what is the BEST USF commander for 1v1 (right now) ?
![avatar of troyquigley](/uploads/avatar/7744.jpg?updated=1378309435)
Posts: 226
so i was wondering what the best USF commander was for 1v1 ?
also what is most reliable build order start, that i can tweak as i get better with the USF ?
i was thinking
4 rifle
ambulance
....
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![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
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Not the strongest doctrine, but definitely not weak one, AT gun on paradrop is the crippling factor for the doctrine.
![avatar of ferwiner](/images/avatars/panzeriv.png?updated=1440837474)
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![avatar of Pagliarini](/uploads/avatar/12884.jpg?updated=1432245702)
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Mechanised is kind of ok vs okw if you know how to micro vehicle crews and are ok with going captain (as liut makes no sense with it). Its also worth it to use bars with that doctrine.
Agreed, And the Artillery Strike at CP 8 can bring an okw building lower than 1/4 heath.
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![avatar of dasheepeh](/uploads/avatar/8026.png?updated=1425929177)
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As long as you avoid mechanized, you should do good.
Mechanized isnt weak.
![avatar of elchino7](/uploads/avatar/7864.jpg?updated=1488595911)
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Mechanized isnt weak.
Reads your sig... i get it.
As long as you are plain better than your opponent, you can defeat with whatever. Mechanized is NKVD bad, thing is USF is less reliant on commanders than SU.
![avatar of dasheepeh](/uploads/avatar/8026.png?updated=1425929177)
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Reads your sig... i get it.
As long as you are plain better than your opponent, you can defeat with whatever. Mechanized is NKVD bad, thing is USF is less reliant on commanders than SU.
WC51 can help you out quite a lot as long as you use it properly and with caution. You need to refit it at the right time.
AssEngies in Halftrack are pricey but you can get them in case you are floating mp and refit the halftrack if you like. You can also keep it, but its risky.
Recon plane is very good for its cost, and the arty busts okw trucks effectively.
The whole beauty of this doctrine must be refit, because you can exploit the USF's light vehicle advantage and then refit it for the majority of the spend resources, enabling you to have a very strong early to mid game while boosting your transition into lategame at the cost of your outdated vehicles. You can also always refit a Jackson for a Sherman and vice versa in the lategame.
Mechanized can be really good, its just very special and niche, and not everybody is ready to deviate from the same meta we've had for the past year.
![avatar of Burts](/images/avatars/rear_echelons.png?updated=1440837436)
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WC 51 would do the same DPS of the M3 (no reason for it to do less while also being more expensive)
M3 HT would have the same health as every single other halftrack in the game and not have 2x less HP.
Recon would be good if the recon combat group wasn't trash and the rifleman observation buff actually worked.
These are very simple changes and it is sad that relic doesn't implement them. I hope they will in the next patch.
As for the OP Rifle > airborne = infantry = armor (all the docs are good in different situations) > mechanized = recon Mechanized and recon aren't very good but they can work given the right circumstances.
![avatar of AssaultPlazma](/uploads/avatar/13314.jpg?updated=1427954110)
Posts: 300
Recon and mechanized would be good IF
WC 51 would do the same DPS of the M3 (no reason for it to do less while also being more expensive)
M3 HT would have the same health as every single other halftrack in the game and not have 2x less HP.
Recon would be good if the recon combat group wasn't trash and the rifleman observation buff actually worked.
These are very simple changes and it is sad that relic doesn't implement them. I hope they will in the next patch.
As for the OP Rifle > airborne = infantry = armor (all the docs are good in different situations) > mechanized = recon Mechanized and recon aren't very good but they can work given the right circumstances.
you forgot making I&R pathfinders useful for something other than calling in artillery.
![avatar of dasheepeh](/uploads/avatar/8026.png?updated=1425929177)
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you forgot making I&R pathfinders useful for something other than calling in artillery.
they provide good vision and can place beacons for extra vision and reinforcement in case you actually manage to float 900mp without losing the match
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However, assault engineers are otherwise just allied pioneers. They can defeat unupgraded grens and unvetted volks, but that's about it.
![avatar of dasheepeh](/uploads/avatar/8026.png?updated=1425929177)
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I like any USF doctrine that has assault engineers simply because it is frustrating not having mines. I love the M20 mines, but it's such a pigeonholing cost to go LT and make an M20 just for mines.
However, assault engineers are otherwise just allied pioneers. They can defeat unupgraded grens and unvetted volks, but that's about it.
Um...no...
well,maybe, if your charging through an open field.
![avatar of ZombiFrancis](/images/no_av.png)
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![:P :P](/images/Smileys/tongue.gif)
But I didn't clarify that I meant without flamethrowers. The flamethrowers are a whole other business.
The underlying point is that they're a 4 man close range unit. It's so easy for them to drop to a dangerous number of entities that while they may beat an enemy squad, they do so with no remaining field presence or combat ability.
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