After having a bit of a conversation with Jadame! in a topic regarding 4v4's as allies. A discussion broke out regarding the rifle commander and, what I feel is a pretty common and vaunted strategy in large team games as a USF player, which I will hereby attribute to him, unless someone wants to argue otherwise. Without further adieu:
Jadame!'s Rifle Commander.
Your avg army composition.
Here's the build:
- 2 Rifles
- 2 Elite Rifles
- Lieutenant *
- BARs
- Ambulance *
- Sherman Easy 8's
Very simple, and fairly effective. The key here is early game pace, you are to take and hold VP's. Take and hold. Once you blow your German opponents off of the map, the key is to slow down and apply mid-game pressure. Lots of pressure, force them to counter attack. Multiply your force with BARs. The pressure comes from
the ambulance which if utilized as a soft retreat point allows your force to never leave the field.
Ones late game in my opinion is the largest weakness when utilizing this build and will stretch your rifles to their breaking point whilst waiting for CP's to call in the E8's. The numbers will alarm any classically conditioned RTS player taught not to float. Stockpiled resources will skyrocket into around 500ish fuel and 2K+ MP, but you mustn't fret. As far as I can tell the Sherman's will arrive around 15 minutes*** but it will take some work. After building 2 Caches, afflicting 10K pts of damage which equated to around 280% efficiency I was awarded the CP's. From that point forward what followed could only be described as a gravy train of Sherman's which was very satisfying.
My impressions and potential tweaks to be made:
*** In the third trial game, after building a single cache late, inflicting around 11.6K pts of damage equating to 393% efficiency the E8's arrived around 20 minutes in which I felt verrryyy vulnerable. Any sort of tactical adjustment by our opponents and I think I would of been done for.
Crush, crush, my kingdom for a crush!
In my best efforts the E8's arrived just before Panthers and other heavies but, I really missed the 10 minute Sherman, my force lacked the pure killing power at that time from HE rounds and tank crushing.
I usually only ever got BARs late in the game after my first Sherman, and even then, usually only applied one per squad, saving munitions for P47's. However I was really quite pleased with how my rifles performed in the mid game. You can put so much pressure on, so much so that I was making a lot of micro mistakes, because you will need to be relentless, which can also be very exhausting, in that frame of mind it's also much more difficult to temper aggression with recklessness (please excuse the game on La Gleize, i thought the game was over and was testing the crushing power of the E8, I didn't realize we were still in it).
Finally a small note about the flare, which was more useful than expected, providing LOS for team mates, which combined with the ambulance could lead to great synergy ** in the third game, I actually decided against building one as my team mate had one already, not that the resources were an issue. I think they could be better utilized to help bridge the gap for E8's, just not sure how ATM, but that's what discussion is for.
In closing, please lets workshop it, I think this build could be implemented without the rifle commander and the standard USF armor to be more effective a little earlier, but this is certainly something one could use to contend in team games as USF.
Thank you Jadame! and thank you for your time.