Hello strategists, I would like to hear your opinion about this option and the commanders that give it, especially the Infantry Company Commander. I've just read the guide of CookiezNcream about this commander but it is 1 year old and I wonder if anything in this guide is right now.
Ok the 5 ammo mines are gone today but what about M1919? Is it worthy, or nerfed so don't even think to waste the 70ammo? I only play 3v3 and 4v4 and just started to learn the US forces.
M1919 LMG
7 Oct 2016, 14:14 PM
#1
Posts: 9
7 Oct 2016, 14:48 PM
#2
Posts: 1072
They are your bread and butter to a- moving your blob to victory. Equip all your riflemen with 2.
7 Oct 2016, 14:50 PM
#3
Posts: 294 | Subs: 1
Get Tactical Support, equip all riflemen with double, call in CalliOPes and win. And don't forget to blob them.
7 Oct 2016, 15:07 PM
#4
Posts: 2066
You have just discovered your way to the top of the leaderboards
7 Oct 2016, 15:39 PM
#5
Posts: 401
We all complained about how ridiculously powerful the duel-M1919-equipped Rifleman blobs can get, and here we are, telling players new to USF to do the exact same thing we all despise. We create our demons, didn't we? (No offense to EYFYHS)
Anyways, back to the topic: They're right. Since you play 3v3+, it won't be that hard to get 3 Vet 3 Rifleman squads with duel-equipped M1919s and just steam roll any Axis infantry squads.
Anyways, back to the topic: They're right. Since you play 3v3+, it won't be that hard to get 3 Vet 3 Rifleman squads with duel-equipped M1919s and just steam roll any Axis infantry squads.
7 Oct 2016, 17:02 PM
#6
Posts: 485 | Subs: 1
We all complained about how ridiculously powerful the duel-M1919-equipped Rifleman blobs can get, and here we are, telling players new to USF to do the exact same thing we all despise. We create our demons, didn't we? (No offense to EYFYHS)
Anyways, back to the topic: They're right. Since you play 3v3+, it won't be that hard to get 3 Vet 3 Rifleman squads with duel-equipped M1919s and just steam roll any Axis infantry squads.
M1919 & vet riflemen are powerfull as hell.
but why would M1919 be better than BAR ?
It doesn't fire on moove, is slightly better at long range but worst than bar at middle, cost more and need to take the good commander.
EYFYHS : i would better go for BARS blob (at least 4 riflemen dual equiped) and don't forget to put a forward retreat point near, so that you can bring democracy to these NAZI plebs.
7 Oct 2016, 17:38 PM
#7
Posts: 455
They are your bread and butter to a- moving your blob to victory. Equip all your riflemen with 2.
Get Tactical Support, equip all riflemen with double, call in CalliOPes and win. And don't forget to blob them.
You have just discovered your way to the top of the leaderboards
We all complained about how ridiculously powerful the duel-M1919-equipped Rifleman blobs can get, and here we are, telling players new to USF to do the exact same thing we all despise. We create our demons, didn't we? (No offense to EYFYHS)
Anyways, back to the topic: They're right. Since you play 3v3+, it won't be that hard to get 3 Vet 3 Rifleman squads with duel-equipped M1919s and just steam roll any Axis infantry squads.
Just like everyone said, they're worth it. Coming from a 4v4 player, it dishes enough damage that grouped squads can kill an HMG crew.
7 Oct 2016, 20:23 PM
#8
1
Posts: 3052 | Subs: 15
Oo I'm glad ppl still read that. I did update it I'm pretty sure.
most of the "concepts" in that guide apply more than ever. Except you can ignore the "this commander is weak against etc" as USF is pretty strong against both axis factions provided you have decent micros.
With the mortar now, which I guess I should add in: it's even more lethal, mgs can't stop your riflemen because they'll get peppered by mortar and grenadiers/ volks simply can't stand up at all. Snipers/ obers/ falls are axis only chance and they can get rocked by artillery or the plethora of lights USF has, or simply matched by the LMG riflemen.
Just make sure you attack move the rifles.
Here's a good 2v2 game with my Asian friend(he's the best blobber you'll see) that showcases the best way to use LMG, lights, late game arty and mortars:
most of the "concepts" in that guide apply more than ever. Except you can ignore the "this commander is weak against etc" as USF is pretty strong against both axis factions provided you have decent micros.
With the mortar now, which I guess I should add in: it's even more lethal, mgs can't stop your riflemen because they'll get peppered by mortar and grenadiers/ volks simply can't stand up at all. Snipers/ obers/ falls are axis only chance and they can get rocked by artillery or the plethora of lights USF has, or simply matched by the LMG riflemen.
Just make sure you attack move the rifles.
Here's a good 2v2 game with my Asian friend(he's the best blobber you'll see) that showcases the best way to use LMG, lights, late game arty and mortars:
7 Oct 2016, 20:47 PM
#9
Posts: 2066
Just make sure you attack move the rifles.
Here's a good 2v2 game with my Asian friend(he's the best blobber you'll see) that showcases the best way to use LMG, lights, late game arty and mortars:
Yeah this game pretty much summons the balance and the state of the game up for the last few months. Nothing they could have done against double USF in this scenario. Blobbing skills on point.
7 Oct 2016, 20:59 PM
#10
Posts: 1554 | Subs: 7
Infantry Company is quite decent in team games, especially in long ranged maps where 1919 LMGs excel. You can build an army of AI specialists (Riflemen with 2 LMGs each + optional LT) and AT specialists (Jacksons). Priests inflict great damage upon static foes such as forward Headquarters.
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