Having been playing the USF more and more, I finally got a Recon Commander to drop and after a couple games, I need to ask.
How do you play this commander?
I like the idea of forward observers helping my Jackson's, but the Path finders don't seem to do much to help my war effort since I don't ever float 900 MP for the call in, you need to be having a damn good game or not contribute anything to the fight for along time to amass that amount.
I haven't even called in the M8 greyhound, I felt like it was just going to slow me on my path to fast Stuart.
constructive input is appreciated 
I added a Poll, just because I was wondering
Use Lemon's guide as the general guide. In general, stay away from the Paratrooper drop. It eats up a lot of pop cap. I could post a couple of wins in 2v2's from the last couple days in the replay section if you want. Overall, I didn't play that well but still well enough to win. In one of the games, I kept getting hit by a JP4 and Elefant, which lit up my armor but had to retreat from AT guns and infantry with bazookas.
Get one or two IR pathfinders. Use them for bullpudding.
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The vet 1 forward observer seems to work fine in ambient buildings but is barely noticeable in yellow or green cover. Is this a bug or working as intended? If it is working as intended, wouldn't it be better in terms of balance if this was replaced with either an upgrade like Panzerfusiliers or a sniper shot that costs muni's like the Brits did in COH1?
ps- the bonus for garrisoning works in fighting position and stacks with with mg bonus for some really long sight lines. |
Vet 0 REs without upgrades are the worst infantry in the game bar none, that's indisputable.
But a Vet 3 RE squad with a Bar/ lmg? That's another matter entirely. Astonishingly effective troops with a ridiculously cheap reinforce and purchase cost.
In an hour long game, regular infantry will cost 600mp in upkeep, vs 360mp in upkeep for the RE's, roughly speaking, so the cost difference keeps growing.
I've been experimenting with following Lemon's guide and having some success with it. If I go Rifle or Infantry then I get two or three rifles because of the upgrades (flamers or defensive stance) but if I go one of the other commanders I'll get more RE's. They do some damage and serve as a cheap meat shield for everything else. |
Stuka CAS loiter is batshit OP now. The loiter range is too much. I've had a couple games that we well under control until that came out. In once case, someone used it at the center VP on Kholodny Ferma. The plain "loitered" to my base and finished killing my Sherman. Along with the Sherman, it killed 3 squads and my ambulance, all at my base. Now if I think someone is going to get it, I'll get a lieutenant after the captain and get an AA halftrack. The only think okay about it is that it does seem vulnerable to it when in AA mode. I've tried the same with the Soviet quad and found the quad to not counter it as well.
The P47 has nowhere near the range, costs more, and doesn't target infantry. |
Gonna just give you my thoughts as I watch 
- Veto Langres as USF
- Dont go Lieutenant first. Not saying dont go lieutenant at all,but get him after your captain.
- a stuart wouldve just given you..."more" if that makes sense. Lieutenant is just lacking this patch. Especially vs light vehicles.
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What vetoes do you use? I veto Kholodny Ferma Winter, Semoiskiy Winter, and Bystraya Voda (winter maps), then usually Road to Kharkov because it seems like just a couple of mg's can lock it down. |
Depends, I try not to go over 4 kinds of rifle infantry. I usually do a 3 rifle start, and a pathfinder. I get 2 paratroopers, but I also suicide a rifle squad usually so I can afford the upkeep, so in the end I have 5 rifle infantry in addition to officers and support weapons. Over the course of the game though I typically lose another rifle.
Alternatively u can do the bar finder build and go like 3 rifle into 2 or 3 Pathfinders with bars
Thanks, by the way, do you still use P47's? I've tried them two or three times in the last couple of days and they didn't do anything. In one game last night, I tried to finish a KT with them two times and all the person did was drive the KT back into his base. P47's seem much worse than Stuka loiter now. |
Not sure that a Pershing would be the best for USF, outside of 3v3 & 4v4. Also, there would be no way to put a limit on the number of Pershings without redesigning the faction, and I can already hear the pop cap abuse complaints if one is introduced
My wishlist would be:
better scaling for rifle squads so that they can handle lmg grens when the grens get upgraded,
rifles to always have the ability to build sandbags,
RE's to have the merge ability,
maybe for the bazooka to cost about 40 muni's or at least be worth the 60 that it costs,
lastly, if the US builds all tiers like OKW does, it gets P47's instead of KT's (or Pershings)
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playing airborne company is still viable i think, but the strategy is a little different than this one because you want to take advantage of pathfinders and paratroopers too. for scouting purposes u can use major recon, and u can also probe around with rear echelons.
yes. i get rifle company for everything except the ez8
How many rifles do you get if you go airborne? I usually get 2 pathfinder but have been struggling with manpower if I have 2 pathfinders, 3 rifles, captain, major, 1-2 re's. Do you still use paratroopers? |
How to play USF in the current patch in 2v2s (Random, or otherwise)
TL;DR
Preferred Commanders:
Infantry
Rifle Company
Build Order 1:
Rifleman
Rifleman + Fighting Pit
Rifleman
Lieutenant
.50cal HMG/Ambulance
Captain
Stuart/AT gun
HMG/AT gun/Pack Howitzer as necessary
Major
Jacksons as necessary
Feel free to ask me any questions.
Why no Airborne? If you don't have any pathfinders, do you do anything to scout before attacking? I'm probably not playing the way that I should but it seems like I bleed a lot more mp when I don't have something that gives me greater vision. I could get a scout car but they rarely seem to pay for themselves and their mines are expensive for something that is more likely to be found by someone's mine detector than their armor. |
"Real soldiers are busy, you must do this."
Penals used to be useful when some OKW had huge reduced accuracy bonuses and before the nerf to them firing from clown cars. They're still somewhat okay, but they work well in late game unless vet 3. I used to use them a lot but usually go T2 and skip T1 unless I think I need a sniper. |