USF New meta
Posts: 2
Posts: 3032 | Subs: 3
Early game build orders haven't changed much, but you can tech up to LT or CPT much earlier now which you need to pay attention to. Early nade tech can be rly good especially vs Ostheer now. In some situations and how USF tech got changed, it's actually more wise now to go both LT and CPT before Major. 50cals are very essential IMO, but be careful: Jäger light inf from OKW is meta now as they're a bit OP. They can wipe the floor with a 50cal (or USF in general )
50cal and AT gun drop from airborne doc is extremely cheap now.
It's still all about riflemen. You see some pathfinder-only strats now here and there since they are 0 CP but personally I think it doesnt work vs competent players(feel free to try it yourself tho). The exact same goes for new Assault Engineers (armor doc), I dont think they're that crazy good even as 5 men squad.
The mortar halftrack is super good for support now. It's cheap and vet 0 Phosphorus is amazing vs team weapons (vet 1 delayed barrage got buffed as well but it's still very situational).
It's easier to pull off light vehicle plays with the new USF tech, M20 for instance arrives very early now. I also love M3 halftrack rush from Mech doc with cavalry riflemen inside. If you struggle with early capping on bigger maps, keep in mind that the WC51 jeep can cap like Kubelwagen now.
Some tips for late game: Normal sherman with bulldozer upgrade(+160 health!) from Mech doc + Jacksons is a super good and cost effective combo. Jacksons + P47 loiter is still devastating if you struggle vs tanks. And if there are many OKW HQ trucks on the field you are never wrong with some priests. Scotts are still OP
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Posts: 3602 | Subs: 1
Hey simple question or questions. I will keep this short so i am not ranting to much. What is the new meta regarding USF for 1v1, or 2v2, and 3v3's? i am very confused especially wit the newest patch i feel like the us doesn't have any killing power by the end of mid game. i could be playing them wrong or maybe im not starting out correctly. i am in the 600's for 2v2's and 1000's for 3v3's. any tips would be nice. getting back into the game after this patch has been difficult. i meando people start capt now since they switc hthe abilities. which commanders give yo uthe most bang for buck. etc etc.
If you're more an early aggressive kind of player, Lieutenant.
If you´re more defensive kind of player, Captain.
Else, it is difficult to tell you what you need to do from what you say. The only hint you give is that you struggle around mid game which let me suppose you have hard time to manage your medium tanks micro. Well if it is the case, you need to train more on this particular aspect.
About commanders, mechanized Commander requires you to be aggressive, here again it depends of you. Airborn is a good compromise between aggressive and defensive play. The early Pathfinder can provide you a lot if you understand it well how it works in term of damage output and vision. Infantry Commander is probably the best commander atm for defensive play, the one I use when I don't know exactly how to manage the game, if I see particular commanders and fear the use of specific abilities that counter well Airborn.
So here we go, are you more of a defensive or offensive player, or maybe both but it depends of the map or faction you're facing, or the position on the map or whatever...
When you know that, you can pick your officer and commander and develop your strategy.
Posts: 2
i am typically a more aggressive player, because i feel like you have to be when playing as the allies vs the Germans. i subscribed to the believe that not giving the Germans room to breathe ever, helps keep them from massing tanks and inf blobs etc. sorry i didn't put a lot of details because i wanted to avoid falling into the pitfall of just complaining. typically i use rangers as a good shield assault force because of there beefy ness. if i have vehicle problems i tend to play airborne or mechanized , airborne because the bazookas vet well with paras and mechanized for the up gunned Sherman. over all i tend to shy away from Armour as the u.s because it feels like my inf response along with at guns is much more reliable to dealing the damper safely than a Sherman or Jackson which feels like a glass cannon.
If you're more an early aggressive kind of player, Lieutenant.
If you´re more defensive kind of player, Captain.
Else, it is difficult to tell you what you need to do from what you say. The only hint you give is that you struggle around mid game which let me suppose you have hard time to manage your medium tanks micro. Well if it is the case, you need to train more on this particular aspect.
About commanders, mechanized Commander requires you to be aggressive, here again it depends of you. Airborne is a good compromise between aggressive and defensive play. The early Pathfinder can provide you a lot if you understand it well how it works in term of damage output and vision. Infantry Commander is probably the best commander atm for defensive play, the one I use when I don't know exactly how to manage the game, if I see particular commanders and fear the use of specific abilities that counter well Airborne.
So here we go, are you more of a defensive or offensive player, or maybe both but it depends of the map or faction you're facing, or the position on the map or whatever...
When you know that, you can pick your officer and commander and develop your strategy.
Posts: 3602 | Subs: 1
If you are an aggressive player then Mechanized, Armor or Aiborn are the commander you need.
Then infantry with Atgun in support is the way to go to a certain extend. You need to transition during the mid game with medium armor, Atgun are subject to fast decrew with the arty and veted infantry squad, grenades etc...
Your attitude in game, being aggressive, is probably what is your weakness when it comes to manage Shermans and Jacksons. If riflemen let you be super aggressive, sherman and jackson need more carefulness. There are times to be aggressive and times to be more cautious, USF mediums need more cautious time than aggressive one, they need to stay behing your riflemen and you must restrain yourself to dive with them.
