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2021 UKF Guide

24 Jan 2021, 23:31 PM
#1
avatar of ikol

Posts: 11

UKF 2021 Guide
Faction Overview



Copying this over from the discord. In this guide I won’t go in detail about every single unit that the UKF has at its disposal but will try to give general advice to how you approach using it and to improve your decision making. Upcoming balance changes may affect these but I doubt for the foreseeable future they will change things to a point that you need to completely relearn the faction. Advice I give is mainly oriented on 1v1 while there are some things that are transferable keep this in mind.

UKF’s Main Advantages:
Infantry Sections are very powerful with the right upgrades
Potentially very snowbally with cheap technology
Great vision and healing options

UKF’s Main Drawbacks
Potentially static playstyle counted by snipers and indirect fire
Holes in stock army (Rocket Artillery, flamers and mobile mortar)
No snares on mainline infantry

Infantry sections are the core of the UKF roster, using them correctly will be crucial in getting a lot out of the UKF as a lot of their “power budget” is in them. Infantry sections take more damage and reload much slower out of cover. They also have compared with other mainline infantry poor moving accuracy. To help with this relative weakness on the attack, Infantry sections have AOE healing from an upgrade to help heal up after taking an entrenched position, the pyrotechnics upgrade can call in smoke or base mortars to help push a point.

Early game the UKF tends to grab territory and place sandbags on key points, to enable this I recommend you work your way up to 3-4 Infantry Sections early and use the universal carrier as mobile support and to harass the enemy preventing them from contesting your capping. How you do this varies between the two factions but in general you will want to establish map presence early to make full use out of the UKF cover bonus.

Early Build Orders


Restricting this to Early orders as builds get more fuzzy the longer game goes on, I will offer a few for you to try out

Standard Allround

IS->IS->Tech-> UC (immediately upgrade with Vickars MG)-> IS/MG/RE
This build lets you get good capping power and the Universal Carrier lets you push out of your core capping area supporting your infantry when attacking. Handled correctly the UC will heavily punish OKW’s that recklessly push in the open and can do a lot of damage to the 4man grenadier squads. Build engineers if your UC took a lot of damage, I like MG on maps with good buildings. Follow up with bolster to transition to mid game.

Aggressive UC

IS->UC->IS->Tech->Vickars MG upgrade->RE
Potential build against OKW, push first section up near their oil point, use the UC to push volks around out of cover and let sections pump rounds into them. Damage done to strumpios is a priority so take it every time you get a chance without taking too much damage. The fuel disruption should slow down the OKW tech and force them to respond or move to the other side of the map. Royal Engineers and 3rd IS can backcap while you dig in and prepare for a bolster push or a sniper.

Lend Lease

MG->AS->AS->MG/AS->Tech->Engineers or Sniper->AT
I would not recommend this against against OST for two reasons, it weak against sniper starts which OST players tend to do against UKF and Assault Sections perform really badly against 5 man grens. If you want to try it I recommend subbing out an early unit for a mortar to drop smoke. The trick behind this is to use the power spikes of Assault sections and their upgrade to keep the other side reacting using machine guns aggressively to take map control.
Use sight blockers like hedgerows to avoid damage and the 1 Target size on Assault Section can lead to heavy damage if you move directly at squads already in cover. Attacking areas in the open lead with the machine gun and use the sections for cover. When doing this build get medics or if you have the resources a forward assembly with medics in the HQ zone as your army will have a lot of units that can’t heal themselves like sections. As you don’t get any infantry upgrades with this start you should be able to get a cromwell or m10 out very fast.

Mid-> Late Game



Midgame gets a bit harder for UKF as without bolster Axis infantry will perform better against the sections and your mainline infantry not having snares means Axis light vehicles tend to have more freedom of movement against UKF. Countering this requires a solid grasp of the way UKF AT works and good built positional play (later section.) As UKF struggles at this part of the game to retake territory, using your engineers to wire off easy cover, lay mines to stop flanks and replace destroyed sandbags is important. Use IS upgrades, shock units like the commandos or a Cromwell to bounce back from particularly hard retreats but try not get tunnel visioned when you could move into unoccupied parts of the map. UKF AT is mixed, unlike other factions with snares on their mainline infantry an unsupported AT gun can be circumvented by a panzer 2 as your Infantry sections helplessly fire into the side. Mirror Light Vehicles with your AT guns and engineers, get a second AT gun if you are significantly behind on oil and consider early PIATs on your engineers.

