Cheers! These guides have been crucial for me picking up the game for the first time. Hit by so much random offmeta stuff hitting automatch for the first dozens of games, its nice to get a sense for what is "standard" from these vids.
I rarely use LT instead I go for captain, but this video kinda convinced me to go for LT instead. What i like about the captain is that he amps up production and research very quickly which is unique to the captain.
@@elpern yup, also the « come to me ability » is very usefull when flanking maching gun or whit any close range specialist lile rangers, it’s a free sprint ability
I always do the captain in team games , the pak howitzer and the AT are just so valuable for me , then i rush scott or shermen as early as possible , for me any light armor well delay my scott or my shermen
Great video and concept! French community often asked me a video like this. Now, I will give your link when they will ask me what build order is efficient with usf! 👍
Yes! Was waiting for this. I know this would be more work, but it would be cool to have a file with the rough timings and build order to put on a 2nd monitor while playing. Meanwhile, I just screenshot or pause your video when I try it out.
as of the captain vs lt path - it is not that simple. On maps with a lot of narrow points or against players playing defensively, capt is a preferred choice imo. Also, if you don't control most of the fuel at the beginning - if it is quite hard to counter german armor with just bazookas and wait for jacksons without AT. Stuart is quite a situative weapon - it is quite weak against inf and if survives to the late game, not that super useful. I found that light vehicles if survive till late game are great at quickly routing enemy inf from capturing "remote" points. And that AA with its suppression works better. Overall, I found USF's airborne doctrine is probably the best if you wan't the best from 2 branches. You can go lt path but still has AT gun and got MG if you go capt.
I wouldn't say "complete" counter if they build more than one MG which they usually do. Mortars have a really slow response time when you need to lay down smoke. MG42s on the other hand will instantly pin your infantry and even after you smoke the MG it will take forever for your men to recover allowing said MG to reposition. Mortar smoke does work well when you know where the MGs are but not really in the early game where you have no vision and stumble on an MG.
How to win as USF. Spam r until 5 minutes. Move the infantry closer to the enemy. Win. Get a Stuart. Lose it because you suck at micro. Build 20 jacksons.
Never too late, there is a lot of differences, a few too many to list them all, but heres some of the big differences; - Normal Sherman gets HE shells and does better vs infantry than E8 - Normal Sherman costs 110fu compared to the 140 of the E8 - E8 gets Hvap shells making it do really well vs armor - E8 at vet 1 gets 10 more range than normal Sherman, using the toggle - E8 dies to 5 at gun hits, normal Sherman dies to 4
Some more details as of October 3, 2024: (just a disclaimer that I don't know if any of these Shermans were changed after the video's posting and the writing of the original comment) -The two 76mm Shermans the US has access to are commander-specific: the M4A3 76 is available for Mechanized Company while the Easy Eight (E8) is for Rifle Company. It is also worth mentioning that Mechanized Company also gets the Combined Arms support power, which would honestly be quite nice to have with the E8. The M4A3 76 itself is basically just the Soviet Lend Lease M4C but for USF having the same cost abilities. All 76 Shermans cost 380 Manpower, with the E8 costing 140 Fuel + 14 Population compared to the M4A3 76's 125 fuel + 12 Population, both of which are slightly more expensive than the 75 Sherman at 340 Manpower and 110 Fuel. -The E8 is basically the ultimate Sherman variant in the game tho can be a bit meh against infantry but still presents itself as a versatile option despite its higher cost, being better against tanks compared to the regular 75 Sherman and having better health and armor than the M4A3 76. Think of it as the Jackson but as an actual tank and not necessarily a glass cannon. In fact, the E8 can bounce shots from the weaker mediums like the T-34-76 front on. Aside from the .50 cal MG upgrade all Shermans have access to, the Easy Eight also gets a Tank Commander upgrade increasing its vision range and accuracy. It does not get HVAP but rather has the Focused Gunnery toggle ability unlocked at Vet 1 which increases range and penetration at the cost of slowing it down. It's also ridiculously accurate even when on the move, more so than the other US tanks. -The 105 Bulldozer Sherman available to Armor Company is more or less just the USF's Brummbar but has a fully traversable turret and it can create very durable green cover. It can't really be used like the M8 Scott to barrage enemy positions especially since it cannot barrage until it reaches Vet 1.
@@elpern 35 fuel? I go with Captain and get 2 AT Guns without spending 35 fuel. Bazookas are worse than Panzerschrecks, the only thing I love about Leutnant is the M20 mine which makes vehicle completely inmobile till its repaired. Captain has an amazing mortar, AT Guns and an mediocre AA Halftrack.
