Thread: BAR's12 May 2015, 09:15 AM
For my Riflemen Commander Build I upgrade to BARS after I get the LT and Ambulance. By this time You should be able to provide two riflemen squads with BARS. I generally go 3 Rifles, then wait for LT and push heavily with my infantry to force them to counter attack, where my Ambulance should allow me to out trade then unless i screw up.
This is more of an old school tactic of shock and awe, where the LT combined with 2 more BARED riflemen, at full health should be enough to give you an edge to throw off your opponent. My goal is push them back enough to get the MP to get the M20, unless i push to hard and lose to many. In that case either get Zooks to counter light armor and give it the RE squad and maybe aquire another and wait for Capt. and full AT.
You can totally get by without BARS early/mid game, but BARS provide pushing power and shock factor. You can easily destroy any early and mid game infantry if you stay aggressive and focus fire. Just watch out for getting suppressed, BARS are similar to SMGS in that you shouldn't sit around and get in a gun fight, go in beat them up and get it over with. It saves your manpower for more important units, and forces the enemy to counter attack or continue losing sectors.
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How does this counter an Axis infantry blob? You have no anti-infantry outside of riflemen with bazookas, and an Assault Engineer team which will die nearly instantly against a blob.
No AAHT capability since you don't have an LT and the Stuart is very vulnerable.
Sorry but 4xRifles with bazookas is awesome against armor, but really puts you in a hole when it comes to elite infantry later. |
I like using my armor company only against a very select situation:
1v1 against OKW and a map with key buildings.
heres my build:
3xRifles
AE (upgrade with flame)
ambulance
bars/Captain (if i need the anti infantry firepower)
at/fuel cache
stuart
go from there(call in Wolverine to kill off any building i find early)
I generally push with the 3 filemen until the OKW fortify a line to push them back, which is where i send in my AE to turn the tide with their flame. Ill try to outplay/juke the Kubel and outcap the OKW early with the RE. I generally don't have trouble except any early aggressive pushes, which is expected. But I was wondering how does this build break down to you. I haven't used it much since I have only played against a few OKW guys in 1v1, and none of them were competent enough for me to feel like this build is a strong one.
PS the Kubel assault early is where I'm worried the most, but i generally plant a few mines with the AE that turn the tide once i need to fall back.
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Its easily the most direct offensive company. You get early upgraded infantry, flame thrower upgrade, an offensive bombardment, a recon ability, a the best tank unit the US has to offer.
Rifle company is probably the most in team games and 1v1 games. In larger games spaming E8s and getting critical mass will be useful, just remember Jacksons still are better at handling heavier targets. So don't completely rely on E8s when fighting super armor. All the other upgrades augment the the riflemen making them just more useful, which should help you win any game. |
I see their viability in 1v1 against the OKW only, they aren't very useful against the Wehr. A wolverine rush is the main thing to use to end the game quickly, which no other doctrine offers.
My build:
3xRifles (duh)
1xAE(upgrade flame ASAP)
Med truck(skip if kubel is issue)
Lieut
m20
Gotta outplay the Kubel early, but should be easy if you get the jump on with the AE and the flame thrower.
After that it is pretty straight forward.
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