Later in the game UKF tends to do well relying on comets or doctrinal heavy tank callins, UKF also has a large amount of powerful mapwide buffs and offmap commander abilities which combined with upgraded sections should give you a good chance if you have kept key units alive. Comet’s WP round blocks AT guns and machine guns forcing them to reposition or take damage. Doctrinal churchills work best as an anchor for a push soaking up damage while at-guns and potentially a firefly push in.

Army Composition




Ideally you will have 3-4 squads of infantry in all games, this will let you have capping power, the ability to fight simultaneously on multiple parts of the map and screening for your tanks in pushes. At least one squad of engineers is needed for the midgame to place mines/wire, sweep mines, snare vehicles and repair. The UKF reliance on RE’s for AT grenades pushes you to get more than 1 squad as otherwise later in the game you won’t have any snare capabilities while you are repairing or mining.
2 AT guns can help a lot to support this as the 6 pounder is potentially the best AT gun in the game, pairing them with an AEC, sniper or engineers can slow enemy vehicles while the AT gun does work. Use the ability on them to rapidly move them out of incoming artillery or reposition to a tank flank. In terms of anti-infantry you can rely on your sections or get commandos/MG/sniper with spare popcap to enable attacks, cover flanks or inflict bleed. For commandos I strongly recommend giving them brens as they have a very damage model and can maintain their great dps at longer ranges.
Finally in terms of tanks most players stall for a comet as it has well balanced anti-tank and anti-infantry in addition to being fast and well armoured for its price. Cromwell can be good especially if used with the UKF’s oil efficient teching but it is slowed significantly if an AEC is bought and performs suboptimally against the Panzer 4 and is vulnerable to a well controlled Puma. The UKF is a pop-cap intensive faction with a lot of specialised units so keeping this balance can be hard if you don’t have the right composition.
Handling UKF Counters
The UKF by their design has a number of units that are very good against them. I will give some mixed tips to handle them but if they were easily handled people wouldn't use them. The OST sniper is a very common build combined with osttruppen to fill their frontline with cheap units. It is effective as the moving accuracy of the sections is weak so it will rarely take damage if its walking backwards towards an supporting unit. Use good practice against snipers (such as using vision blockers to avoid snipes as much as possible) The universal carrier will do good damage to an exposed sniper so hold it near where you think the sniper is on the map, AEC also has the damage bonus. The UKF sniper comes out slightly later but can counter snipe if needed. Commandos can sneak up on and delete the sniper, especially with brens which can kill a sniper in a short volley at medium range. Finally the section bolster is a soft sniper counter as it gives you more time to fight allowing other elements to kill it. Ambush camo is another good OST doctrinal ability, use light vehicles and tanks to flush out ambush locations. Play conservatively with the universal carrier as explosive MG42 rounds from ambush will nearly instantly kill it.

On the OKW side theres two main ones, battlegroup builds can be very good against UKF. ISG’s provide good firepower and range, the efficient healing allows them to field healthy infantry. My advice against this is to try to flank and use your light vehicles as much as possible. Static cover to cover gameplay will end poorly especially in yellow cover. If they have ISG’s they won’t have the manpower for multiple rakkens or elite infantry. JLIs/Fallstrumjaegers are very strong against Infantry sections, if you see an OKW go for multiple squads of them get extra infantry upgrades to keep up. These units don’t have snares so use vehicles as much as you can around them.

Commanders and Loadouts




For bulletins pick the ones that boost your sections with accuracy and shot cooldown reduction. Grenade throw range is another good potential one. Going into a game it's a good idea to have a plan with what you want to use your commander pick for. Some like Lend Lease need to be picked minute one, others can be used to respond to developing situations (like needing a Flamethrower or Rocket Artillery.) I will post them in order of how often I pick them but its up to you.

Artillery’s main benefit is the Valentine tank. It is a very powerful pseudo-medium tank that doesn't get engine damage at full HP from a snare. Concentrated barrage can be useful in a pinch as well for indirect fire as airburst rounds stun tanks. Avoid the sexton unless you know what you are doing.

