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USF Combined Arms - Keep what you can secure

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Introduction
This guide describes an alternative playstyle for USF. Compared with the more typical USF meta, it is more focused on the use of combined arms and team weapons, similar to the style of play commonly employed with Ostheer.

USF has some of the best team weapons in the game, such as the Pack Howitzer and M2 HMG. These units can easily turn engagements, both offensively and defensively.
Know your Units
Knowing your units, inside and out, can greatly help you to understand what they can and cannot do, and allow you to bring out their full potential. This can help turn battles in your favor even if you are not the greatest player and lack the micro to pull off full scale riflemen flanks.

This section describes which role the different units play in the USF combined arms strategy.
Riflemen


280


Riflemen (RM) are the core unit in the USF faction. In this strategy, they are your primary offensive unit. They are versatile and adaptable. While your support weapons hold the line, use these units to secure territory which is controlled by the enemy. Eventually you should equip them with BARs, or if the doctrines allow, M1919 LMGs.

Ideally, you want two to three squads of Riflemen. Stock RM perform best at mid-close range against Ostheer's grenadiers and OKW's Volksgrenadiers. When closing in, try to use cover as much as possible to reduce the incoming damage.

Axis infantry have powerful upgrades on their core squads like LMG42 or double StGs, so make sure you requisition some BARs or M1919 LMGs once these weapons start showing up.
Rear Echelon Troops


200


Rear Echelon (RE) are your support engineers. They are cheaper than RM and cost less to reinforce. This makes them great squads against tanks where received accuracy bonuses do not matter. Ideally, you should have two squads with two bazookas and a minesweeper. These units can help you push away tanks and vehicles, or protect your vulnerable Jacksons/AT guns and your team weapons from flanking vehicles. They can be also useful for backcapping, when no enemy squads are nearby.
M2HB .50 cal Machine Gun Team

270


The M2HB .50 cal Machine Gun Team features one of the most powerful HMGs in the game. This HMG provides staggering amounts of suppression, even in the late game where the battlefield is covered with cover providing craters. Additionally, like the DSHK HMG and MG42, this unit can be loaded with armor piercing rounds. This will reliably keep the Ostheer's 222 scout car, 251 halftrack, and OKW's Flak half-track and Puma at bay, or even kill them if they stay in HMGs arc of fire; that is, as long as you keep RM with AT-nades or RE with bazookas nearby.

This unit can be used offensively, similar to a Maxim, as well as defensively in garrisons. It is recommended to keep this unit always with your RM forces, so you can suppress blobs which would otherwise overwhelm your squads. On the other hand, the RM can protect the HMG from flanking squads like Panzergrenadiers or Sturmpioneers. Be careful to retreat the HMG rather sooner than later, because it suffers from the infamous “death loop".


Fun Fact: This HMG is still used today by the US Military, with some minor updates. Trust me, it is fun to fire.
M1 75mm Pack Howitzer


380


The M1 75mm Pack Howitzer is the most powerful non-doctrinal indirect fire weapon team. Its auto-attacks are devastating and its barrages can lay waste at very long range. The Howie’s auto attack matches that of mortars at a range of 80, while its barrage has a staggering range of 160. In comparison, the OKW LeiG has a range of 100. At vet 2, its barrage is replaced with HE rounds, greatly increasing its barrage damage output. HE rounds also deal a decent amount of damage to vehicles and tanks. Note: even though it has a crew of six, it will be decrewed if the team is reduced to less than three members.

Two Packs are very good but expensive. They will heavily bleed your opponent’s manpower. However, if you obtain them without proper support, you will lack reliable capping force and thus your enemy will outcap you, so he can obtain tanks more quickly. Go for a second Pack Howitzer, only if you can afford it without hurting your field presence, or when your enemy goes for a support weapon team heavy strategy.

This unit can be used both offensively and defensibly AT THE SAME TIME. Place the Howitzer near your forces, so it can help them deliver a final punch, force HMGs and PaKs to fall back and possibly even wipe clumped squads. Always reverse your Howitzer when the enemy attacks hard. so you do not lose it.

