how much have you actually been paying attention to coh2.org
I know that Pathfinders are good at long range, and I know some players use them in team games, but for 1v1, I think it just leaves you incredibly vulnerable. Basically one good P4 push and you´re done.
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Hi mediev,
I'm by no means a pro but I can give you some hints I think (if you are speaking about 1v1).
It's true, rifles are worse then volks and grens at range so you wanna try to fight up close but that is usually easier said than done. If you charge volk/gren in cover, you are gonna lose.
I found out some good results with rifle company cause it gives your RE access to flamer which is vital. Then try to push OKW's blob with your blob, you should win. OKW can be scarry and agressive early game cause of their scarry Spios. Rifle company is also very good cause it enables your rifles to build mines and green cover - both are very important!
Against ostheer, it's quite simple - flank the mg.
If he has good micro, try to go for mortar (if you didn't bleed too much manpower).
Stuart is kidna meh I think, if opponent builds a LV (222, flak ht, luchs) then go for it, otherwise stuart's AI is not good so most of the time I just skip it and go for bar upgrade instead or .50 cal.
(surprise) nades can also work and give you an edge.
Besides Rifle company, Airborne is also pretty good for dropped .50cals and dropped ATguns. Airborne are also very good and so is late game AT strafe.
OK, so what´s the build order, for example with Rifle Company? Should I go for 3 Rifles, or 2x Rifles and 2x REs? I find that flamethrowers are really only good when you can merge into them like the Soviets can. In my experience, my REs with flamer just get focused down, or the enemy simply leaves cover and beats them that way, because their rifles are so trash. Also, I am not sure that I can win blob vs. blob, especially once Obers start coming out. I have tried several times, and got owned every time.
I have also been experimenting with 2x Rifles, LT, .50 cal and Rangers with Urban Assault, and I got some decent results. I usually get a 2nd .50 cal after the Rangers, put Zooks on my LT and my RE squad, and try to get a Sherman out asap. Normally, the Sherman wouldn´t be worth it, but the bulldozer blade really helps to make the Sherman a bit less squishy, so it can defend itself at least somewhat against the P4. |
Try going 3 Pathfinders to Scott.
I am not sure about that one. Going straight for indirect fire with no snares just seems like suicide in 1v1. |
Hi, I recently came back to USF after playing Soviets, Ostheer and Brits. I am trying to figure out just how the f**k am I supposed to play them? More specifically, how the f**ck do I even survive the early game? So far, I have tried either going 3x Rifle into LT and Stuart, or 2x Rifle 1x RE with Rifle Company into LT and Stuart. Suffice to say, the results are not good.
Against OKW, I just get straight-up manhandled by their infantry. It arrives quicker, it´s cheaper, better at range, and far more versatile than mine. Is there some way to get around this, or do Rifles just suck? Even after playing Conscripts and Grens, I honestly can´t believe just how bad Riflemen are in comparison. Their long-range DPS is atrocious, and trying to close in usually just leads to bleeding a lot of manpower for no reason. They can´t even build their own cover for the most part. Not that it would help, because Volks and Grens usually win at range even against heavy cover.
Against Ostheer, the infantry is less of an issue (at least early on), but the MG-42 just seems impossible to beat. I tried getting an early mortar out, but I find that with how expensive Riflemen are, and how much they bleed against Grens, it really messes up my tech timing because of manpower shortage. And things get no better later on. Once the Grens get their LMGs, they absolutely destroy Riflemen trying to close the gap. I tried going for Stuart, but it just seems to do nothing unless the squad is on negative cover, and very close at the same time.
I would appreciate any build order or commander advice. |
I always veto Lerneiux and Minsk. Calliope is usually a safe bet if the match has any change of turning into an arty fest. Heavy Calvary and Airborne aren't bad picks IMO - Rocket Loiter can help in a pinch and Paras for the the better late game squad replacement and scaling. Pershing was nerfed but still has its uses if you don't think you'll need an offmap that match. Plus you still get Rangers.
Nah, Pershing is almost useless now IMO. For the amount of fuel it costs, it dies WAY too easily to Axis AT. Airborne isn´t bad, but it´s really lacking in terms of late game artillery. If you want consistent success, I would recommend the Calliope. |
I've been playing around with USF for some time now and I haven't been able to hammer down a good solid build order.
Currently, I go Rifle x 3, Lieut, MG, Stewie.
Usually I throw in the ambulance at some random point and after the stewie try to get either another stewie or weapons rack.
From there it's an attempt to rush out the first sherman.
I find though that I'm getting a huge unspent bank of munitions with this build--meaning I either need to build mines or to get the weapon rack faster.
This current build lacks the AT gun which can often times become problematic, especially if I lose the stewie to something stupid.
I'm curious what you guys go for in your USF build and if its "written in stone" or loosy goosy depending on the situation?
Are you talking about team games, or 1v1? |
I am not saying it´s not possible, I am simply saying it´s fucking stupid. Also, it´s irrelevant, because Shermans get wrecked by AT anyway, so they won´t do much against infantry in the late game. The only USF vehicle that works against infantry in the late game is the Calliope. The others either get destroyed too easily (like the Sherman and the AAHT), or don´t do enough damage (like the Scott). I still have to try Armor Company, though. Maybe the 105 Sherman could do the job? At least on CQC maps, it seems like a solid choice.
Nope, just tried a couple games, and Armor Company sucks. With no elite infantry, Riflemen get wrecked, and the tanks are not worth it. So in USF team games, it´s Urban Assault, Recon Support, maybe Airborne (against OH mainly), or gg. |
You dont have to, but you also have to right to complain since game provide you an option to have more units. If it was game exploiut\break then it would have been fixed.
If you dont like to learn how to play the game properly, then you have no right to complain about it really.
I am not saying it´s not possible, I am simply saying it´s fucking stupid. Also, it´s irrelevant, because Shermans get wrecked by AT anyway, so they won´t do much against infantry in the late game. The only USF vehicle that works against infantry in the late game is the Calliope. The others either get destroyed too easily (like the Sherman and the AAHT), or don´t do enough damage (like the Scott). I still have to try Armor Company, though. Maybe the 105 Sherman could do the job? At least on CQC maps, it seems like a solid choice. |
Use Decrew. You can fit 2 jacksons, 2 calies, major, ambu, 4 rifles, serg\left. You can effectively use around 120\130 pop-cap as USF.
So in other words, I have to exploit/break the game in order to win. I think that was the point of the original post, lol. Not to mention that if your tanks are fighting, you wouldn´t be able to reinforce your infantry, which causes you to completely run out of momentum. It´s retarded. |
How do you fight commandos? How do you fight paras? How do you fight Obers? You don't fight AI specialists with infantry. You use vehicles.
Sure, but it´s not like you can afford to build Shermans and spam HE as USF in team games. That´s purely a 1v1 thing. You absolutely HAVE TO fit 2 Jacksons into your popcap (or you get destroyed by armor, and AT guns get killed in like 1.2 seconds by the Falls blob), as well as some indirect fire. Not to mention it gets destroyed way too easily by double Raks, not even counting in Axis armor. And even if you did make a Sherman, one is not enough, even on HE, to hold back a Falls blob. They just spread out and ignore it. Before it does it´s damage, all your infantry is forced back, if you´re lucky. Usually, they get at least one wipe with their ridiculous accuracy at all ranges and situations. |