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russian armor

USF needs more elite infantry?

17 Aug 2015, 21:55 PM
#1
avatar of The Red Death

Posts: 133

Does anyone else feel that USF needs some kind of tougher specialist infantry? The past 10 games I've played have been full of Ober players making 4 Falsch squads each and you'd need about 8 riflemen to take on those bastards. It's as if the Axis forces chew you up and spit a crumbled American flag back at you.
18 Aug 2015, 01:18 AM
#2
avatar of kildor
Benefactor 226

Posts: 53

Paratroopers with Thompsons.

They vet fast and kill any infantry in sight.

I love them so much but don't like the doctrine. Wish I could have Thompsons with Rifle Co.
18 Aug 2015, 01:28 AM
#3
avatar of The Red Death

Posts: 133

Paratroopers are very good with Thompsons, but the issue is that they can't take a hit at all when stacked against other infantry of their calibur.
18 Aug 2015, 01:36 AM
#4
avatar of kildor
Benefactor 226

Posts: 53

Well, I mix it up with Riflmen too. Or pathfinder in rear.
18 Aug 2015, 01:48 AM
#5
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

USF doesn't need more elite infantry. They need their stock infantry (riflemen), which cost as much as some elite infantry (Penals/ Pfus/ Storms) to actually get good enough veterancy to be worth keeping around. I personally find 1x BAR RE to be better lategame than riflemen.

My tip: rely on M2HB .50s and 1x BAR RE lategame for all your AI needs. The RE can even build green cover and wire when they are off duty. If you have Pathfinders (the airborne company ones), they scale amazingly with vet and 2x BARs.
18 Aug 2015, 02:54 AM
#6
avatar of BeefSurge

Posts: 1891

USF doesn't need more elite infantry. They need their stock infantry (riflemen), which cost as much as some elite infantry (Penals/ Pfus/ Storms) to actually get good enough veterancy to be worth keeping around. I personally find 1x BAR RE to be better lategame than riflemen.

My tip: rely on M2HB .50s and 1x BAR RE lategame for all your AI needs. The RE can even build green cover and wire when they are off duty. If you have Pathfinders (the airborne company ones), they scale amazingly with vet and 2x BARs.


Another tip: a fighting position with tank traps around it is harder to hit with direct fire. This + 1x BAR REs is great for holding VPs.
18 Aug 2015, 04:13 AM
#7
avatar of The Red Death

Posts: 133

What's funny is that every time I try a strategy in Automatch it never works but in Annihilation it always works.
19 Aug 2015, 03:19 AM
#8
avatar of kildor
Benefactor 226

Posts: 53

Honestly, I think the biggest issue (for me) is the manpower bleed I receive when playing USF. I LOVE them, but in bigger games I am ALWAYS wanting like 500mp to do stuff and always have so little.
19 Aug 2015, 05:59 AM
#9
avatar of The Red Death

Posts: 133

Yeah I just wish there was that one thing you can spend your resources on for like a really good unit much like every other faction.
22 Aug 2015, 07:45 AM
#10
avatar of Glassfish
Benefactor 340

Posts: 88

My biggest issue is that in a 1v1 it's only really viable to have 3 rifle squads due to their high upkeep and high reenforce cost when at least OkW and mix and match between Volks and strumpios and the Russians get super cheap conscript squads and ost gets grens who don't exactly break the bank, I find it hard to get early map control until I get my lieutenant as casualties just bankrupt you
22 Aug 2015, 11:13 AM
#11
avatar of Latch

Posts: 773

My biggest issue is that in a 1v1 it's only really viable to have 3 rifle squads due to their high upkeep and high reenforce cost when at least OkW and mix and match between Volks and strumpios and the Russians get super cheap conscript squads and ost gets grens who don't exactly break the bank, I find it hard to get early map control until I get my lieutenant as casualties just bankrupt you


You find it hard to get map control because you only have 3 rifles, get 4 then tech and dont fight battles you wont win, just retreat but better yet, always have another rifle squad close by.
22 Aug 2015, 11:51 AM
#12
avatar of Glassfish
Benefactor 340

