are not important in these kind of small 1v1 maps. Having good map control is more important than laying lots of mines.
In my opinion mines are not important in these kind of small 1v1 maps. Having good map control is more important than laying lots of mines.
Final Words
Well, this is my first guide and I would appreciate any feedback. I hope it will help players new to Company of Heroes 2 and I would like to make more map-specific guides in the future, so please comment to say what you would like to see.
In closing, thanks to the editors at COH2.ORG and to other people who motivated me to make this guide.
If you have any question you can write me a PM or post here
-Jesulin
In closing, thanks to the editors at COH2.ORG and to other people who motivated me to make this guide.
If you have any question you can write me a PM or post here
-Jesulin