Engineer’s main use is access to the AVRE and flamethrowers. The AVRE combined with crew repairs and hammer warspeed can be a pretty good late game comet alternative though its lack of a main gun I would recommend you pair it with anti-tank gun support or another tank. The command vehicle can be put on your AEC to get cheap scout planes and give an area of effect buff that really helps your tanks and infantry at the cost of making the AEC much more vulnerable and slow to attack.

Tactical support's main benefit is the ability to drop a mortar and AT gun for 100mp+75 munis. The recovery engineers have access to smoke nades even without smoke, giving them valuable options to support your sections and tanks on attack. FOP gives you access to a lot of offmap support options, and really can help later in the game. It can be hard to setup if most of the buildings have been destroyed though you can upgrade a forward assembly for the same effect. Flame crocodiles give a great lategame alternative to Comet spam though support it with AT.

Vanguard operations is a very flexible doctrine, it has access to crew repairs, commandos and a flame crocodile callin. The raid/logistics glider gives you good map presence, cheap commandos and potentially a retreat point. Try and use sight blockers like buildings to hide the glider as well, Axis players can punish badly placed forward respawns with indirect fire and tanks. The plane callin has an anti-tank and an anti-infantry plane so its a very nice call in for an attack. Flame crocodiles give a great lategame alternative to Comet spam though support it with AT.

Lend Lease I have covered above in the builds section but in addition to that the mobile mortar team and the Half Track are useful additions to give extra support to your pushes. Use vehicle crew repairs later in the game to keep aggressive cromwell use going. Avoid picking into OST.

Mobile Assault is a pretty good all around doctrine giving access to engineer flamers, commandos and the land mattress rocket artillery. I find compared with the other rocket artilleries though the land mattress is pretty weak and vulnerable to being decrewed. This unit can be good if an OKW has multiple ISGs or it can split up a Pak wall during an attack. The flamethrowers and commandos make it a decent doctrine to have if you need them though.

Commandos has a number of good offmap callins and mapwide buffs, I find it hard to save up to use them and make full use out of them and keep mining/upgrading your sections and commandos. Air supremacy operation can be extremely good to delete recklessly placed OKW trucks combined with some damage. Assault gives a good mapwide infantry buff along with scout planes.

Special weapons I would only really pick with a Soviet buddy to drop them Vickers lmgs for their penals in a 2v2. Their vet abilities give them crazy damage to make up for them not having a AI upgrade so this can make them OP. Everything else in the regiment is pretty bad since engineers got a snare, AT sections that really do not have a niche (RE can repair, mine and do everything else.) Get your flame croc from a better doctrine.

Advanced Emplacements has seen some use in high tier play but I would heavily recommend against playing Emplacements as they are extremely map dependent and both Axis factions get non-doctrinal counters. When you lose the map with multiple emplacements its pretty much GG.



Additional Notes
The UKF being reliant on sandbags to use their section means sandbag placement is extremely important for UKF players. Use these tips to place sandbags that are useful by letting you cap a point while denying its use as much as possible against you. AEC and anti-tank guns are good at killing enemy sandbags with attack ground.











25 Jan 2021, 18:16 PM
#2
avatar of sidewinder1911

Posts: 45

I already mentioned this on Discord, but very nicely written guide. A couple of miscellaneous things to add on to stuff you mentioned:

The Vickers reload bulletin can be a worthwhile alternative to the grenade bulletin (same 6s reload as MG42/34, so it takes off 0.6s).

Land Mattress is bugged in live, with a high reinforce cost and the damage bonus not applying properly iirc (fixed next patch).

I'm pretty sure Recovery Sappers from Tac Support also repair faster than the standard sappers.
25 Jan 2021, 23:06 PM
#3
avatar of ikol

Posts: 11

I already mentioned this on Discord, but very nicely written guide. A couple of miscellaneous things to add on to stuff you mentioned:

The Vickers reload bulletin can be a worthwhile alternative to the grenade bulletin (same 6s reload as MG42/34, so it takes off 0.6s).

Land Mattress is bugged in live, with a high reinforce cost and the damage bonus not applying properly iirc (fixed next patch).

I'm pretty sure Recovery Sappers from Tac Support also repair faster than the standard sappers.


