DevM's USF without Tears
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Posts: 409 | Subs: 17
Sorry another question for you Devm, this time more of a technical nature. What do you think of attack move? Is it something you use and if so, only on long range units or all units?
Also, do you find the tactical map useful, and in what situations would you use it?
Thanks in advance, and keep playing. I love watching your games!
I use attack move a lot so units don't walk past enemy units so you should use it on all units ^^.
Posts: 409 | Subs: 17
Sorry forgot to add this to my question. Do you like to line up orders for your units such as telling them to cap one point then the next, or issue orders one at a time so you can better adapt to the situation?
Yea I do line up orders to units and then only change them if the plan changes meanwhile!
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Will you update your guide for the recent meta?
I notice that you didn't mention the heavy cavalry commander in your guide.
Thanks
Posts: 409 | Subs: 17
Posts: 409 | Subs: 17
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Posts: 4314 | Subs: 7
Posts: 206
Now that I'm already helping you to update your guide, you didn't mention the USF mortar in the unit section .
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Thanks DevM (and many others who worked behind courtains) for updating this masterpiece
+1
A question about M20 play: how do you spend your munitions when using the M20? I already usually struggle over getting zooks for AT security or bars for a better snowball, but using the M20 adds that third option of mines while also meaning that you have to spend 70 muni for skirts.
Posts: 409 | Subs: 17
+1
A question about M20 play: how do you spend your munitions when using the M20? I already usually struggle over getting zooks for AT security or bars for a better snowball, but using the M20 adds that third option of mines while also meaning that you have to spend 70 muni for skirts.
I usually dont use my munitions on zooks, I go for the m20 and use the crew for some form of early AT + m20 mines then I get the captain out and upgrade zooks on him and get a stuart out (if needed an AT gun is also good).
Posts: 4314 | Subs: 7
I usually dont use my munitions on zooks, I go for the m20 and use the crew for some form of early AT + m20 mines then I get the captain out and upgrade zooks on him and get a stuart out (if needed an AT gun is also good).
Isn´t it better to give the captain 2 Bars ? The 2 BARS + thompson combo seems really potent to me. And you still have RE for zooks
Also he gets on me ability, which is even better with 2 additional bars
What do you think ?
Posts: 409 | Subs: 17
Isn´t it better to give the captain 2 Bars ? The 2 BARS + thompson combo seems really potent to me. And you still have RE for zooks
Also he gets on me ability, which is even better with 2 additional bars
What do you think ?
Versus ostheer thats alright but versus OKW you need the captain with the zooks to deal with the P2.
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Versus ostheer thats alright but versus OKW you need the captain with the zooks to deal with the P2.
Can´t you just give the zooks to RE and get Bars on captain later on ?
Posts: 409 | Subs: 17
Can´t you just give the zooks to RE and get Bars on captain later on ?
Usually your RE is already driving the M20 around, so unless you had built a second one then it's not worth to use 200MP + 150MP + 60 Munies + some fuel just to get a second RE squad with zooks versus just the captain unit and the zooks upgrade which already put you one step closer to the stuart.
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Usually your RE is already driving the M20 around, so unless you had built a second one then it's not worth to use 200MP + 150MP + 60 Munies + some fuel just to get a second RE squad with zooks versus just the captain unit and the zooks upgrade which already put you one step closer to the stuart.
Then you have vehicle crew with zooks. Do you really need 2 zook squads against the Luchs ? Isn´t HMG with AP rounds + 1 squad with zooks + m20 mines enough to handle luchs until you get stuart ?
Also won´t you get more map control by investing your munnition into Bars for every squad (3 rifles + captain) instead of buying more zooks ?
Posts: 409 | Subs: 17
Then you have vehicle crew with zooks. Do you really need 2 zook squads against the Luchs ? Isn´t HMG with AP rounds + 1 squad with zooks + m20 mines enough to handle luchs until you get stuart ?
Also won´t you get more map control by investing your munnition into Bars for every squad (3 rifles + captain) instead of buying more zooks ?
Usually one squad is not enough, it depends on how good your opponent is using the P2 really but usually 2 squads is the safe bet, also the HMG doesn't almost anything against the luch even with the AP rounds.