@@garlkurzer 35 fuel is the cost of captain tech, the goal of getting zooks is to keep a proper vehicle timing while stil keeping the stronger early game prescence of going LT. Hence why 90% of games in the ~top 300 sees LT and not Cpt
Bazookas are a terrible AT unit against anything heavier than light vehicles. They are superior to nothing but barely. It puts you in an odd situation where you have something with poor penetration and damage against something with heavy armor and lots of health. Then when you look at the dual schrek side you have superior penetraition and damage against much lighter Allied medium armor but yet dual schreks are the same price as dual bazookas. The AT balance makes no sense what so ever in CoH2.
@@elpern Its one of the two competitive meta picks. Greyhound or rifle company, no other commanders are viable. Devm,me and Inca use it all the time (the 3 best USF players)
@@Orangepest Im not disagreeing with you there, but this list is not focused around the top 3 trying to break ostheer in tournaments but more the most common meta on the ladder, and outside of you and me noone runs greyhound
USF is fuking terrible. Overpriced units, excessive teching costs, no early game. CoH3 did a way better job than whatever CoH2's balance team decided to do.
that stronghold music tho ♥
Your guides are incredible!
You make me blush
Cheers! These guides have been crucial for me picking up the game for the first time. Hit by so much random offmeta stuff hitting automatch for the first dozens of games, its nice to get a sense for what is "standard" from these vids.
I rarely use LT instead I go for captain, but this video kinda convinced me to go for LT instead. What i like about the captain is that he amps up production and research very quickly which is unique to the captain.
You are not forced to play the absolute strongest, captain can stil work esp using the observer- ability for a quick aa halftruck like you mention!
@@elpern yup, also the « come to me ability » is very usefull when flanking maching gun or whit any close range specialist lile rangers, it’s a free sprint ability
@@niconilo97 and it also gives a small combat buff to the unit selected!
easiest video to understand in CoH2 community.
I love it! keep up the great work!
ah the beautiful stronghold music. May revolution bless you and your loved ones
I always do the captain in team games , the pak howitzer and the AT are just so valuable for me , then i rush scott or shermen as early as possible , for me any light armor well delay my scott or my shermen
Thank you for units board, very useful. Good luck with the channel!
Great video and concept! French community often asked me a video like this. Now, I will give your link when they will ask me what build order is efficient with usf! 👍
As someone who only recently started playing I want to thank you!
Yes! Was waiting for this.
I know this would be more work, but it would be cool to have a file with the rough timings and build order to put on a 2nd monitor while playing.
Meanwhile, I just screenshot or pause your video when I try it out.
Ill look into this
@@elpern Appreciate it! Awesome guides, got my eyes peeled for more to come
Looking forward to your coh3 content
Very nice overview for 1vs1. Keep up the great work in COH3. I like the full view of the buildordner in the end a lot. ❤️
props for stronghold 2 music
good video sire
as of the captain vs lt path - it is not that simple. On maps with a lot of narrow points or against players playing defensively, capt is a preferred choice imo. Also, if you don't control most of the fuel at the beginning - if it is quite hard to counter german armor with just bazookas and wait for jacksons without AT.
Stuart is quite a situative weapon - it is quite weak against inf and if survives to the late game, not that super useful. I found that light vehicles if survive till late game are great at quickly routing enemy inf from capturing "remote" points. And that AA with its suppression works better.
Overall, I found USF's airborne doctrine is probably the best if you wan't the best from 2 branches. You can go lt path but still has AT gun and got MG if you go capt.
STRONGHOLD MUSIC !!! I love you man, what a lovely, classy choice!
Awesome guide! +1 Subscriber here. Waiting for the OKW guide.
Excellent guide
I've had great time getting the mortar out early, especially when facing ostheere in team battles. complete counter to early MG42 spam.
I wouldn't say "complete" counter if they build more than one MG which they usually do.
Mortars have a really slow response time when you need to lay down smoke. MG42s on the other hand will instantly pin your infantry and even after you smoke the MG it will take forever for your men to recover allowing said MG to reposition.
Mortar smoke does work well when you know where the MGs are but not really in the early game where you have no vision and stumble on an MG.
love the Stronghold music ^^
liked your videos man. hopefully you can make british guide. You earned a new subscriber
3:56 At this point you better capture any other field AT gun being de-crewed than unlocking the worst basic AT gun in the game.
ive had a fair bit of luck doing early mortar instead of double Mg as usf
Elporn is back :))
awesome vid as usual! probably about time you grind a recovery sappers build
Tx mate. Which commander has Brad Pitt crew?
Hey I love your channel and after your first video you earned me as a sub. But could you make a guide for meta OKW? I'd love to see it
Thats up next, should be out by the end of next week
Hey Elpern, what software do you use for the aimations?
Adobe suit so ps and premiere
what commanders do you recommend for this build?
Anything goes, but most common is for sure rifle, recon and airborne!
How to win as USF. Spam r until 5 minutes. Move the infantry closer to the enemy. Win. Get a Stuart. Lose it because you suck at micro. Build 20 jacksons.
