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russian armor

i could really use some help from USF players.

5 Feb 2016, 14:38 PM
#1
avatar of troyquigley

Posts: 226

i am starting to play coh2 again, after walking away for 3 months.

i am going to focus on playing only USF.

if you guys would be so kind, would please give me some tips and info.

what commander and build do you prefer when facing W ?

what commander and build do you prefer when facing OKW ?

i am ranked 900-1000 currently.
5 Feb 2016, 15:09 PM
#2
avatar of GiaA

Posts: 713 | Subs: 2

i am starting to play coh2 again, after walking away for 3 months.

i am going to focus on playing only USF.

if you guys would be so kind, would please give me some tips and info.

what commander and build do you prefer when facing W ?

what commander and build do you prefer when facing OKW ?

i am ranked 900-1000 currently.


Commander depends on the map rather than your opponents faction.

Opem->Infantry Company
Urban->Rifle Company

Go 4 Rifles into Stuart every game.
5 Feb 2016, 15:19 PM
#3
avatar of newvan

Posts: 354

jump backJump back to quoted post5 Feb 2016, 15:09 PMGiaA

Commander depends on the map rather than your opponents faction.

Tactical Support Company - any map, any opponent, any format.)

But it's true, sometimes you need Thompsons or flamer on urban maps, but most urban maps are banned from axis side.
5 Feb 2016, 15:20 PM
#4
avatar of GiaA

Posts: 713 | Subs: 2

jump backJump back to quoted post5 Feb 2016, 15:19 PMnewvan

Tactical Support Company - any map, any opponent.)

But it's true, sometimes you need Thompsons.


You dont need thompsons nor calliopes imo
5 Feb 2016, 15:56 PM
#5
avatar of 5trategos

Posts: 449

In 1v1s:
Against Wehr, and on larger maps, you can afford to go for 3 rifles + LT into a fast M20.

Use the M20 to harass and maintain control of the farthest points of the map.

Otherwise, what GiaA said: 4 rifles, Captn'.
5 Feb 2016, 16:15 PM
#6
avatar of edibleshrapnel

Posts: 552

jump backJump back to quoted post5 Feb 2016, 15:20 PMGiaA


You dont need thompsons nor calliopes imo


But Tactical support is superior to infantry in every way? :(
5 Feb 2016, 17:01 PM
#7
avatar of dasheepeh

Posts: 2115 | Subs: 1

I love going for 3 rifles into LT for a fast M20 or a fast M15 AA HT coupled with either 1 or 2 HMGs.

Just make sure you dont end up without any AT all of a sudden. You can either tech Cpt afterwards, go airborne or tech quick Major if things are going well fuel wise.
5 Feb 2016, 17:06 PM
#8
avatar of Schewi

Posts: 175

10 rifle start is a good one.
5 Feb 2016, 17:10 PM
#9
avatar of Clarity

Posts: 479

Infantry Company is your best bet for indirect fire if you haven't dropped Tactical Support in War Spoils or don't want to pay Relic. Plus, you get Riflemen Field Defenses which gives you access to early mines, these can be a life saver if you go for LT against OKW and get caught with your pants down against a fast Luchs. It is very ridiculous the Calliope is probably single-handedly better than all of the indirect fire options Infantry Company has. Heavy Cavalry is a solid commander with well-rounded abilities and Rifle Company is really nice on garrison heavy maps even though a lot of Axis players tend to veto those. Otherwise, Armor Company is also a good choice since M10's are still crazy cost effective and can help against medium armor when teching to Major tier.
5 Feb 2016, 20:10 PM
#10
5 Feb 2016, 20:53 PM
#11
avatar of BeefSurge

Posts: 1891

Against okw you go 4 rifle stuart into multiple stuart, or 3 rifle m20 aa track with usage of .50 cal and zooks

Against Ost you rush m20 to kill sniper, if there's no sniper go and get multiple stuarts
5 Feb 2016, 20:53 PM
#12
avatar of MarkedRaptor

Posts: 320

is the PERSHING commander any good ?