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Posts: 888
With OKW Jaegers stomping USF Riflemen into the dirt, I'm not sure it's the best time to play the Americans, Rifles are the new victims of Powercreep.
Riflemen have been crap for a long time. They preform like a 240 MP unit but cost 280 MP. They are definately not better than Volks at 250 MP. "But but muh DPS!" - that means exactly nothing when they have piss poor accuracy. Riflemen were still the worst mainline infantry unit in the game even before the new JLI fad. JLI just reaffirms how terrible Riflemen are.
Posts: 1220
Posts: 1002 | Subs: 2
"But but muh DPS!" - that means exactly nothing when they have piss poor accuracy.
You actually have that logic backwards. Piss poor accuracy (and their accuracy is actually on the good side, mind you) means exactly nothing when they have decent dps.
To explain the logic, accuracy as a stat has no significance on its own. A higher accuracy is only important because it means a higher DPS. Therefore, in a pure balance (as opposed to design) argument, DPS is the stat that matters. Why do I care how often my units hit (besides getting predictable outcomes, which isnt really a concern with such a large volume of fire) if they end up doing a lot of damage due to other factors?
Posts: 1323 | Subs: 1
Up until you spend more munitions and get both of your side techs.
If they let you have that much munitions and fuel to back them up vs OKW Skirt Panzer IVs.
At least Jaegers now cost the same as a Riflemen with a BAR.
Posts: 16
The cavalry riflemen are my fav infantry right now. They can singlehandedly take on MG's with their smoke grenade thompson rush. Particularly effective in a high resources match when you can field them straight away. They can be squishy which sucks so its best to use them in pairs or even threes. Their at satchel is a bit pricey at 45 muni but it hits pretty hard and always damages the engine, allowing your zooks to finish it off.
The m3 halftrack is great for putting two cavalry squads in and harassing would be point cappers, it also reinforces units which is super handy. The jeep i'm stuggling to use well at the moment but i can see its potential.
And as i have said in another thread the 76 shermans are IMO great and can be even better then Jacksons when used effectively. I dont tend to use combined arms much, but it defo suits the playstyle of the commander.
Posts: 888
Mechanized works the best because it fills a lot of gaps for USF and puts them on a more even footing with OST and OKW. Heavy Cavalry can work because you get a good infantry unit, and a decent heavy tank (although like most USF units they are still overpriced compared to what your opponent will have).
Posts: 1323 | Subs: 1
Posts: 1044 | Subs: 1
I think the 3 best teamgame docs for USF now are Mechanized, Airborne and (still) Infantry company.
Early game build orders haven't changed much, but you can tech up to LT or CPT much earlier now which you need to pay attention to. Early nade tech can be rly good especially vs Ostheer now. In some situations and how USF tech got changed, it's actually more wise now to go both LT and CPT before Major. 50cals are very essential IMO, but be careful: Jäger light inf from OKW is meta now as they're a bit OP. They can wipe the floor with a 50cal (or USF in general )
When is it better to tech LT or Capt first in 3v3-4v4? I feel like both 50 caps and pak howis are incredibly strong in team games and therefore I typically go airborne to get both. Also how is the m20 in 4v4 since it’s timing is shorter against the 222/licks?
Posts: 3032 | Subs: 3
When is it better to tech LT or Capt first in 3v3-4v4? I feel like both 50 caps and pak howis are incredibly strong in team games and therefore I typically go airborne to get both. Also how is the m20 in 4v4 since it’s timing is shorter against the 222/licks?
the only early vehicle worth getting is the AA HT. Basically on urban maps I would go LT first for the 50cals, else Captain
Posts: 9
I think the 3 best teamgame docs for USF now are Mechanized, Airborne and (still) Infantry company.
Early game build orders haven't changed much, but you can tech up to LT or CPT much earlier now which you need to pay attention to. Early nade tech can be rly good especially vs Ostheer now. In some situations and how USF tech got changed, it's actually more wise now to go both LT and CPT before Major. 50cals are very essential IMO, but be careful: Jäger light inf from OKW is meta now as they're a bit OP. They can wipe the floor with a 50cal (or USF in general )
50cal and AT gun drop from airborne doc is extremely cheap now.
It's still all about riflemen. You see some pathfinder-only strats now here and there since they are 0 CP but personally I think it doesnt work vs competent players(feel free to try it yourself tho). The exact same goes for new Assault Engineers (armor doc), I dont think they're that crazy good even as 5 men squad.
The mortar halftrack is super good for support now. It's cheap and vet 0 Phosphorus is amazing vs team weapons (vet 1 delayed barrage got buffed as well but it's still very situational).
It's easier to pull off light vehicle plays with the new USF tech, M20 for instance arrives very early now. I also love M3 halftrack rush from Mech doc with cavalry riflemen inside. If you struggle with early capping on bigger maps, keep in mind that the WC51 jeep can cap like Kubelwagen now.