Posts: 88

jump backJump back to quoted post22 Aug 2015, 11:13 AMLatch


You find it hard to get map control because you only have 3 rifles, get 4 then tech and dont fight battles you wont win, just retreat but better yet, always have another rifle squad close by.


it all depends on playstyle but see thats a contradiction as if you're playing soviets you can do a 5 or 7 conscript epening which allows you to have sqauds in groups of two if i have two us rifle swauds together it means the rest of the map im open except my third rifle squad or rear echelon squad i think as U.S. you do have to be much more tactful and intelligent about when and where your troops encounter the enemy and on what terms while not letting the enemy walk all over you. im certainly far from the best though i find as us im always playing catch up and teching to late
22 Aug 2015, 13:48 PM
#13
avatar of Latch

Posts: 773



it all depends on playstyle but see thats a contradiction as if you're playing soviets you can do a 5 or 7 conscript epening which allows you to have sqauds in groups of two if i have two us rifle swauds together it means the rest of the map im open except my third rifle squad or rear echelon squad i think as U.S. you do have to be much more tactful and intelligent about when and where your troops encounter the enemy and on what terms while not letting the enemy walk all over you. im certainly far from the best though i find as us im always playing catch up and teching to late


I always buy an extra RE at the start, then 4 rifles followed by teching what needs to be teched.

Send the RE's capping opposite ends, send your first rifle in the middle, the next 3 rifles then go to where the enemy is. If you see an engie squad you know that he isn't focusing there (well, 9/10 at least) and his main force is at the other side of the map.

The 2 RE opening gives you a lot of map control fast and the 4 squads of rifles make it really easy to lock down 1 half whilst you attack the other, reducing their map control further. It's a lot of Micro and a god awful lot of concentration (especially if you tech LT AND CPT) not to lose a squad.

I would dare say having 4 rifles is more important than teching at the first chance you get, and keeping 4 rifles (replacing if a loss occurs) is vital.
22 Aug 2015, 17:09 PM
#14
avatar of Esxile

Posts: 3602 | Subs: 1

You can also go

1xRE
3xRM
1XRE

Do not use your rifles to cap but to harass and push.

The problem with 2 RE start left and right is RE can't win vs anything, you can be pushed back from the map at 2 min mark.
aaa
22 Aug 2015, 17:33 PM
#15
avatar of aaa

Posts: 1487

usF needs more units like echelons for 100 MP to counter everithing with numbers ANd hand to hand combat . Thats what germs want basicaly

22 Aug 2015, 17:42 PM
#16
avatar of Corsin

Posts: 600

I feel they should have Rangers to scale better into late game.
23 Aug 2015, 01:25 AM
#17
avatar of Glassfish
Benefactor 340

Posts: 88

jump backJump back to quoted post22 Aug 2015, 17:42 PMCorsin
I feel they should have Rangers to scale better into late game.


i hated them in coh 1 as primarily a PE player those butchers had the ability to trample everything in blobs, im glad that the U.S. are less blobby in coh 2 Rangers and Bars only were so op back then
23 Aug 2015, 01:45 AM
#18
avatar of VonIvan

Posts: 2487 | Subs: 21

RANGERS WITH FIRE UP ABILITY WOULD BE COOL. Or something with OP lmgs to counter lmg blobberinos :foreveralone:
23 Aug 2015, 02:52 AM
#19
avatar of Glassfish
Benefactor 340

Posts: 88

jump backJump back to quoted post23 Aug 2015, 01:45 AMVonIvan
RANGERS WITH FIRE UP ABILITY WOULD BE COOL. Or something with OP lmgs to counter lmg blobberinos :foreveralone:


There are horrible debilitating diseases that id rather go up against than rangers o_O
23 Aug 2015, 07:06 AM
#20
avatar of The Red Death

Posts: 133

I'm totally up for anything that makes those Axis players cry.
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