The mines are good, and the smoke can save a vehicle or unit in a pinch. Combined arms is situational but very strong in that situation. The pershing may be overpriced but that thing is a wipe machine. I'd take a pershing over a panther anyday personally.

Rangers are...meh? 1 Squad is fine with thompsons. They lack the utility of riflemen and make a poor replacement. They are nice to flank and 1v1 squads with. However I find them to be a liability until they hit vet 3, where they rip apart everything.

Overall a good commander, it's weakness is it's lack of indirect fire or strong call-ins(skill planes). It makes up for this with a stronger late game the USF doesn't have normally.
Uhu
6 Feb 2016, 00:22 AM
#13
avatar of Uhu

Posts: 55

I use the Rifle Company!

In a team game (3v3,4v4): Rifle/Rifle/Ambulance*/Rifle/CPT(Oversee production)/Howie or AT**/Stuart or muni cache/Major/etc

*use the ambulance to support your team, and use soft retreat as often as possible. It will help maintain your momentum. Be sure to park it near the fight. Move it back once you have a major.
**observe your opponent's movements and build.
>If they spam inf, build howie.
>If they don't have too much inf, build AT.
>If your allies build emplacements or use buildings often, and the opponent is WEHR, build AT.
>If you see an OKW mech truck, build AT. Use AT to wreck HQ's early game if you see an opening.

Rifle Company:
>The WP smoke ability is the best thing about the Rifle company! It rains down quickly, fast recharge time, and eats away health. This ability is incredibly versatile- it can deny areas, force retreats, force enemies along a certain path, weaken enemies before an assault... It's underused, so most opponents underestimate it.
I use it to dislodge pesky MG's from buildings or blobs team weapons. It's also useful against volk/gren blobs. Fire this ability behind blob's retreating path, or in front them. If they retreat through the smoke, chase them with your stuarts/shermans to wipe them out. Because they have 0 health, they will drop like flies. I also fire it on the OKW med HQ before an assault. Your riflemen will make short work of them.
>E8 Shermans. I only use this in maps where my jacksons do not have the advantage in range. Otherwise, get 1 of them. Support them with 1-2 Jacksons.
>I rarely use the flamer, but it's handy if there are a lot of buildings.
>The sprint ability is okay, but it's a risky ability. Avoid it if you can.

In summary, it's a good commander that relies on the core units.
8 Feb 2016, 11:26 AM
#14
avatar of Looney
Patrion 14

Posts: 444

jump backJump back to quoted post5 Feb 2016, 17:06 PMSchewi
10 rifle start is a good one.
8 Feb 2016, 13:17 PM
#15
avatar of Australian Magic

Posts: 4630 | Subs: 2

Strategy desk exists for a reason... Just saying...
8 Feb 2016, 14:53 PM
#16
avatar of DonnieChan

Posts: 2272 | Subs: 1

Strategy desk exists for a reason... Just saying...


considering how the balance desk is getting dumped on this honest and hunmble question here makes me happy
8 Feb 2016, 15:03 PM
#17
avatar of Bananenheld

Posts: 1593 | Subs: 1



considering how the balance desk is getting dumped on this honest and hunmble question here makes me happy

IF I CANT WIN ITS A BALANCE ISSUE KAY?!!!11!1
8 Feb 2016, 19:13 PM
#18
avatar of troyquigley

Posts: 226

ok...

i have played 10+ games since creating this thread.

thx so much guys for all the info and ideas.

i have been focusing on the "tactical support" commander....love the recon/calliope/strafe/m5

i seem to be around a 60% win ratio in 1v1 / 2v2


my build is usually:

rifle x4
company cp
stuart
m5
at gun x2
battalion cp
calliope x2
sherman x2


i have tried to love the jackson, but i am not good enough to keep it alive...dies 2 easy for my skill level...the sherman with at guns seems to work better for me...

i am still struggling with kubels and flak HQ...i know that i N2L2P

thx again ....
8 Feb 2016, 19:24 PM
#19
avatar of BeefSurge

Posts: 1891

If you rush M20, it can hunt down Kubel and protect your calliopes/guns with AT mines
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