It is important to place the gun defensively! Target priorities are:
  • Heavy Machine Guns
  • Anti-Tank Guns
  • Groups of infantry
  • Static vehicles
  • Single infantry squads

81mm Mortar

260


For this strategy, the Pack Howitzer is preferred over the mortar for direct fire, but it still can be a nice unit to have if you are going for Lieutenant tech. Currently in the Winter Balance Preview Mod, its range is 65 units. While it has fast setup and takedown time, it is really only good for removing HMGs because of small range and low area of effect damage, meaning you will hardly harm any moving squads. In addition, its low range means that enemy will close in much faster and has a better chance taking it down.
M1 57mm Anti-Tank Gun

270



The M1 57mm Anti-Tank Gun is an AT gun that shoots at tanks. Surprising, right? In comparison to other AT guns, it does not have the highest penetration but it has a good rate of fire and it is cheaper. Armor piercing rounds can penetrate armor even from biggest tanks, while the normal round should be enough to counter anything smaller than Panzer IV. Two of them—together with the bazooka-equipped Rear Echelons—should be sufficient to keep enemy armor at bay until your hard hitting Jacksons enter the field.
Early game
The starting build order in this strategy is:

+


Start building another RE; then RM, RM, optionally followed by a third RM. Build that third squad only if you are planning to go for only one officer, so that you will have same amount of mobile infantry on the field. Fielding three RM and support weapons from both tiers at the same time is not feasible.

The build order does not really change based on the enemy faction or map. The other RE in the early game is all about map control and outcapping your opponent. First, try to connect both fuel points with the least amount of strategic points in between. If you are able to hold them for long enough, you can deploy a quick light vehicle to help in securing more fuel. Queue up a list of commands for each of the two squads. Build tank traps while you are capturing strategic points, so you create green cover.

If the RE are caught out by enemy squads, try to avoid direct confrontation, unless the RE are in a good position from which they can hold ground for a while (for instance, in heavy cover or a house). Otherwise, move away and harass enemy points or even go for the cutoff, once you capture your part of map. The enemy then can choose to either recap their territory, which leaves the RE free to harass elsewhere, or try to chase the REs, which means he cannot cap himself. While you distract your enemy this way, your RM may launch a decisive attack deeper into the enemy lines.

Once you have weapon racks, equip the RE with bazookas. This will allow you to counter any light vehicle you may encounter and also can protect your AT guns later on. If there are no enemy vehicles nearby, use them as in early game – as a harassing squad. Additionally, they can be equipped with a minesweeper. If you go for the Heavy Cavalry Company, these units are essential to repair the Pershing.

The starting RM should be sent where you think your enemy is heading. The early game affects the outcome of the entire game. You should however stay on the defensive in a good position before your enemy makes a mistake, or you acquire at least two squads of RM because your REs are not very good at fighting.
Against OKW
!Hold your RE troops and RM together to win early fights against Kübelwagen or Sturmpioneers.COH2.ORG Tips


You will have to be more cautious, because Sturmpioneers can ruin your day if your rifles are caught out of position. Also, the Kübelwagen is a strong harassing unit and you will often encounter it with your capping RE. It is recommended to charge forward when you see it alone, because it will have to turn around and thus lose valuable DPS while you are circle-strafe it with your echelons. At long range, RE only have a chance against a Kübelwagen if they are in green cover or in a garrison.
Against Ostheer
Ostheer players typically employ one of three strategies:

There are 3 typical strategies that Ostheer performs.

The standard
The most common build order for Ostheer is MG42 and three grenadiers. In this case, one RE will cap and harass, the second mostly scout and act as bait for the MG. Due to constant harassment, it is likely that the MG will be sent in to suppress the RE squad. Once the MG is busy with the RE, the two RM should flank and force the MG team to retreat.
Once that happened, there is nothing you have to worry about. Grenadiers will have to choose if they stop echelons from capturing points, which means that the RM are free to attack the enemy cut-off. If the grenadiers start fighting the RM, the RE will outcap the enemy.

