RE heavy starts=the future
Posts: 1891
-Opening up with REs lets you gobble up the map quickly, and is great vs Kubel/MG42 starts. Occupying key buildings vs Ostheer too.
-Having a solid RE core is great for protecting early vehicles from mines, and with racks can be very cost effective counters.
-REs actually circumvent Rifle bleed. Start engagements conservatively with REs in cover, and flank with Rifles. If you lose 1 RE for one Riflemen that you would have lost, you save 8 MP. This adds up over the course of a game.
-Recon. Having lots of REs lets you probe the map without much risk. This is very true early game.
-In the early game a fighting pit on the enemy's cutoff can be GG, if you draw the enemy away.
-Placing Tank Traps directly in front of a Fighting Position protects it greatly. Surround it from every direction for maximum protection.
-In the late game double zook/LMG REs hold the line and protect support weapons very well. You can slow just grind the enemy down in the MP war.
IMO there isn't much reason to not start with at least 3 REs every game. They are economic as hell, do a little bit of everything, and can help turn early engagements in your favor.
Posts: 2819
Like, placing tank traps in front of a FP, seems obvious but never did that .
Agreed!
Posts: 773
Thank me later
Typically I will build 1 more RE to start into 3 rifles then tech up, the 1 more RE is really vital to capping a lot of the map early on but building an extra RE? I don't know. Giving them 60-120 munitions worth of weapons to become pinatas for the enemy is a bit too risky for my liking.
I might try it though.
Posts: 1891
Posts: 773
Assault Engies and Pathfinders might be needed if you go more than 2 RE early game, btw
Could you elaborate? I find both (more so engies) to be very squishy!
Posts: 1891
Of course vs really infantry heavy 2 RE 4 Rifle is great, but you can't really predict exactly beforehand.
Posts: 139
Posts: 17
Would love to see some more utility coming with them. I mean in the begining they were the pay 15 mun MG. Now they can barely supress anything with SF.
Posts: 1891
Axis LMGs laser down individual models, meaning a Riflemen or a RE will die to a burst regardless. This makes LMG REs really good at grinding down the enemy MP if they go LMG Grens/Obers.
Posts: 104
REs are still good lategame. Just give them zooks or LMGs and always have them building tank traps.
Axis LMGs laser down individual models, meaning a Riflemen or a RE will die to a burst regardless. This makes LMG REs really good at grinding down the enemy MP if they go LMG Grens/Obers.
Idk I've been trying re-spam starts recently and have found that lmg obers hard counter it. Even 5 man with bars I they fall brutally fast.
Posts: 2723 | Subs: 1
http://www.coh2.org/replay/38226/who-even-needs-riflemen
Ok admittedly he isn't the greatest 1v1 player and it was a casual game, but it was pretty funny getting 2 LMGs on REs.
The map presence the REs give you is really nice as you said, I just obviously went overboard.
Posts: 1891
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Posts: 151
Also gives you good map control and something else for your opponent to shot at rather than Rifles.
Posts: 1891
Theorycrafting here, but I really don't see this working against Grenadier or even Pioneer spam.
Harass/start engagements with REs and flank with rifles
Posts: 1890 | Subs: 1
Harass/start engagements with REs and flank with rifles
I'll do this as OKW with Volks and Strums too. Idea is to walk REs ahead of Rifles so that squads auto-target them so you force the other player to micro target the "bigger" threat. Works well if they are busy or otherwise aren't noticing what squad is being fired at.
Posts: 1891
Giving REs BARs lets them cost effectively deal with troops from far away while Rifles can still flank, which is really nice.
Posts: 3052 | Subs: 15
They are weapon pinatas,cant beat late game axis infantry,only match them if you're lucky..(really you only make the axis lategame even stronger by giving away BARs and zookas),and make you look like a dick in the post game screen with ratios like
96 Kills
276 deaths,
130 kills,345 deaths,etc etc
HOWEVER,HAVING 2 AT ALL TIMES(MAYBE 3 if you have alot of muni) RE's with double zook or bar,or a mix of both,on top of your 2-3 rifles+both officers is a very effective scaling infantry force.
But really anymore than 2 and you're starting to shoot yourself in the foot,unless of course,you were the better player to begin with.
"not having bleed" isnt a good enough reason to RE spam,in my opinion.
Its just a flaw of USF. Nothing you can do to properly circumvent it in an even matched game.
Also,I only give RE's weapons at VET 2,or if I give them weapons at vet 0,its a bazooka to help them vet.
Posts: 1194 | Subs: 1
Early game, riflemen are still the best infantry in the game. Use them, because there is no reason not to.
In the lategame (when armor and lmg grens are everywhere), replace lost rifle squads with RE, 1 1/2 squads per lost rifle/ LT. Upgrade each RE with either 1 BAR or 1 M1919. RE with a BAR can suppress a squad in zero cover in about 6 seconds (volley fire), and become the most cost effective infantry in the game. When you have time off, spam tank traps for cover, and maybe a fighting position to use as a grenade dispenser. Always support with actual mgs.
RE in green cover (2 squads + 1 MG) can defeat ANY infantry push, and can also defeat any combined arms effort with the aid of a Pack Howitzer and an AT gun or two. Never attack the enemy, and just hold the VPs until you win.
For extra awesomeness, make sure your ambulance or M3 HT is close by, since RE reinforce very quickly.
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