AT gun pen/ RE build speed is also good. Didn't know about the Land Mattress or the Recovery sappers will have to test.
8 Feb 2021, 03:45 AM
#4
avatar of Azxc

Posts: 9

Nice guide overall.

I have a question tho, I am having trouble fighting ostheer early sniper (high-level opponents use it all the time). It seems that when the enemy has good micro I have no way to kill his sniper. They can win infantry fights with either osttruppen spam or 5man grenadiers because my sections are weakened by sniper constantly picking them off. I am forced to take tremendous amount of manpower bleed and lose map control.

I have heard that good micro with UC is the only way to fight this but it is so easy to be fausted as grens are already present all around the map. Even mass small arm fire is enough to shoot my UC to low health, rendering it useless for quite some time. Any more in-depth tips to counter this strategy? It seems so abusive to UKF. Can you share any experience fighting early sniper opening?
3 Mar 2021, 16:06 PM
#5
avatar of Nekrocow

Posts: 6

jump backJump back to quoted post8 Feb 2021, 03:45 AMAzxc
Nice guide overall.

I have a question tho, I am having trouble fighting ostheer early sniper (high-level opponents use it all the time). It seems that when the enemy has good micro I have no way to kill his sniper. They can win infantry fights with either osttruppen spam or 5man grenadiers because my sections are weakened by sniper constantly picking them off. I am forced to take tremendous amount of manpower bleed and lose map control.

I have heard that good micro with UC is the only way to fight this but it is so easy to be fausted as grens are already present all around the map. Even mass small arm fire is enough to shoot my UC to low health, rendering it useless for quite some time. Any more in-depth tips to counter this strategy? It seems so abusive to UKF. Can you share any experience fighting early sniper opening?


Why not just countersnipe?
9 Mar 2021, 06:57 AM
#6
avatar of Applejack

Posts: 359

I am a 4v4 player. My preferred build order since the new update is the following:

IS > IS/RE > UC > Tech > Vickers/Flamer on UC > Bolster > RE > Forward HQ > AEC

Third IS (second built) can be subbed for RE if you feel you need the repairs and the third IS can be built after bolster. AEC comes slightly later than light vehicles from Ost and OKW so you have to be very careful with your UC around the 6.5 min mark. AEC is my source of early game anti-tank. I prefer it over an early anti-tank gun.

After AEC, you're free to branch off into Brens/Grenades or doctrine related abilities. If I'm running a heavy muni doctrine like Commandos, I find myself delaying Brens until mid-game and spending my MP on Commandos.
11 Mar 2021, 10:35 AM
#7
avatar of sidewinder1911

Posts: 45



Why not just countersnipe?


2 main reasons:

Easier said than done; good players will always screen their sniper and not overextend (especially now with the sight range nerf). If there's a 222 on the field still and he's running a commander with recon the task becomes even more daunting.

By the time you're in a position to safely get out a sniper (we're talking after AEC) you've already bled a ton of MP and likely lost some territory since 4-man sections with their slow reinforce time and 28MP model cost are really gimped by even a single snipe (25% of DPS lost).

That being said, sometimes it's the only option (other than Commando ambushes, which are even less consistent).
22 Mar 2021, 20:14 PM
#8
avatar of ikol

Posts: 11

jump backJump back to quoted post8 Feb 2021, 03:45 AMAzxc
Nice guide overall.

I have a question tho, I am having trouble fighting ostheer early sniper (high-level opponents use it all the time). It seems that when the enemy has good micro I have no way to kill his sniper. They can win infantry fights with either osttruppen spam or 5man grenadiers because my sections are weakened by sniper constantly picking them off. I am forced to take tremendous amount of manpower bleed and lose map control.

I have heard that good micro with UC is the only way to fight this but it is so easy to be fausted as grens are already present all around the map. Even mass small arm fire is enough to shoot my UC to low health, rendering it useless for quite some time. Any more in-depth tips to counter this strategy? It seems so abusive to UKF. Can you share any experience fighting early sniper opening?