The sniper
Things are easy when a sniper appears, because all you have to do is to just harass the enemy part of the map with echelons, while your rifles stay on the defensive. It is helpful to go for a third RM in this case. Once you have acquired two RE and three RM, you should be able to flank the sniper and force him off the field. You will outcap him because he lacks field presence and then a fast M20 will hunt down the sniper. Echelons are also good against a sniper because all squads have increased accuracy against snipers.

Osttruppen!
Osttruppen are the hardest to fight against. They are cheap, numerous and strong. You will not be able to harass the enemy that much because Osttruppen in a good position can defeat RE. You will have to play more cautiously with your echelons against this aggressive strategy, while being more aggressive with RM because they can beat Osttruppen. You will have to keep your squads more together and use both RE and RM as fighting squads. Requisitioning a fast M20 is key, because many Osttruppen players skip T1 and therefore do not have Panzerfausts available; and even if they do, M20 is still powerful against Osttruppen at long range because of their poor received accuracy.
Mid game
Now for the big question: Captain, or Lieutenant? Both are an option, but it is more dependent on your commander choice and enemy build order.

For example, the Lieutenant is weak against OKW’s Mechanized Regiment because of the Luchs and the typical Ostheer BO, but strong against the Ostheer sniper and Osttruppen or OKW’s Battlegroup HQ (BGHQ). The M20 fares well against builds that do not offer any light vehicles and the HMG is strong against infantry.

Teching for the Captain afterwards is always recommended, because you can obtain both a Pack Howie and an AT gun, as well as a Stuart which can counter 222s or the Puma, with some AT support. You do not have to tech for the Captain afterwards, if you feel that you can requisition a fast Sherman in time. Just keep in mind that you have to backtech to the Captain at some point in the game, to obtain both the AT gun and the "free" Captain squad.

The Captain is better against an OKW mechanized build order because he can counter a fast Luchs. Further, the Pack Howie helps you to clear enemy fortifications, while the Stuart and four bazookas on the REs and the AT gun can fight off even Panzer IVs or Pumas.

Also, some commanders are better with one officer while others are better with the other. This is discussed in more detail in the sections below.
Lieutenant first

The Lieutenant is a great shock unit. He is basically a RM squad armed with 1 Thompson SMG and 1 BAR. You can upgrade him for ultimate mid-short range power with a second BAR later in the game. Use him as additional riflemen who are better at close range (while lacking the AT grenade). At vet 3, the Lieutenant gains passive sprint while he is out of combat. This makes him control an excellent flanking squad and also be able to respond to most infantry threats quickly. The Lieutenant is an officer and this means he will acquire shared veterancy — he will vet up faster if he is near fighting forces.

Commanders who work well with the Lieutenant are Heavy Cavalry and Armor Company. This is because both allow you to survive late game without teching for the Major (M10s + bulldozer or Pershing) and so you will not have to worry as much about slowing your teching to medium tanks . Heavy Cavalry is really strong with this strategy, because echelons are the only source of repairs for the Pershing. Further, Rangers can protect your team weapons, while RM can lay down mines to secure your positions.



BO: Lieutenant, M20, Ambulance, Weapon Rack, M2HB, Captain Tech (recommended, only skip if you can afford a "fast Sherman". If you chose to go Captain afterwards, follow the Captain's build below).
M20 Utility Car

340 20


The M20 has a role similar to Ostheer's 222 Scout Car. It can protect from flanking attacks, but it is also able to lay down mines. Always keep it at a distance in order to avoid being fausted and destroyed. Its spotting range hopefully allows you to spot PaKs early on.

There is good synergy between the M20 and the RE: The M20 provides firepower to the RE, while the bazooka-equipped RE cover the M20 from other light vehicles. In particular, always keep it near your RE when you think a 222 is nearby. Once you see the 222, use smoke, disembark the crew and use the crew bazooka to fight off the 222.

