Actually hans missed the most important part about the rear echelon, the rifle grenades currently don't get their range reduced by suppression and have perfect accuracy on attack ground with more than enough range for mgs. If you have at least 3, you can completely crush any team weapons while blobbing even if you walk into a bunch of mgs. Especially if they're in garrison. Makes it so mgs are effectively useless vs the usf blob.
you can actually still equip 1 bazooka on a squad with the thompson upgrade to take advantage of their passive bonus. I'm just not entirely sure if the zook replaces a thompson, but it probably doesn't(?) They'll probably still be effective against infantry in close range while having the ability to engage vehicles and armor.
Thank you so much hans, thanks to you watching your videos and practicing against Ai and my friends what you teach in these videos I can now go up against several experts. You are definitely one of my favorite channels on TH-cam and watching you has made me so much better
@@alteromh9125 That's kinda weird, consider both units have Bazooka Expert passive ability, plus I'm used to bazooka blobbing yet I don't recall Rangers carrying 3 of them.
Honestly i dont understand why this commander is not often played. His biggest strength is that he is unexpected. People arent used to the rifle grenades and the phosphorous also blocks vision of AT. Any time i use it against a reketenwerfer they cant shoot back and they take a second hit to wipe them out completely. The molotov has no requirements now so early in the match it is very unexpected against the first mg42 and in early engagements. The covering smoke sprint just allowed me to wipe a half health ensnared panther by going after it with rangers+zooks and is much much better than trying to get close and smoke a support weapon. The commander also gives you a colliope for indirect fire. All in all my favorite commander. Biggest drawback is obviously the no off map indirect fire, so i try to make sure my major gets to lvl 2 asap to have some okayish off map arty and the calliope helps as well
USF is the only faction I love to play and I play terribly, i love these breakdowns for commanders and their abilities. I always learn something with them
Looks cool and has a nice concept. But I'm curious how the whole rifle nade stuff will turn out. Could be ways over the top cause it turns usf inf to mobile artillery and enforces the hated usf blob tactic for that it makes mgs just useless. But maybe it's too micro intensive. Well see. Cover to cover on the other hand I'm sure that it will be kinda broken. A mass sprint sounds ridiculous combined with the usf blob
It’ll be it interesting to see the time to kill for OKW base gun for the bulldozer shermans. It should give a better representation of what the numbers translate to. Obviously you’ll be going up against AT and tanks with your shermans, but still, it’d be cool to know about the armour increase.
I really don’t like this commander. Calliope is really inconsistent and if you want to go with riflenade strat you would have to commit early and it fares really bad against ass grens and elite infantries in general. I would rather have heavy cav, rifle company, artillery, armor in most situations
Actually hans missed the most important part about the rear echelon, the rifle grenades currently don't get their range reduced by suppression and have perfect accuracy on attack ground with more than enough range for mgs. If you have at least 3, you can completely crush any team weapons while blobbing even if you walk into a bunch of mgs. Especially if they're in garrison. Makes it so mgs are effectively useless vs the usf blob.
you can actually still equip 1 bazooka on a squad with the thompson upgrade to take advantage of their passive bonus. I'm just not entirely sure if the zook replaces a thompson, but it probably doesn't(?) They'll probably still be effective against infantry in close range while having the ability to engage vehicles and armor.
VarconScrubGaming zook will not replace a thompson , only the rifle , the 5th one with no thompson get the zooks
That was a looooong wait, glad you are back!!
Revolucion A o M 2 weeks? Lol
Thank you so much hans, thanks to you watching your videos and practicing against Ai and my friends what you teach in these videos I can now go up against several experts. You are definitely one of my favorite channels on TH-cam and watching you has made me so much better
You can equip rangers with 3 zooks actually. Which makes them tank terrors
Idk if this is a bug on my end or something but Rangers can carry up to 3 bazookas while Paratroopers can only carry 2 max
rangers have 3 wep slot
Working as intended
@@alteromh9125 That's kinda weird, consider both units have Bazooka Expert passive ability, plus I'm used to bazooka blobbing yet I don't recall Rangers carrying 3 of them.
@@voicecrackdt5412 They've had 3 slots for ages.
I love phosporus thing in CoH.
8:36 'Gyro not working.
Thanks for this latest installment of a very interesting and useful series.
Always nice to get tips from someone on the sharp end of the Meta defining spearhead!
Finally, I need content, I don’t even play that much anymore but I still need content!
Honestly i dont understand why this commander is not often played. His biggest strength is that he is unexpected. People arent used to the rifle grenades and the phosphorous also blocks vision of AT. Any time i use it against a reketenwerfer they cant shoot back and they take a second hit to wipe them out completely. The molotov has no requirements now so early in the match it is very unexpected against the first mg42 and in early engagements. The covering smoke sprint just allowed me to wipe a half health ensnared panther by going after it with rangers+zooks and is much much better than trying to get close and smoke a support weapon. The commander also gives you a colliope for indirect fire. All in all my favorite commander. Biggest drawback is obviously the no off map indirect fire, so i try to make sure my major gets to lvl 2 asap to have some okayish off map arty and the calliope helps as well
USF is the only faction I love to play and I play terribly, i love these breakdowns for commanders and their abilities. I always learn something with them
@Prince Otter Channel2 Like I said, I play terribly
But in spearhead and wikinger rifle grenades wipes squads bro
How about Mechanized Company?
thos rifle nades are so fucking acurate i love it
as always thanks for the tips hans
OMG thnx for the heart hans 🥰🥰
Looking forward British commander. I need to know, If i using him right 🙂
Looks cool and has a nice concept. But I'm curious how the whole rifle nade stuff will turn out. Could be ways over the top cause it turns usf inf to mobile artillery and enforces the hated usf blob tactic for that it makes mgs just useless.
But maybe it's too micro intensive. Well see.
Cover to cover on the other hand I'm sure that it will be kinda broken. A mass sprint sounds ridiculous combined with the usf blob
USF is the best faction in 1vs1 ?
Didnt you do this video before? Is this a reupload?
wackpendejo3000 no?
@@HelpingHans maybe i just thought about your stream
It’ll be it interesting to see the time to kill for OKW base gun for the bulldozer shermans. It should give a better representation of what the numbers translate to. Obviously you’ll be going up against AT and tanks with your shermans, but still, it’d be cool to know about the armour increase.
wewww rifle nadesss
I really don’t like this commander. Calliope is really inconsistent and if you want to go with riflenade strat you would have to commit early and it fares really bad against ass grens and elite infantries in general.
I would rather have heavy cav, rifle company, artillery, armor in most situations
So You need a group of 4 rifles to kill an mg and You Call that effective? Lol
That's it. Ranger should lead the way.
Love these vids man