Some tips for late game: Normal sherman with bulldozer upgrade(+160 health!) from Mech doc + Jacksons is a super good and cost effective combo. Jacksons + P47 loiter is still devastating if you struggle vs tanks. And if there are many OKW HQ trucks on the field you are never wrong with some priests. Scotts are still OP
Got to say.. you already say it all, even if I would personnaly place Heavy Cavalry on 2nd and Airborne 3rd (pure subjective choices), I got to aggree on mostly all facts that you pointed out , some wisdom in bars.
Pathfinders spam ain't worth it to me neither, Mechanized is on Top atm (and God knows I hope it will stood in place).
Such an awesome Doctrine, this Mech' Company does trully provide us some serious stuff In-game, but I already write something about it on another thread.
No need to copy/paste it here.
Bydaway really nice Feedback that you popped in there, keep pushing up and pointed out.
Posts: 9
From a 1v1 perspective are only two somewhat effective commanders for USF, Mechanized and Heavy Cavalry.
Mechanized works the best because it fills a lot of gaps for USF and puts them on a more even footing with OST and OKW. Heavy Cavalry can work because you get a good infantry unit, and a decent heavy tank (although like most USF units they are still overpriced compared to what your opponent will have).
+1 same perspectives by there, I would just add Airborne as 3rd.
Some would say Armor, Infantry or even Recon Support in the load out, it's also totally valuable and subjective aswell.
Mechanized litteraly f*ck da way those days, Wheels on Fire, but Heavy Cavalry is still one of the most solid Doctrine to me, though as Rangers Vet 3.
What could we say about them that the Legends ain't already claiming, IMO the MVP' squad from the Allys' Infantry League (ex-æquo with Royal Commandos) and maybe from the whole Federations.
Smoke Arty got to be noticed, it comes in asap (like 2 sec no?), cover a large area to protect your owns an disturb the oponment.
Combined Arms is such a blessing, all the bonus given are really worth it, just got to remind to use it and when.
The Baneblade is the USF Zillakami, the 90mm gun + the "Idestroyeverything" rounds, the self defence at Vet 2 by throwing grenades, only Heavy Tank from USF (and only Vehicule from the faction which cannot decrew).
This almost say it all about his pontential, and his fire power, with Rangers going alongside as an escort, Combined Arms activated and Smoke Arty to cover, you will definitely hard Heavy on whatever will face off (90%).
Posts: 24
Heavy Cav - for 3s and 4 v4s where I think the Pershing will match up with Tigers in late game. Rifle defenses and Rangers are ok too but don’t get crazy with them.
ReCon Suppt. - My fav 1v1 doctrine. All the attributes unlocked by 7 CP , I&R pathfinders. I use the monitors to spot for Indirect Fire mid- late game and use a bulletin to increase Los 5%. Late game with munitions I&R plus Major = amazing blob control or weapon decrew. Two words: Cluster Mines. With this strat it helps to use RE to build a couple of munition points.
Rifle Co - If I’m undecided about the map or my team mates in multi player I go to Rifle Co for the balance. Good infantry support and an RE with flame thrower is an awesome garrison destroyer or mg flanker. WP smoke is under rated to both cover an mg but also decrew it if they don’t insta retreat. Finally the Easy 8/Sherman is a cheaper medium+ tank that requires at support vs heavies but can hold its own with a pz IV. If you vet it for the HVAP it gets into Panther-League but like all USF the best 1v1 game is when your tanks and atg do about the same armor damage. Share the love.
Since the Rear Echelon upgrade with rifle grenades it may be worth it to dig a few of those near vp’s or supply points and garrison with the RE until the .50 comes up. I set up near an obvious mg42 garrison point yesterday and my RE in the fighting emplacement auto rifle-naded then out in about 39 secs....
Good luck on the battlefield....fm
Posts: 24
Heavy Cav - for 3s and 4 v4s where I think the Pershing will match up with Tigers in late game. Rifle defenses and Rangers are ok too but don’t get crazy with them.
ReCon Suppt. - My fav 1v1 doctrine. All the attributes unlocked by 7 CP , I&R pathfinders. I use the monitors to spot for Indirect Fire mid- late game and use a bulletin to increase Los 5%. Late game with munitions I&R plus Major = amazing blob control or weapon decrew. Two words: Cluster Mines. With this strat it helps to use RE to build a couple of munition points.
Rifle Co - If I’m undecided about the map or my team mates in multi player I go to Rifle Co for the balance. Good infantry support and an RE with flame thrower is an awesome garrison destroyer or mg flanker. WP smoke is under rated to both cover an mg but also decrew it if they don’t insta retreat. Finally the Easy 8/Sherman is a cheaper medium+ tank that requires at support vs heavies but can hold its own with a pz IV. If you vet it for the HVAP it gets into Panther-League but like all USF the best 1v1 game is when your tanks and atg do about the same armor damage. Share the love.
Since the Rear Echelon upgrade with rifle grenades it may be worth it to dig a few of those near vp’s or supply points and garrison with the RE until the .50 comes up. I set up near an obvious mg42 garrison point yesterday and my RE in the fighting emplacement auto rifle-naded then out in about 39 secs....
Good luck on the battlefield....fm
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