Late game, this vehicle is great to place AT mines and to act as spotter for Jacksons. It is not worth buying it late game though; only use it if you managed not to lose it earlier.

The M20’s mines are special. They cost much more than normal mines - 60 munitions - but they are only detonated by vehicles, so you do not have to worry that some random soldier wastes the mine. Also they always IMMOBILISE any vehicle which hits them. These mines are always effective: Mid game they one-shot light vehicles like Pumas or the Luchs, while late game they can immobilise even heavy targets like Tigers, making them easy prey.
M15A1 AA half-track


350
50


The M15 AA half-track is a considerable investment and hard to handle. It can be great, but has no real place in this strategy.
Captain first

Captain tech is safer and more reliable, but it does not offer a counter to some strategies like the Ostheer sniper or OKW BGHQ tech. In the strategy laid out here the Captain should not be upgraded with the bazooka, as you already have four 'zooks on the two RE squads. Instead, the plan is to equip him with double BARs, so that he matches a BARed up Lieutenant in firepower.

While the Captain lacks grenades, he makes up for that with the “On Me!” ability to break suppression of any nearby infantry. The affected infantry also receives a speed buff.

The “Supervise” ability is strong as well: assuming you have the Captain in your base, you will be able to produce your Stuart, Pack Howie or medium tanks significantly faster.

Like the other officers, the Captain receives shared veterancy bonuses by being close to other fighting troops during combat.


Build order: Captain, weapon rack, ambulance, Stuart; after this, you can optionally go for a Pack Howie when you have the manpower and are in a position where you can support it properly.

The Major is recommended as the next teching choice when your fuel supply is good and a fast Sherman is feasible. Otherwise, backteching to Lieutenant is often the better option, in order to obtain the additional squad while the HMG helps to dig in when stalling for the Pershing or M10s.
M5A1 Stuart

240 70


The Stuart is more than a match for all light vehicles except the Puma. You should not have to worry about obtaining an AT gun in the early game. RE with bazookas and the Stuart should be more than enough before medium tanks start to show up.

However, AT guns are needed later when beefier tanks are expected to enter the fray. We do not recommend obtainig more than one Stuart. If you have the fuel, you want to requisition the much stronger Sherman which performs better in every aspect; if you are short on fuel, stalling for Pershing will be safer.

The Stuart has two really interesting abilities: “Stun shot” and “Point Blank Engine Shot”. “Stun shot” will damage the vision blocks of any enemy vehicle, blinding it temporarily. In addition, the Stuart will fire faster for six seconds at half damage.

The “Point Blank Engine Shot” will damage engine of any vehicle hit by this ability. In order to succeed, the Stuart must flank that vehicle and then use ability on it, because it only works when hitting the tank in the rear.

Point Blank Engine Shot is also good to slow down any escaping vehicles in mid game that want to retreat to safety, while stun shot can cover the Stuart’s retreat from stronger vehicles like the Puma. With these abilities, the Stuart can even work in the late game as a support vehicle, crippling the big cats so they can be killed by other units.
Major tech


Major tech can be very powerful, assuming you did well and obtained enough fuel to deploy a Sherman early. There is nothing better for your RM than support from a Sherman. If, however, you were not able to secure much fuel, it is often better to stall for a Pershing or M10s instead, while investing more in team weapons.

The Major himself runs a support unit. He can set up a retreat point so that units do not have to retreat all the way back to base. This works well with the ambulance, so that units can heal and reinforce at the forward retreat point. However, be careful about placing the Major too far forward, because a successful attack by the enemy can easily take out the ambulance and other wounded squads around it. So, remember that you can reposition the Major, if either the current location is attacked or you have gained even more ground.