There is a section in the guide:

The OST sniper is a very common build combined with osttruppen to fill their frontline with cheap units. It is effective as the moving accuracy of the sections is weak so it will rarely take damage if its walking backwards towards an supporting unit. Use good practice against snipers (such as using vision blockers to avoid snipes as much as possible) The universal carrier will do good damage to an exposed sniper so hold it near where you think the sniper is on the map, AEC also has the damage bonus. The UKF sniper comes out slightly later but can counter snipe if needed. Commandos can sneak up on and delete the sniper, especially with brens which can kill a sniper in a short volley at medium range. Finally the section bolster is a soft sniper counter as it gives you more time to fight allowing other elements to kill it.


To be honest this patch I have seen a lot less snipers due to the nurf, if you see it the same steps apply. Rushing out a countersniper is the easiest way to deal with it and use the tips above to minimise bleed.
22 Mar 2021, 20:15 PM
#9
avatar of ikol

Posts: 11

I am a 4v4 player. My preferred build order since the new update is the following:

IS > IS/RE > UC > Tech > Vickers/Flamer on UC > Bolster > RE > Forward HQ > AEC

Third IS (second built) can be subbed for RE if you feel you need the repairs and the third IS can be built after bolster. AEC comes slightly later than light vehicles from Ost and OKW so you have to be very careful with your UC around the 6.5 min mark. AEC is my source of early game anti-tank. I prefer it over an early anti-tank gun.

After AEC, you're free to branch off into Brens/Grenades or doctrine related abilities. If I'm running a heavy muni doctrine like Commandos, I find myself delaying Brens until mid-game and spending my MP on Commandos.


Waiting til later in the game for brens is usually the right call, don't wait too long though as your roll out might be slowed by the need for more muni abilities in the late game.
22 Apr 2021, 11:48 AM
#10
avatar of Husky2000

Posts: 2

So it looks like the UC is still part of people's early game BOs, is everyone using MG upgrade now? Flamethrower comes so late now, it seems better to save the munis for IS upgrades.
30 Apr 2021, 10:34 AM
#11
avatar of bananasplit

Posts: 12 | Subs: 1

jump backJump back to quoted post8 Feb 2021, 03:45 AMAzxc
Nice guide overall.

I have a question tho, I am having trouble fighting ostheer early sniper (high-level opponents use it all the time). It seems that when the enemy has good micro I have no way to kill his sniper. They can win infantry fights with either osttruppen spam or 5man grenadiers because my sections are weakened by sniper constantly picking them off. I am forced to take tremendous amount of manpower bleed and lose map control.

I have heard that good micro with UC is the only way to fight this but it is so easy to be fausted as grens are already present all around the map. Even mass small arm fire is enough to shoot my UC to low health, rendering it useless for quite some time. Any more in-depth tips to counter this strategy? It seems so abusive to UKF. Can you share any experience fighting early sniper opening?


The key is to not to kill the sniper (you probably wont if he`s payin attention,maybe you get lucky) but actually to make it useless by making the sniper come where you want,shoot one shot then retreat,in order to do this keep youre UC allways moving,scouting,never bloob,allways have something on youre flank,you have a window when that sniper takes the place of a squad for opponent,make it retreat 2-3 times and the map should be yours, he will be forced to wait on a point untill sniper comes back
19 Dec 2021, 21:39 PM
#12
avatar of CODGUY

Posts: 888

UKF has an incredibly unreasonable amount of side techs (some of which are also unseasonably priced) that should go bye-bye. The main one is probably bolster. 35 fuel for this is absurd, even more absurd it's placed behind T2. The community by and large has wanted to neuter this faction and they've without a doubt done it ovwr the last few patches.
20 Dec 2021, 13:21 PM
#13
avatar of BasedSecretary

Posts: 1197

jump backJump back to quoted post19 Dec 2021, 21:39 PMCODGUY
UKF has an incredibly unreasonable amount of side techs (some of which are also unseasonably priced) that should go bye-bye. The main one is probably bolster. 35 fuel for this is absurd, even more absurd it's placed behind T2. The community by and large has wanted to neuter this faction and they've without a doubt done it ovwr the last few patches.


Imo UK inf is the strongest and most scalable mainline in the game. So it seems natural to put a lot of sidetechs on it in order to avoid it becoming OP.

At least that is the reasoning.

I wholeheartedly agree to delete UK faction, though. Shameless cash grab that got outsourced. The could have done so much.
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