All other factions needs good starting strategy like BO and where to go cap, defend etc, USF is only one where BO doesnt really count because this faction is meant to be aggressive, it's meant to do what your opponent can't counter and not (like ostheer for example) make units to counter something. that's why IMO USF doesn't care about starting BO, who cares if you go 3 rifles 3 RE, 10 RE or 5 rifles since they will always get better map control and be aggresive.
Of course it does matter what BO and capping order you go with, the fact that you have 4 rifles or 4 RE's is complitely different in terms of map control and all in potential, basically you need both, but you are complitely disregarding the fact that RE's are not good combat units until they have BARs and even then they are not nearly as useful as a rifle with grenades upgraded or any other kind of upgrade on them which means if your opponent wants he can go for you cut offs without many problems and believe me when I say that USF is the one that needs more fuel in the ostheer match up.
Since the gren nerf (after ninja buff Kappa) the ostheer is utterly trash, you may say im wrong but what can ostheer do, or what you do? gren spam and then 2 snipers because that's only viable counter to rifles, then you get ofc only choice, call-in Tiger cuz teching T4 doesnt give you a good tank vs everything.
Ostheer is never going to be utterly trash against USF for the simple fact that they have a unit that USF don't which is a sniper (quite an important unit might I add), this statement reminds of the league of legends forums where if a nerf comes in the champion is immediately called trash but magically makes a reapperance some time later because people find out the nerf wasn't actually that bad, sure grens got nerfed but that was warrented since USF is going to use rifles all game and grens have less reinforcing cost its just fair that the rifles need to be stronger (its mostly a design issue with ostheer that I have talked about in my interview but grens shouldnt compare to rifles). What you can do as ostheer is play around the fact you have access to an early MG and a sniper, which will boil down to which map you are playing since MGs are more or less effective on some maps. Note: t3 is very useful as ostheer.
OKW also can't beat USF in early, they also stay in one spot with med truck with few points and try to do something while USF overwhelm them with resources income, map control.
OKW is badly designed overall, they can beat USF but they rely on doctrinal units to do it which isn't great, as OKW you have access to the volksgrenadiers which are a cheap unit and can maintain decent map control.
Well, all axis factions depends on early infantry warfare, positioning and defending, they don't have early inf wrecker like T-70/M20/AA HT so all depends on early BO
That would depend, I like to use the doctrine with the puma to have a counter to those, all factions are reliable on infantry warfare not sure why you are pointing axis factions as the only one, sure people right now in this meta prefer to rush vehicels but that doesn't mean that infantry play is less or more important in that faction, its just the fact that both USF and soviets are better off rushing an early vehicel (pretty much like when in vcoh you rushed m8, it doesn't mean your rifle play wasnt important) so Im not sure where you are coming out of here.
What you describe in your strat guide is what actually 95% people do, so you didn't discover anything
I didn't say I discovered anything anywhere in the guide I think so please stop trying to state things I haven't said . |
Brilliant USF strategy! Rifle flamer blobs with M20 rush, will that become a new meta? never seen that in games (except 90% ranked games but still!)
Since CoH2 doesn't have much depth to it, its easy to find a strategy that differenciates itself from others in terms of viability, m20 rush being one of them. Also I never said that you need to go rifle company, neither that you need to blob (See how I played in OCF). Quality post overall .
@medhood: Overall I don't like spamming rear echelon's since they dont offer great all in potential ( a good opponent will take advantage of that by going straight for cut offs) but I wouldn't recommend it anyways since you will lack riflemen squads which is the best USF has to offer, plus you dont have a consistent timing on those since you do need those CP's. |
I find difficult to play on vaux farmlands? What can you advise? And another question is what to do against Leig abuse?
Focus on the side fuels on that map, also against leigs your best bet is to have an army around vehicels and indirect fire units in general, use rifles more as a unit to lay down smoke, capping and for decrewing AT guns with grenades. |
Very interesting guide and well written aswell.
Just a few questions if i may be so bold:
What is the best time to tech to nades?
Is that after the m20 rush or after the stuart rush even (assuming you are doing the normal lt>m20>captain>stuart BO)
Secondly, in most of your games you seem not to get BARs or other upgrade's outside of flamethrowers on your rifleman (perhaps i am wrong here) but is there a reason for that?
Also, what's your thought's on going m20, then aaht and skipping captain? (relying on the aaht of light vehicle duty and save fuel by not going captain).
Lastly, assuming your enemy is still in the game after 20 minutes and has a well rounded army composition, how would you deal with the ost sniper then?
Thanks for any answers, and for your excellent guide.