The Major also acts as a support unit, when he calls in devastating artillery strikes. It takes quite a long time for the first shells to arrive, so this ability is only effective against team weapons or static positions, or as a tool for area denial. For example, you can force enemy PaKs to reposition, allowing your tanks to push in and overrun the AT guns.

With vet, the Major can also call in a “fake” barrage which can be used to cause confusion. For example, you can strike first with the fake arty and when the foe repositions, call in the real arty. Once you feel that your opponent has adapted to that pattern, you might be able to catch him off guard by skipping the fake arty and calling in the real artillery right away.

Finally, the Major has a cheap but effective aerial reconnaissance pass available. Like the other officers, the Major receives experience points from his comrades around him.
M4A3 Sherman Medium Tank

340 110


The Sherman is best medium tank in the game. HE rounds are devastating for any Axis infantry and their wipe potential is really high. AP rounds are mediocre against infantry while being good against tanks as well (similar to the Panzer IV rounds both in terms of AI and AT). By default, HE rounds should be loaded unless you expect enemy tanks. In case you have AT guns around and are attacked by a combined force of tanks and infantry it is often more effective to let the Sherman deal with the Infantry with the lethal HE rounds, while the AT units take on the enemy vehicles.

Shermans are quite cheap and are easy to spam. Smoke canisters can both help your infantry to counter HMG positions, or cover the Sherman’s retreat behind safe PaK walls. There is nothing worse for Axis players than a pack of Shermans covered by an HMG, vet3 RM, two AT guns and four bazookas.
M36 'Jackson' Tank Destroyer

350 125


The Jackson is good at one thing: destroying armor. This unit is a glass cannon but it has very good range and mobility. It should only be built if you are lacking in AT, or when you are fighting Axis heavy tanks like the Tiger where AT and bazookas are not reliable. In order to keep the Jackson alive, position a screening unit in front of it so that you can shoot from afar, using your superior range and mobility. RM in front of a Jackson can shield it from enemy PaKs. RE and AT guns can cover it from flanking enemy armor. Only dive in with a Jackson, if you are really sure that you can take out the enemy tank without losing the Jackson. A trade is typically only worth it, when the enemy tank is one of the German heavies.
M8A1 Howitzer Motor Carriage
260 75


This unit works actually perfect in this game style. It is a small, mobile ISU that can fire over sightblockers. Due to its range and high wiping potential it can be even more effective at killing infantry units and team weapons than the Sherman.

While 'the Scott' survives two hits from a weapon like the Raketenwerfer, it is nevertheless fairly fragile, so use it with caution and keep it near your AT support, of which you should have plenty with the AT guns and the four bazookas on the RE squads.
Late game
The most important decision for the late game is if you either go for the Major and spam Shermans or if you stall for call-in tanks like the Pershing, M10s or Sherman bulldozers. As pointed out early, the rule of thumb is, that if you had good fuel control and can obtain the Sherman early (i.e. before Panzer IV or multiple PaKs are on the field), go for the Major.

The advantage of the Sherman is that you will be able to secure more ground, obtain more command points and potentially requisition a Pershing faster. Also, most doctrinal choices are worse than stock Shermans: the Pershing is limited to one only and needs RE to repair it, M10s cannot really do much to infantry. The Major also grants Jacksons, which is the only vehicle that can handle heavy tanks well.

If you did not secure enough fuel early, you should skip the Major and spend the resources on support weapons instead. It also can be possible to plan right away to not go for an early Major, for example when playing with the Tactical Support Company commander who specializes in Calliopes.

Having a good start into the game is one thing, but closing it is another. There are many ways how the game can evolve. With the strategy laid out here, you will have the chance to win the game even without winning decisive fights, thanks to a stable defensive line.

If you face a Panther, you will need to play conservatively with your armor, keeping it always near AT guns and RE. This Axis tank is not overly dangerous to infantry but will be effective versus your armor. Use the AT gun AP rounds to pierce through the Panther’s strong armor, if needed. A single Panther can be kept at bay with 2 AT guns. You will need a Jackson or Pershing to fight on equal terms. Two Shermans can finish a Panther off as well, if the Panther overextends and becomes badly damaged by AT guns/bazookas and is also snared by an RM AT nade.

