Assault engineer demos are amazing on semois, and even on langres if you 'hide' the demo charges at likely cover points like near the centre points or the fuel points |
been experimenting with going captain and having one or two of the howitzers if I'm quite comfortable with how the fight is going. Trying to see if theres a way I can incorporate teching and getting howitzers 'early' as i've found they cause me immense grief when the OKW do it. |
I usually go with Riflemen - RE - Riflemen x2, OP fuel or munis (depends on if there is a need for munis for BARS/Bazookas but I usually play infantry commander so the 3cp lmgs are awesome), Captain then AT or stuart.
Depending on how i'm doing i'll either OP again and go for shermans or spend my resources on extended AT/howitzer play |
On top of the great suggestions already said, riflemen with bars can chip away at them consistently if they are in green cover like trenches that cant be destroyed by the flak HT |
I'm usually inclined to use Jacksons or M10's. If you've got a stuart, get it around the KT and pop its engine, riflenades can also work but i've had a hit and miss with them, so the stuart has been more likely to work.
Then, AT's and Jacksons can usually do the trick. AT's got a good record of just breaking armor and Jacksons/m10 rounds to the rear and sides are great kilers.
I think the real clincher is killing support units as there have been a few times when the KT has just limped away to be repaired and the kill stalled by other blocking units |
I've tried a variation of this and my issue is that it really requires early aggression to keep up with the enemy. Without an early ambulance in the opening minutes your men might be run ragged. As US troops are more fragile than other factions (especially to focus fire), not having an ambulance before bars can hurt if you're not sharp on your unit preservation.
Also an early ambulance helps keep aggression up since you can virtually keep field presence with an upfront reinforce (watch the alienware final with jesulin vs twister r1 with jesulin as germans, not quite the same but it shows the concept effectively)
also, if you're fighting the standard ostheer army, effective enemy mg play can prevent you from capitalizing on some of the advantages you've stated.
Otherwise, I generally agree with the build but it requires really sharp and focused play ;p |
yeah, not a big fan of the pathfinders, I'm still playing the US like I did in coh1 with a lot of close range kills via flanking and pathfinders don't really fit that style imo.
Smoke is pretty useful but otherwise, if the mg is in buildings like on semoisky, keep in mind that not all buildings have the equivalent amount of windows, if you position a unit with a full auto weapon on the weakside at close range with the mg shooting at other units and not out that window, the unit on the side can shoot with virtual impunity. I've seen sturmpios do it so many times and they wreck units in buildings at that range if they don't take many losses. |
I'd probably go BARs 2x if I havent gone infantry commander and am willing to wait for the .30 cal. I find that if you use the RE's volley fire and send up your rifles to finish off the squad the BARs will make short work of almost any squad. Other than that, it gives your rifles that much needed punch early/mid to compete with grens, etc.
Also, does anyone now if buying the weapon rack upgrades (like nades) increases the rate rifles get vet? In CoH1 they did, and i'm curious if they've added that here as well. |
This is more out of curiosity than anything but is there a place where I can see the stats for the units like damage, hp, etc?
It may just be me but are US infantry more fragile that the german units? Had a few games and was losing a couple of dudes in each squad rather quickly even in cover when engaged by a volks and an mg |
I've somehow managed to counter it a couple of times but the mere fact that it delays capturing points and fighting effectively is such a blow.
It's a sacrifice to do so but OP'ing the first muni's point to get the bazooka to kill the truck is possible. Zook's do almost double damage since the truck isn't set up. |