OP, let me explain how it works.
The German army is slow, static, boring, creeping and is getting stronger how longer the game goes on.
You have the advantage though, the US can control the early game. When playing US you'll have to anticipate what your opponent does and react with counters accordenly. This mindset must be continued through all the game.
Let me further explain how the US works.
The US and the Axis have certain types of advantages.
US -> early strong game and you can react with soft counters to everything. I know what that sounds like, why don't US have any hard counters? That's because even if you have soft counters, your counters arrive earlier then his, thanks to your teching and early advantage.
The Axis on the other hand have hard counters to all your units, BUT which arrive later then your soft counters.
Let's say you play a 1 vs 1 game.
At the early game: You have the advantage. Let's pick a build most used; Fast tech to LT and getting a M20.
In that moment you have a soft counter to all his infantry on the field though when this happens you already have to think about the next phase. Tt forces your opponent to play differently and get a counter of his own. Remember Axis have hard counters for your units. Werh = Scout car OKW = Puma. The solution to this is laying mines or getting that extra RES with zooks on them.
When you have zooks you can soft/medium counter all light armor that Axis have, it once again gives you an advantage of map control and recources.
The great thing about early M20 is you don't spend alot of fuel so you can fast tech to major and get that sherman out. With this build you're really strong in the mid game. Though you'll have to prepare again to counter his incoming armor with Jacksons, which are of course soft counters to his armor.
The advantage the US has in between the phases of counters is VETERANCY, it helps you be a soft counter to units to hold out till your counter arrives.
When you play US like you're supposed to play and don't lose any squads/vehicles the Axis only tries to catch up with you. When the Axis finally gets hard counters for your entire army the VP's will drop to 0 and he will lose.
Except when he's got tiger ace, you can't counter that as US, only with mines.
I only use this strat in urban maps combined with Airborne btw, your para's counter his infantry when they arrive. Not really a fan of this in large maps. I can by the way make a guide for you with 2 builds from early to late game which work on urban maps and on large maps.
TLDR version:
The US has soft counters for everything the Axis has, it's used for PUSHING Axis away to get that map/VP control.
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Post History of Looney
Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch26 Nov 2014, 02:26 AM
In: COH2 Balance |
Thread: The unbalance VS Ace25 Nov 2014, 21:46 PM
Another battle with a better early, middle and late game. Shame Ace arrives and negates the entire unbalance. In: Replays |
Thread: Ambulance speed24 Nov 2014, 14:12 PM
I may be exaggerating. I just think that currently the risk outweighs the benefits for most players, myself included. A SLIGHT boost to acceleration/speed would help offset this risk to make more aggressive play more appealing. I second this, using the ambulance is way to high a risk. Higher acceleration/max speed would be most welcome. In: COH2 Balance |
Thread: US retreating bug20 Nov 2014, 21:53 PM
There's also a card on the issue tracker for this here. Ah, thank you, I saw that but I thought it said it was getting fixed in the october update. Edit: Nice you updated it. In: COH2 Bugs |
Thread: Cutoff point idea's!20 Nov 2014, 21:50 PM
Hey guys, The balance right now IMO is pretty good in 1 vs 1 / 2 vs 2. Only I think Relic nerfed the Kubel in the wrong way, the Kubel spam was bad but your opponent sacrificed alot of capping power building them (they simply can't cap). To be clear, I'm talking about 1 vs 1 / 2 vs 2 right now. The biggest problem IMO is the cut off rush, don't get me wrong, when you see it you can plan accordenly (cap his cutoff or cap the whole map, allies = strenght in numbers). Still I would like to give Allies just a little bit more time to prepare for the Kubel in case of cuttoff point take overs. How? 2 ways: 1. Add between 4 or 8 seconds of build time and remove the fuel cost. 2. Slower speed, but giving Kubel a larger arc of fire. I'll try to put it in a clean way; Pro's Allies; -More time to get that green cover! -Forcing OKW to first get Volks on certain maps Con's Allies; -More fuel for OKW -> faster vehicles / teching -Sturms and Kubel arrive at your doorstep at the same time Pro's OKW; -No fuel cost -Less feeling bad about yourself! Con's OKW; -More building time for Kubel -Making the Kubel a less obvious choice in certain maps Let me know your opinions, let's make COH2 world a better place! In: COH2 Balance |
Thread: US retreating bug20 Nov 2014, 20:44 PM
Hey guys, Don't see a thread about this yet, sometimes rifleman get stuck retreating at base for 2-10 seconds. I know it doesn't sound alot, but it's alot in 1 vs 1 / 2 vs 2 and kinda frustrating. It's probadly because the US base is bigger then other HQ's and has the same reinforcement radius as the other factions. For example; Soviet infantry arrive at the base which you can reinforce immediatly, what's even better, when your conscript squad is at 4 man, you can send them away and just when they're about to leave the reinforce radius the 5th man arrives. The US does not have that convenience, though I understand it's because there base is bigger. Please tell me if there's already a thread going on. In: COH2 Bugs |
Thread: The turn around12 Nov 2014, 19:15 PM
Thanks for the replies guys, thanks for the tips as well Sneakking. Will buy m20 whenever I think ace is arriving. Still it's hard to overcome with good micro, you have to be on top of your game while at the same time the Ace side gets alot more leverage. IMO you need to take to much precaution whenever the ace arrives. Perhaps it's only on these small maps that the ace really shines. The problem is that the only soft counter US has is the Jackson, though only when it gains at least vet 2. Which is hard to get because of it having no AI abilities and the Ace is mostly used as a last resort. In: COH2 Balance |
Thread: The turn around12 Nov 2014, 15:47 PM
Hey guys, I love this game, at the moment the balance IMO is pretty good. There's just one thing bothering me, playing against the Tiger Ace it's AI abilities are to strong IMO. I played this game just now 1 vs 1, my opponent used it as a get out of jail free card. It's really frustrating playing against it. The point is, if you pressure the opponent alot on the fuel points or gain good map control, you're forcing them to build more infantry. When that happens you need to get AI. Counter to counter etc. It's really frustrating when the opponent gets this unit nullifying your AI and forcing you to get AT wich doesn't help against his/her existing infantry. In short it nullifies the US all around unit composition. Anyway, I was wondering what's your opinion of this unit, please give me some tips as well how to counter. Don't really like always relying on Para doc all the time. Please have a look at the replay http://www.coh2.org/replay/26907/tiger-ace-frustrating Edit: made 2 threads, sorry bout that In: COH2 Balance |
Thread: Tiger Ace frustrating12 Nov 2014, 15:39 PM
Hey guys, I love this game, at the moment the balance IMO is pretty good. There's just one thing bothering me, playing against the Tiger Ace it's AI abilities are to strong IMO. I played this game just now 1 vs 1, my opponent used it as a get out of jail free card. It's really frustrating playing against it. The point is, if you pressure the opponent alot on the fuel points or gain good map control, you're forcing them to build more infantry. When that happens you need to get AI. Counter to counter etc. It's really frustrating when the opponent gets this unit nullifying your AI and forcing you to get AT wich doesn't help against his/her existing infantry. In short it nullifies the US all around unit composition. Anyway, I was wondering what's your opinion of this unit, please give me some tips as well how to counter. Don't really like always relying on Para doc all the time. Please have a look at the replay. In: Replays |
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