American Support Doctrine
Attention Private! - the Germans are expecting a rifle spam push regardless of the conditions and terrain. Our aim here is to throw them off with a different strategy by establishing a strong forward offensive front that utilizes our superior range and firepower. "Nonsense! Riflemen are the strength and core of the US army." you say. That might be true greenhorn, but you just haven't seen enough good men die.
This strategy is based around combined arms and a synergistic force composition. The first and most vital step involves fielding an AA halftrack and then using it in a supportive role. So often US players will go for a AA halftrack too late or use it in a way which has them lose it in the first couple of engagements. Two other major problems US players have is losing too much manpower from riflemen attrition and not being able to hold territory. This strategy is one possible approach to both of those problems. The AA halftrack has a huge firing range and now has 360 degree coverage, suppressing while stationary. Use this to your advantage in a supportive position.
Regardless of map, this is the general build order -
Build Core - RE - Rifle - Fuel Cache - Lieutenant - HMG .50 - AA Halftrack
General Cap order - With your first RE, follow the longest capping chain to a fuel point. The second RE will follow the shortest chain to a fuel point. The second RE will place a fuel cache after capping the initial point. The Riflemen squad will join up with the first RE and take the furthest fuel point.
You are going to be floating some manpower, but if you time this right and cap correctly, it will be utilized once the Lieutenant is out and you field the HMG and AA Halftrack, which are both large MP sinks. If everything goes smoothly, your halftrack will hit at around 5 minutes, giving you several minutes of complete field domination.
Immediately after the Halftrack, grab weapon rack upgrade and equip your troops with one bazooka each. You'll screen the halftrack with bazooka support always keep one or two squads in close range. The priority is 2 or 3 bazookas, then BARS.
Rule of Engagement #1 - Don't push infantry forward without halftrack support and don't push your halftrack forward without bazooka support.
Now side tech to Captain - you'll get 2 more bazookas and access to the might of US support weapons.
Support Elements - Grab one Pack Howitzer and one At gun
Rule of Engagement #2 - With your AA halftrack covering your support weapons and infantry nearby, establish a strong forward position. Don't lose your AA. You want to rely on the suppression and range of the AA halftrack, HMG .50, and Pack Howitzer to hold back enemy infantry pushes.
At this point you can really put the hurt on your Ostheer or OKW opponent. Your superior range and suppression will allow you to take and hold territory. If you can manage, this is the time when pushing a OKW building or Ostheer defensive position becomes possible. Continue to focus on preserving the AA halftrack, because soon it will pay off 2 fold.
Now tech to Major - from here you'll grab a Sherman
This Sherman is coming out late you say. Well greenhorn, you've forgotten a key aspect of our doctrine.
Rule of Engagement #3 - Switch out that veteran AA halftrack crew with your Sherman crew. Don't forget to do this, greenhorn! All that time you spent preserving your AA halftrack has now paid off double. With Sherman support, you can now put a lot of pressure on the enemy flanks. Utilize smoke and team weapon synergy to deal the killing blow.
Situational Buys - A couple of purchases timing is situational. When you buy your ambulance depends on how much health your squads have lost and how much of a fuel advantage you have. But I try and hold off until after grabbing a Howitzer and At gun, or ideally if I have not suffered much bleed, after my first Sherman. Grenades are optional in this strategy, and if they're purchased, it's generally better to get them for smoke grenades after getting your support weapons out. If manpower and population allows in the late game, sneak out a M20 and lay a couple of mines.
Now remember to keep your head down, stay within range of your officers and armor, and let's push back Jerry to Berlin!
-Sedghammer
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I've found the most effective artillery is from a vet 1 sniper and after T3 is researched. Not only do you not pay munitions like you do upgrading a infantry section, you get both howitzer barrages.
The flare can be thrown further than infantry sections, and if you leave your sniper cloaked, throw it and immediately re-cloak, it's not such a risk. It gets even better if you go anvil.
Otherwise I don't find artillery for the Brits to be worth it. |
It would be nice to have AT guns earlier as an option, but I'd have it unlock for each faction at HQ once a tier has been researched. Then again, is it necessary? It could really hamper any light vehicle play, to the extent that the most viable tactic is just to get an AT gun and hold out for medium armor. We could test it out in a mod to see how it goes. |