DevM's USF without Tears
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Just a few questions if i may be so bold:
What is the best time to tech to nades?
Is that after the m20 rush or after the stuart rush even (assuming you are doing the normal lt>m20>captain>stuart BO)
Secondly, in most of your games you seem not to get BARs or other upgrade's outside of flamethrowers on your rifleman (perhaps i am wrong here) but is there a reason for that?
Also, what's your thought's on going m20, then aaht and skipping captain? (relying on the aaht of light vehicle duty and save fuel by not going captain).
Lastly, assuming your enemy is still in the game after 20 minutes and has a well rounded army composition, how would you deal with the ost sniper then?
Thanks for any answers, and for your excellent guide.
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Very interesting guide and well written aswell.
Just a few questions if i may be so bold:
What is the best time to tech to nades?
Is that after the m20 rush or after the stuart rush even (assuming you are doing the normal lt>m20>captain>stuart BO)
Secondly, in most of your games you seem not to get BARs or other upgrade's outside of flamethrowers on your rifleman (perhaps i am wrong here) but is there a reason for that?
Also, what's your thought's on going m20, then aaht and skipping captain? (relying on the aaht of light vehicle duty and save fuel by not going captain).
Lastly, assuming your enemy is still in the game after 20 minutes and has a well rounded army composition, how would you deal with the ost sniper then?
Thanks for any answers, and for your excellent guide.
1. Best time to tech grenades is usually after the m20 since you want to make use of the munitions available to you and its usually when you want to start playing more agressive, they can be done after the captain tech though if you got enough fuel beforehand to completely out tech your opponent.
2. Bars cost of upgrading are not that worth it in my opinion unless you are hitting the mid to late game and are falling behind the grenadiers in firepower, generally speaking its a costly upgrade especially munitions wise which allows for less grenade spamming.
3. I think its a risky build since not having some kind of a light mobile AT (stuart) can easily backfire, US relies many times on controlling the sides of the map instead of big confrontations in the middle (usually where axis players play more around), the scenario where its viable to do that is if you have your opponent "cornered" in the T2 since then the only vehicel you have to watch our for is possibly the puma.
4. It depends on the map, generally speaking you can avoid the sniper by going to the sides of the map and making the sniper run all over the map and maybe catch it out of position in one of those moves but there will be maps like arnhem where its hard to avoid the sniper fire, so for those your best option is to get indirect fire units yourself and keep your rifles behind shotblockers to hold one of your cut offs and still try to play around the map.
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1. Best time to tech grenades is usually after the m20 since you want to make use of the munitions available to you and its usually when you want to start playing more agressive, they can be done after the captain tech though if you got enough fuel beforehand to completely out tech your opponent.
2. Bars cost of upgrading are not that worth it in my opinion unless you are hitting the mid to late game and are falling behind the grenadiers in firepower, generally speaking its a costly upgrade especially munitions wise which allows for less grenade spamming.
3. I think its a risky build since not having some kind of a light mobile AT (stuart) can easily backfire, US relies many times on controlling the sides of the map instead of big confrontations in the middle (usually where axis players play more around), the scenario where its viable to do that is if you have your opponent "cornered" in the T2 since then the only vehicel you have to watch our for is possibly the puma.
4. It depends on the map, generally speaking you can avoid the sniper by going to the sides of the map and making the sniper run all over the map and maybe catch it out of position in one of those moves but there will be maps like arnhem where its hard to avoid teh sniper fire, so for those your best option is to get indirect fire units yourself and keep your rifles behind shotblockers to hold one of your cut offs and still try to play around the map.
Thank you for your answers, they are very helpfull.
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Is is DevM referring to the Priest (the doctrinal call-in artillery) or the Scott? I believe it is the Scott but that isn't clear.
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Would be nice to see you play CoH2 again DevM. This game needs more skilled 1v1 players !
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I find difficult to play on vaux farmlands? What can you advise? And another question is what to do against Leig abuse?
Focus on the side fuels on that map, also against leigs your best bet is to have an army around vehicels and indirect fire units in general, use rifles more as a unit to lay down smoke, capping and for decrewing AT guns with grenades.
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Brilliant USF strategy! Rifle flamer blobs with M20 rush, will that become a new meta? never seen that in games (except 90% ranked games but still!)
Since CoH2 doesn't have much depth to it, its easy to find a strategy that differenciates itself from others in terms of viability, m20 rush being one of them. Also I never said that you need to go rifle company, neither that you need to blob (See how I played in OCF). Quality post overall .
@medhood: Overall I don't like spamming rear echelon's since they dont offer great all in potential ( a good opponent will take advantage of that by going straight for cut offs) but I wouldn't recommend it anyways since you will lack riflemen squads which is the best USF has to offer, plus you dont have a consistent timing on those since you do need those CP's.
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Brilliant USF strategy! Rifle flamer blobs with M20 rush, will that become a new meta? never seen that in games (except 90% ranked games but still!)
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Capping order for south Arnhem pls Devm?
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Since CoH2 doesn't have much depth to it, its easy to find a strategy that differenciates itself from others in terms of viability, m20 rush being one of them. Also I never said that you need to go rifle company, neither that you need to blob (See how I played in OCF). Quality post overall .
All other factions needs good starting strategy like BO and where to go cap, defend etc, USF is only one where BO doesnt really count because this faction is meant to be aggressive, it's meant to do what your opponent can't counter and not (like ostheer for example) make units to counter something. that's why IMO USF doesn't care about starting BO, who cares if you go 3 rifles 3 RE, 10 RE or 5 rifles since they will always get better map control and be aggresive.
Since the gren nerf (after ninja buff Kappa) the ostheer is utterly trash, you may say im wrong but what can ostheer do, or what you do? gren spam and then 2 snipers because that's only viable counter to rifles, then you get ofc only choice, call-in Tiger cuz teching T4 doesnt give you a good tank vs everything.
OKW also can't beat USF in early, they also stay in one spot with med truck with few points and try to do something while USF overwhelm them with resources income, map control.
Well, all axis factions depends on early infantry warfare, positioning and defending, they don't have early inf wrecker like T-70/M20/AA HT so all depends on early BO
What you describe in your strat guide is what actually 95% people do, so you didn't discover anything
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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