I mean its the US forces, there isn't many different strats
That's why we gotta find all of the more interesting ones. :}
Thread: The Great US Strategy Thread10 Mar 2015, 02:11 AM
I mean its the US forces, there isn't many different strats That's why we gotta find all of the more interesting ones. :} |
Thread: Lets talk Stuart10 Mar 2015, 02:08 AM
If you are chasing a sniper, I find that not upgrading it is your best bet. It seems to have better on the move DPS without the autocannon, but that is probably a placebo effect. The 222 does well at countering the M20 and hard counters M3 spam, thats about the extent of its job, but it is great for supporting engagements between your grens and conscripts/ riflemen. Remember, if your enemy focuses on shooting the 221/2, you can pull it back and probably win the engagement due to the wasted enemy DPS. At vet 3, it is quite useful as a spotter, especially with spotting scopes. All in all, I think it either needs a health buff, or an armor increase. Maybe both. The stuart I like because it does well vs. ostwinds, OKW mech HQ, and as support vs. overextended tanks. It definitely needs a buff to its HP so it can survive 3 pak rounds. In: COH2 Balance |
Thread: The Great US Strategy Thread10 Mar 2015, 02:03 AM
USF is currently one of the more challenging teamgame factions. I'd like to make this thread a place for players to come and see different strategies that can be used for US forces This is a mechanized company build that has worked very well in 2vs2. The idea of this build is to take advantage of the refit option in mechanized, and use it to keep constant pressure on your enemies. This build is most effective against double OKW, but has merits vs. mixed ostheer and double ostheer. Early Game: Rifle Rifle WC-51 Rifle The idea of the early game start is to take advantage of your mobility to overwhelm your enemy, and use the WC-51's mobility on large maps to flank and cut off the enemy. If you see volks in green cover, use 2 rifles to engage from range, while your WC51 flanks to the side and drops off your third squad to deal heavy damage to the flanked position. The WC51 hardcounters the kubelwagon and gives very good supplemental damage vs. sturmpioneers. Remember that it doesn't have very good armor or HP, so you must always be paying attention to it. If you find a lull in the action, take your WC-51 deep and try to find your opponents truck building. If you destroy it, you will have more or less won the game. Mid game: LT M20 (if large map) AA HT BARS Major Next, you must take advantage of your early game fuel presence to push even deeper into enemy territory and secure your rear. Refit your Jeep as soon as you either see a raketen or as soon as your LT comes out. On maps such as Vaux Farmland and Minsk Pocket, build and use an M20 (without skirts, they will be a waste of money) to lay 1-2 AT mines on roads and flanking positions. As soon as you are done with the mines, replace the M20 crew with your RE squad, and refit the M20 to return your MP and fuel. Rush out the AA HT, and use it to supplement your riflemen as an effective field force. Move your riflemen out in front of your AA HT and push back the enemy with the combination of suppression from the HT and CQC damage from your rifle squads. Upgrade bars after your AA HT, and equip your rifle squads with one each, then 2 each (don't forget your LT). Build a Major. Build Fuel caches as soon as you start floating MP from taking reduced losses. Late Game: Sherman Sherman Jackson Sherman Sherman ... Typically, your late game will depend on what you prefer as your USF lategame armor composition. I prefer a sherman-heavy build with 1 jackson as support. Use the AA HT until you are about 40 fuel away from a sherman. Replace the crew inside with an RE squad, and refit it. As soon as the sherman enters the battlefield, replace the sherman crew with your AA HT crew. Use the HE rounds on the sherman to support your infantry as they push into enemy territory. Late game should rely on your armor to win battles and wipe as many squads as possible while your Jackson punishes the tiger that will come out at 11CP. You should have at least 1 sherman + 1 Jackson by the time the Tiger arrives. Use AP round shermans and flank the tiger if he overextends. Try baiting him over your defensive mines if you have any. Remember, if you lose your jackson when you don't have enough fuel for another, use withdraw and refit on your most damaged sherman (with your worst crew) to quickly fund the production of another jackson. Crew the new jackson with you best sherman crew so that you have access to AP rounds. Crews are important, if you have a highly vetted sherman crippled during an assault, get the crew out and get them away from the frontlines so that they can boost the vet of one of your other vehicles. Finish the crippled vehicle with your jackson, or just secure it and bring the crew back up after winning the battle. One last tip, if you find yourself floating fuel late game, consider teching to a captain to use the supervise function in order to pump out as many tanks as you can. You may find it useful to take him into combat and get him to lose most of his models so that he doesnt become a drain on your popcap. Doctrine: The strategy I have outlined makes use of the first two abilities, and has the other 3 as supplemental options. Use the recon overflight to sscout out enemy positions prior to your main push. Use the mechanized arty + 2-3 rounds from a sherman to destroy the OKW base buildings. The M3 halftrack can be useful for the ass-engie mines and demos. Remember that getting the M3 is going to slow down your teching and your building of fuel caches. If you decide to get one, you may want to refit it quickly after 1-2 pushs with it as a soft retreat point. I would recommend getting it late game, disembarking the ass engies, and refitting it immediatly. It won't be efficient, but it may be life saving. Support The best support for this doctrine would be a soviet player who goes for a con heavy start into t2+t3 and a t34 into callins. The T34 will be useful in supplementing your own armor (and ram will punish any overextended panthers/tigers), as well as keeping the pressure on the enemy. What are your guys' strategies? |
Thread: Strategy as allies10 Mar 2015, 00:15 AM
The duct tape is even better when you have an ass engie squad or an orphaned crew running around so you don't even need to get out of the tank to apply it. In: COH2 Gameplay |
Thread: Artillery Officer 10 Mar 2015, 00:14 AM
Now we just need a wehr player to get 5 decrewed Sturmtigers and create the Sturmtiger saturation victory strike on an enemy position. In: COH2 Gameplay |
Thread: sWS Supply HT speed reduction10 Mar 2015, 00:08 AM
I'm not seeing any reasons not to slow the truck down out of territory. If anyone has a legitimate reason why the truck needs 100% movement out of territory (enemy/neutral), please explain why here. In: COH2 Balance |
Thread: Strategy as allies9 Mar 2015, 23:45 PM
Shermans are extremely lack luster late game, Scotts will reliably 1 shot squads like Obers and 2 well microed Jacksons can really put out a lot of damage. If you prefer 2 Jacksons and 3 scotts, that's great. I just find that 1 Jackson + 4 Sherman will help a lot more due to a higher dps vs. Vehicles and a greater wiping potential vs. Infantry. They are also more mobile and can cover more of the map. In: COH2 Gameplay |
Thread: Strategy as allies9 Mar 2015, 23:27 PM
I didn't suggest a scott because I prefer to have a more versatile composition than sole AI or sole AT vehicles. I did say that your lategame composition depended on your preferred composition. The biggest problem I have with scotts is that they are oneshotted by heavy AT, but to each their own. In: COH2 Gameplay |
Thread: Artillery Officer 9 Mar 2015, 23:23 PM
Maybe if the stuka is vet 4 with incendiary? :} Someone should test it. In: COH2 Gameplay |
Thread: Artillery Officer 9 Mar 2015, 23:10 PM
Does this fellow give the range bonus to your allies? That would be rather significant with a walking stuka. He doesn't passively increase range (except with a bulletin). Only YOUR artillery will be affected, and only when he uses his concentrated barrage. So unfortunately, no, it would only work with a captured Stuka assuming no bugs. In: COH2 Gameplay |
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