COMPANY OF HEROES - A LAYMAN's GUIDE
INTERMEDIATE TACTICS

BUILDINGS AND BUNKERS
Buildings and bunkers give an added benefit other than cover - any unit inside can fire out in any direction (for a bunker) or in any direction where there is a window (for buildings), so look at the building carefully before placing a unit inside. Blind spots will allow enemies to move up and throw grenades in without being attacked. Also be aware that buildings can be burnt down or destroyed and any units inside when this happens will be lost.
Any decent building can also be converted into a Forward HQ (see below).
Stone buildings provide more protection than wooden ones.
Placing a sniper or MG squad in a building can be a sound tactic.

CAMOUFLAGE
Certain units (Snipers, Pak 38 AT guns and Stormtroopers) have the stealth ability (camouflage) that will prevent them being shot by other units. When camouflaged they move a lot slower. When they fire, they will briefly become visible (or in the case of Stormtroopers any members of the squad who fire will become visible - so if you throw a bundled grenade only that squad member will appear).
Other units will detect camouflaged ones if they get too close to them, so keep them out of well-travelled routes. Scout units (jeeps and motorcycles, kettenkrads and British recon sections) detect camouflaged units at a greater range.
Camouflaged units will automatically fire at enemies within range unless you click on the "Hold Fire" button. While they are in this mode you can still force them to attack by right-clicking on an enemy.
Some units have conditional camouflage - Panzer Elite Falschirmjager camouflage only while in cover, British commandos camouflage (briefly) by using smoke and Sappers armed with PIATs can camouflage while stationary and in cover to perform an ambush attack.
TIP: Once a sniper fires, if they remain in the same position it will take longer for them to 'recloak'.
TIP: CPU opponents seem to know where camouflaged units are even without them being revealed in the game so don't rely on them too heavily.

MEDIC AND REPAIR BUNKERS
Once you start encountering the enemy, build a medic bunker / Aid station / Casualty clearing station somewhere to the rear of where the heaviest fighting is likely to be, or as close to the centre of the map as you can without it being in danger of being targeted. For every so many casualties the medics recover, you will gain a free infantry squad back and who doesn't want free squads?
Wehrmacht can also build a Repair bunker, although this is generally only worth doing once you get heavy armour on the field. Panzer Elite factions have to research the HQ Defensive Operations upgrade and then can heal at their HQ or any Forward HQ.

EARLY GAME TACTICS
The most important thing you can do at the start of the game is consult your tactical map to see where the high resources are. Choose one near the centre of the map and aim for that one. In ranked games (online) people often use barbed wire and sandbags to block off areas at the start of the game.
It is often better to grab and hold a sector near the centre of the map and then to consolidate the terriitory behind that than it is to push out from your base, sector by sector. You have to balance this with the fact that only connected sectors will give you resources.
Axis gain an advantage in the early game because they have Snipers and HMG teams available in their basic Wermacht Quarters.
Allies have to build the Weapons Support Centre to get these units (although they can build this from the start of the game if they choose and it also gives them mortar teams). Therefore expect to see Axis MG teams out very early on. Don't build Observation Points at the start (except possibly on high fuel or munitions points) because each one you build is a serious drain on manpower (almost an infantry squad's worth). Early game tends to focus on infantry and light vehicles, such as jeeps, motorcycles, bren carriers, scout cars and infantry half-tracks.

MID-GAME TACTICS
The start of the mid-game is often the most critical. Early anti-infantry armour (Pumas, M8 Greyhounds, Quad Half-tracks, Stugs, Stuart tanks, PE Armoured cars, etc.) can devestate an unprepared opponent. Once these vehicles appear on the field, the amount of damage they can do against infantry can dramatically shift the balance of power. Being forced off the field is a distinct possibility if you have no counters and this will give your opponent free reign and huge amounts of resources with which to get the heavier armour on the field. Equally though, these light armoured vehicles will succumb quickly to mines, panzershreks or AT guns.
You also need to pay attention to what your opponent is doing. If you see any evidence of doctrine powers in action, use that to plan how to counter what will be appearing later. Also be aware of what your opponent is fielding - if they are going for lots of infantry they probably won't be using armour for a while. Likewise, if you only encounter a few infantry squads, expect to see armour earlier rather than later and prepare the counters.

If it all starts going wrong and you are being pushed back at this stage then AT guns (57mm, Pak38, 17 pounder, Marder III or panzershreks for the PE) may be your last, best hope(TM), preferably supported by an HMG or similar to prevent infantry squads from flanking.
Two AT guns are cheaper and more effective than a single tank in holding a defensive action and generally require less resources.
Always try to break out with a unit (even if only Engineers/Pioneers) to break the enemy's supply of resources - you don't have to capture it completely, just make it go neutral again and run away before they can respond. This is where Strategic Points are vital because they are the linchpins that link large areas of the map.
If you are winning, start to consolidate your defences by placing bunkers near routes your opponent is likely to use to outflank you. Don't be tempted to rush into the enemy base with all your big units because it will be easier for him to reinforce himself and destroy them there, potentially leaving you without any heavy forces left on the map.
This is especially true on VP games, where all you need to do to win is to hold the VPs.
As the mid-game progresses, the heavier units will start to appear - Stugs, Sherman tanks, Crocodile flame tanks, Marder III, Panzer IV IFV (PE), Cromwells and M10s. Alwo watch out for doctrine specific units such as Churchill tanks and Hetzers.
Remember though, that covering fire should never be forgotten - if you have tanks, never let them charge into the enemy unsupported by infantry. If you have AT guns acting as a defensive line, two work much better than one, especially of the second is able to cover the first. If you have a HMG guarding an area, place a second one that covers the first one to prevent it being outflanked.

END-GAME TACTICS
Once the heavy armour starts to appear (Fireflys, Panzer IVs, Panthers, Pershings, Tigers and the super-tanks such as the Jagdpanther and King Tiger) the nature of the battles change dramatically. Infantry now have to fall back to a secondary supporting role, primarily concerned with assisting your armour in damaging enemy tanks and capturing points. Exceptions to this are infantry that can appear behind enemy lines and harass them (such as Stormtroopers, Airborne, Commandos and Falschirmjager), or those armed with explosives or AT weapons that can do lots of damage to enemy buildings and emplacements very quickly.
Another good thing to remember is that by the mid-late game detector units will be mostly gone, so snipers make very useful spotters for artillery.
If all is going well, you should be able to use a combination of armour, artillery and supporting troops to wipe out the opponents.
If you are playing a Victory Point (VP) game, you only need to hold the VPs long enough to reduce your opponent's score to zero.
Again, never let armour run into enemy lines unprotected, or you will lose it. Always try to have a couple of Engineer/Pioneer units nearby to repair it. If it starts taking heavy damage, withdraw it by making a series of clicks just behind it, so it always presents its frontal armour to the enemy.
If on the other hand you have been pushed back to your base, there is still a chance you can recover (although slim). As long as your HQ is intact you can use doctrine powers. Even if it is destroyed you can repair it with Engineers/Pioneers. If you have a Forward HQ you can build these from there as well (and having a forward HQ counts as a structure so the game will not end even if your base is toasted). Once your HQ is destroyed, you will be able to paradrop in a unit of Engineers/Pioneers for free or in the case of the British, you can call in a replacement HQ truck.

Garrisoned HMG
Camouflaged sniper
medic station
Quad 50 cal Half-track
Puma

Site Pages:
Basic Tactics and Information
Intermediate Tactics
Know Your Faction: Americans
Know Your Faction: Wehrmacht
Know Your Faction: British
Know Your Faction: Panzer Elite