Rifle Company: How is it?
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On top of that, as you're vetted straight off, the rifle grenades are an OK-ish vehicle deterrent and can turn engagements in your favour - If you see a deploying OKW truck for example, or if someone doesn't notice that you're lining up a shot on their Scout Car or Kubelwagon; I've even seen Halftracks taken out by it due to the set up time and the fact that every rifle has it due to vet straight away.
The Easy-Eight also looks like it's the only American battle tank worth while.
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The easy 8 dominates all other medium tanks and preforms well against the cats if you have anything to tip the scales like engine damage. The 50 cal upgrade is excellent at mitigating it's poor anti infantry performance.
Flamethrower upgrade and phosphorus strike are kind of lackluster though. Upgrading flamers on the field rather than returning to base means you'll get one, but it doesn't lessen the pain of losing that vet 3 squad to a flamethrower explosion
Build order wise I think the most interesting part is that you can build an ambulance almost immediately after the first rifle squad, and still have enough manpower to get that second squad by the time the cool down is over. 4 capping units (2 rifles, rear echelon, medics) by ~2 minutes into the game.
I would very much like this commander to drop. Having early access to AT nades can be a boon against Kubels. Not that its a must have, but there are so many times I would like to fire one off at those little buggers but cant because its too early.
I get mixed feelings of glee and guilt whenever I see a kubel now.
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Vet rifles can do quite well in the opening engagements, and in team games (3v3, 4v4; coordinated with friends on a voice chat--how I usually play) going with Grenades -> Bazooka unlock and waiting for flamers is pure gold. Three squads of Vet Rifles with a zook and flamer apiece backed up by a Zook-equipped Lieutenant and a metric butt ton of .50 cals and, eventually, M4A3E8s, is the way to go when facing the current mindless Obersoldaten, FSJ, and Panther/KT/JT spam meta. Especially against the poorly microed UBERMENSCH INFANTERIE hordes of the OKW in team games, those flamers are gold. And the willy pete strikes are nice for slowing up said infantry to leave them open to a flank or a nice flattening a-la an Easy 8.
Overall, 11/10, would use again and again and again as pretty much one of the only U.S. companies I bother with.
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Say you start with M36s. How does your armor composition change?
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Later teching imo has different options as well. You can go LT-Cap-E8 spam, Cap (for stuarts and ats) - E8 spam, or get X - major (for Jackson and Howi) - E8, imo they're all viable given the right circumstances.
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How much is a vetted squad and how does it work (the vet, e.g. like the one of the Osttruppen callin where vet depends on RNG)?
Back in alpha it was normal price, but long build time and a random amount of vet, so yea, RNG.
Not sure if its still build able or a call-in.
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Can someone give me a screenshot of the Rifle Company Commander if they have it?
Has a similar look of normal rifleman.
http://www.coh2.org/guides/19066/u.s.-forces-commanders
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Has a similar look of normal rifleman.
http://www.coh2.org/guides/19066/u.s.-forces-commanders
Meaning a screenshot of the full doctrine, showing all the abilities/call-ins you get with it.
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Meaning a screenshot of the full doctrine, showing all the abilities/call-ins you get with it.
Look again, they are there
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Look again, they are there
Ah, thought it was just the original three docs being shown, after scrolling down I realized there was more, my bad
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