5 rifles
(maybe some 1337 rifles instead if needed)
(grenades if you need)
Captain
Stuart
Flamerspam

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I use the same strat too and it works great. Furthermore I use more 50.cal nest because now are a lot more effective.
p.s. i would tnx Cookiezncreem because after his previous tips my rank is greatly improved
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I've personally found infantry company to shine this patch. LT -> M20 -> MHT -> .50 (to cap building) -> AMBU -> MJR. Lategame, 1 Scott + 1 Jackson seems to be a good armored force, since the majority of my army will be tied up in infantry.
The Mortar Halftrack let me skip grenades, and the aggressive opener forced my opponents to get mortars and also delayed their aquisition of territory. This strategy works with the captain as well, but I find that the forward retreat point is integral. If you lose territory, it becomes a bitch to recapture.
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Been losing a lot lately vs scrubs that I've completely whipped before because I'm thinking too hard and making a lot out of minor balance changes. Gotta take it back to basics, with a few tweaks to deal with the new 42 and Kubel (2 REs, Paths, fast smoke) and prevalence of medium armor. (Bazooka REs.)
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mind if i blatantly and shamelessly plagiarize this? i've been looking for a way to make infantry work since WFA alpha, and this in principle sounds really sharp.
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i've been enjoying armour in 4's.
send my RE squad to an important structure or point
AE
Rifleman
Rifleman
Rifleman
Cpt. or Grenades if i don't get where i need to in the early game/need to counter attack
Stuart
M10
Bulldozer
Jackson
mind if i blatantly and shamelessly plagiarize this? i've been looking for a way to make infantry work since WFA alpha, and this in principle sounds really sharp.
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Yeah, go ahead. Its pretty basic and I haven't had a chance to mess with it much this patch, but it should work in theory.
It may be better to forgo the quick LT + M20 and get 2 fighting positions down fast. RE in fighting positions really make it hard for mgs to do anything, and force the ostheer player to get a mortar or fast tech.
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I have the impression this patch the USF/Wherm match-up us more an early all-in than before vs OKW. M10, Stuart and Jackson are too well countered by StugIII G + pak so investing on them is already a result of an early game failure. If you are dominating, those units are pretty much irrelevant, they are designated to counter armor, and you must deny him armor.
I have tried a lot to go T2 vs wehrm and I get nothing good from it, T2 USF can't help you to hold any line of fire, and that's what you need after the pushing phase.
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