USF, as of now, is a bit tricky early game. Sturms are very strong and Volks can deal with infantry from a distance. Early game there is a strong tendency for movement mini-games, and u should be very cautious.
If they rush for your cutoff, know that they'll leave another flank open. Most times, in my experience, OKW players will forgo the kubel and build Volks x3-5. Really aggressive players will rush all infantry to cutoff, specially on maps with plenty room for cover - I'm looking at you, Arnhem.
You should use their aggressiveness to your advantage. Kite the infantry from long distance with one squad, and leave another(s) to behind a blocker. Don't position the squad in any way that stimulates the OKW player to block the retreat pathway - it will most probably be wiped, and it hurts so much losing infantry at this stage.
If you are successful with the above, you'll manage to kill a lot of models. Don't be greedy - you don't want to jeopardize squads for a wipe, and the manpower game is very important. Also, you want to vet your riflemen.
Cap the other side of the map, and as soon as you have 3 or 4 riflemen, buy a mortar. The mortar turns fights that would be otherwise won by him, negating cover and making their squads move. Even if it doesn't do much damage, everytime the volks squad is firing on the move, it receives a penalty to accuracy and you will deal more damage.
Avoid trying to trade fire with blobbing squads, unless you want to buy time. You want to trade manpower and bleed him - don't get bled instead.
As soon as you get vet2, your riflemen will survive a lot better on fights, and you'll have a better capacity for holding down ground.
Finally, upgrading squads with BAR should be an early priority, as it'll give an edge over Volks, even ones with SMG's. I like to go LT first and give a second BAR to him, and use him for devastating flanks.
Above average players will make use of a lot of smoke - even in relatively early game, smoke from mortar can be used to block vision from squads behind green cover, and the player will have to face to option to swallow the damage from trying to dive against the squad, or leaving the fight and territory for the US player. There's a reason USF has so many options for smoke and you should try to always use them. Just remember: if you want to grab a point, don't throw smoke over it - throw where his MG or squads are, and make HIM move to relocate.
Profile of Pedro_Jedi
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Game Name: Pedro_Jedi
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