Hi coh2.org members, I just wanted to take this time to write a bit about my USF strategies in competitive 1v1. Feel free to disagree and/or add constructive criticism below, or the typical "L2P noob" comments as well.
Let's start with the build order:
I have two starting build orders, one of which I (think I borrowed from an Imperial Dane cast) think can be useful.
1) RE, Rifle, Fuel Cache, Rifle, LT, M20.
-This build order allows you to start producing your M20 before the four minute mark, as well as get extra fuel income to speed teching; best of all, the fuel rate in the early game is worth more than the fuel rate in late game (kind of like money in a bank).
-This build order sacrifices some early game capping power (no 3rd rifle squad), but, depending on your opponent, could save you manpower (less mp drain due to 1 less squad, reflected in a higher mp income and no reinforcements).
2) RE, Rifle, Rifle, Rifle, LT, M20.
-Solid build order; provides good capping power early game. Potential for lots of anti-infantry power (BARs, m1919s).
Note:
-I always build RE first because of their low mp cost and quick deployment time; it allows more territory to be captured quicker.
-After getting my M20, I devote much of my munitions to M20 mines. Roads, crossroads, bridges; any well-traveled place is good for M20 mines. They can literally be game changing.
In the mid game, I change up my strats based on which faction I am fighting against, although doctrine choices generally remain the same.
OKW:
Ambulance, Captain, Grenades (AT gun)
-What this allows you to do is counter both the Med truck and the Mechanized truck. However, the Mechanized truck is the biggest danger, due to the high amount of infantry and lack of AT after ten minutes.
-With the OKW's lower fuel income plus your map dominance early game (or at least take a healthier portion of it), your captain comes out around the same time as the puma, hopefully later. The puma only has the ambulance and M20 to kill (but it can still tear up infantry), so three zooks (from M20 crew, Capt.) is usually enough to take it out, or at least chase it away (which isn't great, because it gains vet).
-Flak HT
requires a 57mm, or some awesome combination of smoke, riflemen AT nades, and zooks to kill.
-Luchs is essentially in the same boat, although this will not appear with a mechanized HQ truck (unless if the OKW player really fucked up).
Note: If your opponent decided to go with the med truck, the captain tech is not needed; back-teching late game may be necessary for AT guns.
Wehracht:
Same mid game play when fighting OKW's T2 med truck; skip right to Major, but purchase grenades and an ambulance. (Unless you're fighting mechanized assault and facing Stug III Es; then get captain. an M20 will kill a Stug E).
Importance of the mid game:
This can make or break the 1v1 as a whole, or just continue on with the stalemate. Munitions are extremely important to this playstyle; it requires M20 mines and equip-able weapons. Therefore, it is imperative that both munition points are controlled, and/or a munitions cache is constructed. As always, fuel is important, but what's more important is killing enemy squads and causing a manpower shortage.
There principal way of causing this mp shortage is to get BARs or M1919s on your riflemen, and keeping them at mid-long range.
Against Wehrmacht, your biggest threats are Mechanized Assault, Elite Troops, and Spearhead doctrines. They can turn the mid game around rather easily if you are careless.
Against OKW, any doctrine with elite infantry can be dangerous; Panzer Fusiliers have increased sight and G43s are pretty swell; Fallschirmjagers can appear out of any fucking house, and Jaeger Infantry can do about the same thing. Beware.
As for doctrine choices, I prefer to stick with Infantry Doctrine or Airborne.
Airborne can be especially helpful if you want to either skip captain (AT gun drop) or if you went for the fast M20 (acts as your third rifle squad). Also, P47s destroy. The .50 cal is rather useless; it's available in the LT tier for the same cost, and with a crew. Pathfinders are pretty good, especially with double BARs and their extra sight. They can also help replace that rifle squad early game, although they are not nearly as powerful as a rifle or airborne squad.
Infantry doctrine can be great, especially if you've got a lot of munitions.
M1919s cost 70 mu each (ten more than BARs), but are damn worth the dps. The mortar half track can always be called in if you've got a high fuel income and a lot of volksgrenadiers camping at a medic truck. Sandbags are always useful, and the adorable little mines, when placed in groups, can wreck vehicles; use them in conjunction with M20 mines for a jolly good time. Time on Target costs a lot, but can help seal the deal on a wounded HQ truck, or an immobilized heavy vehicle. The Priest is really icing on the cake you only buy if you're going to win or if you just killed your opponent's first panther thirty seconds after it hit the field (in OKW's case).
Another viable option is recon support. The M8 Greyhound is the shining star in the doctrine; if you get one or two of them after your M20 without the intention of getting captain, you're pretty well set. If you're lucky, you will wipe squads and your opponent will rage quit. If you're unlucky, the puma kills your M8s and M20 and you struggle on.
The late game:
The late game is such a broad, random area. Jacksons are good, keeping your vetted infantry alive is good, using your double or triple vet M20 to scout is good. Be smart. Try not to lose squads.
Thanks for reading guys.