i could really use some help from USF players.
Posts: 226
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.
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.
Posts: 354
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.
Posts: 713 | Subs: 2
Tactical Support Company - any map, any opponent.)
But it's true, sometimes you need Thompsons.
You dont need thompsons nor calliopes imo
Posts: 449
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'.
Posts: 552
You dont need thompsons nor calliopes imo
But Tactical support is superior to infantry in every way?
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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.
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Posts: 226
Posts: 1891
Against Ost you rush m20 to kill sniper, if there's no sniper go and get multiple stuarts
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.
Posts: 55
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.
Posts: 444
10 rifle start is a good one.
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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
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
Posts: 226
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 ....
Posts: 1891
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