You wont gain map control upgrading BARs if your opponent has a P2 in the field since it will just counter the riflemen with BARs and by the time the captain hits the field depending on your build order you still dont have the BARs or Zooks teched (Usually when I play they come later) so you still dont have to worry on what to use your munitions since you still have a bottlecap on the other resources (ex: you still need to get the ambulance before any weapon upgrades) ,so by using the munitions on the captain it doesnt mean that later on you wont have munies for the BARs on the riflemen.
Posts: 4314 | Subs: 7
Usually one squad is not enough, it depends on how good your opponent is using the P2 really but usually 2 squads is the safe bet, also the HMG doesn't almost anything against the luch even with the AP rounds.
You wont gain map control upgrading BARs if your opponent has a P2 in the field since it will just counter the riflemen with BARs and by the time the captain hits the field depending on your build order you still dont have the BARs or Zooks teched (Usually when I play they come later) so you still dont have to worry on what to use your munitions since you still have a bottlecap on the other resources (ex: you still need to get the ambulance before any weapon upgrades) ,so by using the munitions on the captain it doesnt mean that later on you wont have munies for the BARs on the riflemen.
Many thanks DevM. It´s better to have theorycrafting discussion with you than testing some nonsence in live game, just to lose the rank
Posts: 3053
Usually one squad is not enough, it depends on how good your opponent is using the P2 really but usually 2 squads is the safe bet, also the HMG doesn't almost anything against the luch even with the AP rounds.
You wont gain map control upgrading BARs if your opponent has a P2 in the field since it will just counter the riflemen with BARs and by the time the captain hits the field depending on your build order you still dont have the BARs or Zooks teched (Usually when I play they come later) so you still dont have to worry on what to use your munitions since you still have a bottlecap on the other resources (ex: you still need to get the ambulance before any weapon upgrades) ,so by using the munitions on the captain it doesnt mean that later on you wont have munies for the BARs on the riflemen.
So when do you get bars if they're using light vehicles? Because upgraded volks and grens can beat vanilla rifles, which is obviously not good. And don't you fall behind on teching getting an m20, captain, and stu?
Thanks for the replies btw.
Posts: 409 | Subs: 17
So when do you get bars if they're using light vehicles? Because upgraded volks and grens can beat vanilla rifles, which is obviously not good. And don't you fall behind on teching getting an m20, captain, and stu?
Thanks for the replies btw.
Vs OKW:
OPTION1: 4riflemen->captain->stuart->ambulance->BARs
OPTION2: 3riflemen->liutenant->m20 (judge if he is close to the p2, this depends on how well you are playing the early game) then if he ISNT close ->ambulance->captain->stuart->BARs , if he is close then ->captain->stuart->ambulance->BARs
Vs OH:
OPTION1: 4 riflemen->Captain->BARs or ambulance -> Stuart -> Bar or ambulance depending on the one you didnt do (judge if your squads have low HPs)
OPTION2: 3 riflemen->liutenant->m20->Ambulance->BARs (perfect scenario where early agression was enough to delay the 222 to some extent)
OPTION3: 3riflemen->liutenant->ambulance->BARs->HMG (hmg might not be needed, you can always tech straight up to captain it depends on the fuel, in this scenario you are pretty much investing in what would go into the m20 into an early ambulance for squad healing and BARs for stronger infantry play.
Grenades in all these scenarios are up to how the game is going, how many munitions you have to spend, what is the build order of the opponent (if he is building many MGs) , for me the grenades either come at the same time as the ambulance or after the stuart is out. Hope this was clear enough.
EDIT: forgot to answer your second question, even though this will delay your major tech it will give you all the tools to fight off the opponent, vs OH this is not as important so you might skip one of the tiers as you like but vs OKW usually even if you skip the liutenant tier you will want it later on after captain since you need the HMGs and at guns to deal with everything OKW throws at you. With that said even vs OKW if the game is going super well then you can rush major either way. Im talking mostly on scenarios where the game is even .
GUIDE CATEGORIES
TABLE OF CONTENTS
- Introduction
- USF Units (aka Your Arsenal)
- Inspecting the USF Commanders
- Airborne Company
- Armor Company
- Rifle Company
- Infantry Company
- Heavy Cavalry Company
- Mechanized and Recon Support Company
- USF Build Orders
- USF Strategy against the Ostheer
- USF Strategy against the OKW
- Riflemen Tactics
- Game Phases
- More in-depth sniper counter play
- USF mentality
- Conclusion