If your opponent fields multiple mediums such as Ostwinds, again two AT guns are helpful. Once the enemy vehicles are damaged, use mobile AT such as Shermans or Jacksons to finish them off.

Taking down Tigers or King Tigers will require at least two AT guns and a combined effort. A Pershing is helpful but not required. Let the heavy tank come into your AT gun wall, and once it has taken sufficient damage, try to take it out with flanking Shermans/M10s/Easy Eights or Jacksons.

Of this armor, the Jackson is the only one which can semi-reliably penetrate the big cats. AT guns will keep a (King) Tiger at bay only for a limited time and will hardly ever kill it, unless your opponent is reckless. Bazookas are almost useless against heavies, but can still contribute when the squad manages to flank the tank. Calliopes can be surprisingly effective in delivering the final killing blow, if the tank was heavily damaged and you know where it is currently being repaired. At the least, a barrage has a good chance of wiping the engineers fixing up the heavy.

The Jagdpanzer can be quite annoying to deal with. Its armor is high and its profile low, so that AT guns have little impact. Our advice is to mostly ignore a Jagdpanzer, because it is totally useless against your infantry. The only possible way how to kill the Jagdpanzer is to flank and circle-strafe it with medium tanks, which prevent it from firing back.

The Panzerwerfer and the Stuka Zu Fuss are the biggest threats, since this strategy relies upon team weapons. They are also usually behind the frontline and out of reach. One way of killing them is to call in a recon sweep (do not forget that the Major has recon sweep as well) and drop some arty on them, while launching some attack to distract your opponent. Another way is to rush armor around the flanks and kill it, but this is risky in the presence of mines, so it pays off to be patient and wait for the enemy to make a mistake. Always change your team weapons and infantry positions if you hear when a salvo is fired, in order to minimize your losses.
Commanders
!Always adapt your commander choice to battlefield situation!Hector´s tip


In section we will discuss USF commanders and how they fit into the team weapon strategy.
Top tier
Armor Company

With access to M10 Tank destroyers for a mobile AT option and bulldozers as a poor man’s Sherman, this commander allows the player to skip Major tech. The tech path of choice than is the Lieutenant into Captain into call-ins.

The Assault Engineers are good on maps with a lot of garrisons to clear, or to place mines. Build them only if you have spare manpower or map is very urban. In late game, the 240mm artillery can help you to clear enemy fortifications, while your M10s, supported by rifles and echelons, will capture ground and secure it with your team weapons. This commander is best chosen later, when you know you will have enough fuel for Major tech.

Heavy Cavalry Company

Heavy Cavalry Company is a good for this strategy. The extra RE help significantly in keeping the Pershing repaired. Do not lose them. The preferred tech path is lLeutenant into Captain because you want to have access to all team weapons. Requisition the Stuart mid game, then stall for Pershing. After that, tech for Jackson and possible Shermans. Armor Company is best picked when the mid game leaves you with low fuel control.



Rifle Company

This commander is suited for a variety of playstyles. Lieutenant into fast Easy8 is really strong against OKW BGHQ when you know your opponent will not go for light tanks. Captain into fast Easy8 is strong against OKW Mechanized. Lieutenant and Captain into Easy8s and Jackson is great against Ostheer as well.

The build order remains almost the same: you just change Shermans for Easy8s. One of the RE squads should be equipped with a flamethrower and a BAR, while the Captain should equip two bazookas, so they switch roles and you have a tool to clear out garrisons. This commander is best chosen around mid game, when you are sure you will have enough fuel to get Easy8s out in time.

Tactical Support Company

Also called Jesulin’s build order. You build everything as described above, going fast lieutenant into captain. Focus on a fast M20, into a fast Stuart with support weapons (two AT guns are mandatory here). This time, RM should be equipped with LMGs. Captain and Lieutenant, however, should still go for double BARs. You will skip Major tech, and stall for Calliopes instead.