Losing your Stuart immediately is meta game play
@@peterc6613 having it stolen*
bro subtitles really say panzer 4 is pants of force
OMG This is driving me nuts, where is this music from? :D
I go really early ambulance actually. The pressure you can keep with it is really good. Always saves you hella manpower
Nicely editet PS.(more wood needed, sire)
I think I'm late 2 months to ask, but what's the difference with normal Sherman with other type of Sherman? (ex. Sherman Easy Eight)
Never too late, there is a lot of differences, a few too many to list them all, but heres some of the big differences;
- Normal Sherman gets HE shells and does better vs infantry than E8
- Normal Sherman costs 110fu compared to the 140 of the E8
- E8 gets Hvap shells making it do really well vs armor
- E8 at vet 1 gets 10 more range than normal Sherman, using the toggle
- E8 dies to 5 at gun hits, normal Sherman dies to 4
Some more details as of October 3, 2024: (just a disclaimer that I don't know if any of these Shermans were changed after the video's posting and the writing of the original comment)
-The two 76mm Shermans the US has access to are commander-specific: the M4A3 76 is available for Mechanized Company while the Easy Eight (E8) is for Rifle Company. It is also worth mentioning that Mechanized Company also gets the Combined Arms support power, which would honestly be quite nice to have with the E8. The M4A3 76 itself is basically just the Soviet Lend Lease M4C but for USF having the same cost abilities. All 76 Shermans cost 380 Manpower, with the E8 costing 140 Fuel + 14 Population compared to the M4A3 76's 125 fuel + 12 Population, both of which are slightly more expensive than the 75 Sherman at 340 Manpower and 110 Fuel.
-The E8 is basically the ultimate Sherman variant in the game tho can be a bit meh against infantry but still presents itself as a versatile option despite its higher cost, being better against tanks compared to the regular 75 Sherman and having better health and armor than the M4A3 76. Think of it as the Jackson but as an actual tank and not necessarily a glass cannon. In fact, the E8 can bounce shots from the weaker mediums like the T-34-76 front on. Aside from the .50 cal MG upgrade all Shermans have access to, the Easy Eight also gets a Tank Commander upgrade increasing its vision range and accuracy. It does not get HVAP but rather has the Focused Gunnery toggle ability unlocked at Vet 1 which increases range and penetration at the cost of slowing it down. It's also ridiculously accurate even when on the move, more so than the other US tanks.
-The 105 Bulldozer Sherman available to Armor Company is more or less just the USF's Brummbar but has a fully traversable turret and it can create very durable green cover. It can't really be used like the M8 Scott to barrage enemy positions especially since it cannot barrage until it reaches Vet 1.
What about team games? Just got build?
Is there any scenario were it is a good idea going dual officers instead of officer + tier upgrade before Major?
What about using 2 echelons in the begining I perdonally like them. Specially with m1919 and 1 bazooka
Risky opening, and not common
Rear Echelon are a crap unit only good for repairing or capping. At 200 MP they are probably one of the most overpriced units in the game.
Can coh2 map hotkeys?
No, you would have to use third party such as autohotkey
Wood needed
Would you consider Calliope for 1v1?
If you are winning by a mile then maybe, else if you want the most cost efficient then scotts are hard to beat
Pro tip: Watch at 1.5x to not fall sleep.
Some say I go too fast, some say too slow, stil trying to find the middle ground!
1:34
M1 57mm >>> Bazooka
520 MP 35 FU > 150MP & 15 FU
@@elpern
35 fuel? I go with Captain and get 2 AT Guns without spending 35 fuel. Bazookas are worse than Panzerschrecks, the only thing I love about Leutnant is the M20 mine which makes vehicle completely inmobile till its repaired. Captain has an amazing mortar, AT Guns and an mediocre AA Halftrack.
@@garlkurzer 35 fuel is the cost of captain tech, the goal of getting zooks is to keep a proper vehicle timing while stil keeping the stronger early game prescence of going LT. Hence why 90% of games in the ~top 300 sees LT and not Cpt
Bazookas are a terrible AT unit against anything heavier than light vehicles. They are superior to nothing but barely.
It puts you in an odd situation where you have something with poor penetration and damage against something with heavy armor and lots of health. Then when you look at the dual schrek side you have superior penetraition and damage against much lighter Allied medium armor but yet dual schreks are the same price as dual bazookas.
The AT balance makes no sense what so ever in CoH2.
USF strong in late? WUT
No greyhound/10
Would you consider it meta? While i think its strong barely anyone goes greyhound
@@elpern Its one of the two competitive meta picks. Greyhound or rifle company, no other commanders are viable.
Devm,me and Inca use it all the time (the 3 best USF players)
@@Orangepest Im not disagreeing with you there, but this list is not focused around the top 3 trying to break ostheer in tournaments but more the most common meta on the ladder, and outside of you and me noone runs greyhound
Sounds Like a Stronghold Guide 😂😂🤭
USF is fuking terrible. Overpriced units, excessive teching costs, no early game. CoH3 did a way better job than whatever CoH2's balance team decided to do.