1. Best time to tech grenades is usually after the m20 since you want to make use of the munitions available to you and its usually when you want to start playing more agressive, they can be done after the captain tech though if you got enough fuel beforehand to completely out tech your opponent.
2. Bars cost of upgrading are not that worth it in my opinion unless you are hitting the mid to late game and are falling behind the grenadiers in firepower, generally speaking its a costly upgrade especially munitions wise which allows for less grenade spamming.
3. I think its a risky build since not having some kind of a light mobile AT (stuart) can easily backfire, US relies many times on controlling the sides of the map instead of big confrontations in the middle (usually where axis players play more around), the scenario where its viable to do that is if you have your opponent "cornered" in the T2 since then the only vehicel you have to watch our for is possibly the puma.
4. It depends on the map, generally speaking you can avoid the sniper by going to the sides of the map and making the sniper run all over the map and maybe catch it out of position in one of those moves but there will be maps like arnhem where its hard to avoid the sniper fire, so for those your best option is to get indirect fire units yourself and keep your rifles behind shotblockers to hold one of your cut offs and still try to play around the map. |
I've been playing only US for a long time since that's my favorite faction and I also think it's the best ^^
Now the other day I fought GRdjw (yeah that's him) in vCoH and we both won our US games and BADLY lost our Wehr ones....
With US we just ran around with Rifles and gotted dominance and eventually rolled the other guy. As Wehr it seems you HAVE to get a goddamn MG42 (I try to avoid getting one since I'm normally so aggressive and don't like sitting idly and wait for the enemy) but I don't know what else to do....I've heard of V,V,S,MG and stealth (dual snipers and what more?).
It's just so fiddly to play Wehr with an MG42 that has to guard every other unit while as US you just roll everything with BARs, grenades and stickies....
http://www.gamereplays.org/companyofheroes/replays.php?game=25&show=download&&id=307473
I checked the pinned topic for new players and I'm gonna watch a few things.
There are a lot of good WM openings which you can try yourself, the two that need most micro to work but are very cost effective if done properly is volk-volk-mg-sniper or the deviation of this build that uses the bike to push riflemen away and scout for the mg which can be something like mg-bike-volk-volk and then adapt from there to either one more volk or one more MG. The easier ones are obviously the ones that dont use either the bike or sniper in which case they are mostly called the heavy tier 1 builds which consists in three volks usually and two mgs. Now when I did play a lot of WM I prefered the sniper or bike opening since it allowed for me to be as agressive as the US player himself. Another important aspect is countering the US teching, you can do this by teching t2 and waiting to see if he upgraded BARs or not (usually BARs come by the time of T2) if he indeed went BARs then you can wait out for T3( building another t1 unit if necessary to hold the map better) or if he isnt teching for BARs then just get the T2 for the pak and maybe a grenadier. Also keep in mind that WM was always more about how you played the map since there are maps that are naturally harder to handle US (eg:angoville,semois) because of all the shotblockers, and the way around these is mostly about spamming mines on important points, getting flamethrowers (and in case of the sniper opening using to push forward especially against the buildings in semois).
Also, keep your mg on the move and predict where he's going to come from, it takes some time but if you are an experienced US player you can guess where his next hit is going to be. Most of the time the early game is won by either chasing rifles that are about to flank you( so you can outnumber the single rifle before he has the chance to flank) or by going to his cutt offs and making him flank you while having a good defense set up ( mines etc.) |
I've seen replays in observer mode where DevM has been rekt so hard when playing soviets that I now understand why he always plays USF as allies. In other words, DevM is a SOVIET NOOB imo so hope that helps you put this win in perspective.
Not going to lie , I am . But Im also experimenting with all different kinds of openings, I dont like to follow blindly what others do, so I just test the stuff myself. |
It's the same guy ^^
So you mean there's only one DevM? how weird. |
If you want CoH1 go play CoH1.
This is a stupid reply, if CoH1 did something right why are you discarding it? just because its CoH1? |
Thread: DevM12 Oct 2015, 20:26 PM
DevM is like Sandland, only more polished. Well done man!
Haha , thats right.
for president! big congrats from your no.1 fan!
President of USF ^^, and thanks for the support.
Well done!
Couldn't do it without my italian coach .
Really nice play DevM! Please give others a change to be in the finals as well
BTW how did you get that good with USF? You seem to always have unit on a cut off or on a flank, I can't even keep up with your brilliant tactical play!
Well they gotta deserve it , luvnest was pretty close this time around though, gotta work on my ostheer. My USF play comes mostly from vCoH experience but obviously I had to learn the new stuff that USF has in CoH2 such as the smoke grenades. |
GG |