This interesting strategy allows you to crush your opponent without building tanks. You can always go for a Jackson late game if you fail to win with your superior early game dominance, great team weapons and strong Calliopes. The halftrack call-in is great for your support weapons when you have manpower for it, because it can reinforce them. Do not upgrade it to a QuadHT because you will lose the reinforcement ability. Only go for the halftrack if you can afford it. The strafing run is good at protecting extended flanks. This commander is best chosen early, right after the M20, so you can use all abilities including LMGs, recon overfly and strafing runs early on.

After the upcoming patch, you will not be able to double equip LMGs on RM. Instead, you should equip them with an LMG and a BAR.
Middle tier
Airborne Company

This commander is good for skipping the Lieutenant, so you should go for a Captain build. You can paradrop an HMG afterwards while you are ordering a fast Stuart and Pack Howitzer. The BOs in terms of infantry and support teams remain unchanged. The nice thing with this commander is that you can obtain a fast Sherman while still fielding HMGs. Also, it provides paratroopers who can either be upgraded with LMGs increasing their long range firepower and act similarly to Obersoldaten, or with Thompsons for more short range oomph, replacing the Lieutenant. In late game, the P-47 rocket strafes will help your tanks to seal the deal against the Axis heavies.

You have to choose this commander early in order to have all the tools available, in particular the HMG and the paratroopers. It is in the second tier because it provides really powerful and different strategy, but it also comes with risk. If you do not manage to requisition an early Sherman, you will be in bad shape.

Infantry Company

With this commander we recommend going for Captain tech. LMGs allow you to ignore the superior AI capabilities of the Lieutenant tech, RM with LMGs can fight off most Axis squads at long range, in particular with the support of the Pack Howitzer supporting them. We recommend going for a fourth RM later, once you have enough munition to equip it with LMGs. Riflemen field defences allow you to protect your team weapons better. while Priests can wreak havoc on enemy positions. This commander is best against OKW players, because the tech buildings give your artillery pieces something to shoot at. The recommended build order is the usual Captain build into Sherman into Jacksons into Priests.

Once the next patch hits, you will have to equip the RM with one LMG and one BAR instead of double LMGs. Buying the LMG should be the priority there.
Bottom tier
The other two commanders, Recon Support and Mechanized Company, currently underperform and do not bring anything new to the table.
Bulletins
!Bulletins have very little effect and will hardly win you the battle on their own. If you accumulate enough loot, buying commanders should be always the priority.COH2.ORG TIPS


The choice of bulletins is very much a matter of preference. However, we will briefly touch upon which bulletins from which the strategy laid out in this guide can benefit, since it does not focus on RM squads, other than the standard rifle bulletins become an option.



Cheap Team Weapons
The M1 57mm Anti-Tank Gun, M1 75mm Pack Howitzer, and M2HB .50 cal Heavy Machine Gun are 5% cheaper.

Note that this bulletin is bugged and only applies to the weapon itself and not the crew members. The bug was reported and hopefully it will be fixed in the near future.



Bazooka Range

Bazookas acquire a 5% range increase.



Punching Above Your Weight

Armor penetration of Bazookas increases by 2%.

The Bazooka bulletins will help increase their effectiveness, so you are slightly less reliant on AT guns.
Closing Remarks
The main thing to keep in mind with this strategy is that if you have spare manpower, build a support weapon. With the lack of a large amount of front line infantry, this style and strategy is stronger on defence and suffers less from manpower bleed due to the low number of RM squads. Once sectors are secured, push forward. Force your opponent to play reactively. Go for the third VP. Your opponent cannot attack if he is defending. And if he attacks, he has to deal with your strong team weapons but only with his light vehicle support.

"Offense is the best defense", but only if you can hold what you secure.
Replays
Heavy Cavalry Company
against OKW:


against Ostheer:


Rifle Company
against Ostheer:
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