I would say the US captain is A tier. Since it can boost construction time on units in base. He got a Thompson and if upgraded with a bar which is pretty good at close. The best ability of the captain in my opinion is “On me” which removes suppression on a unit.
the problem with british infantry section is, you have to do multiple upgrades just to make them on par with german counterparts. - upgrade 4 -men to 5-men squad, Volksgrenadiers already come in 5 by default. - MIlls bomb upgrade, Volksgrenadiers and Grenadiers already got their grenade by default too (although at later stage of early game) - Weapon upgrades, has to be unlocked first (need resources) and can only be acquired at the base or forward assembly. while axis troops can upgrade on the move and doesn't need the weapon unlock - Plus, they cost much more to reinforce.
With Soviet Engineers I like planting TNT on my cap points so whenever infantry caps the point they either lose the squad or damaged the heck outta them
13:30 I sometimes encounter a lone German tank going headlong to my Penal squads. predictably, I threw the sticky satchel bomb on to it. Like a kamikaze, it 's just drove through my squads, squashing some men. My penal squads were running around dodging the tank while the timer was ticking down. When it exploded, it took away most of my penals.
-Penals are S because theres no infantry squad that can beat them in early. 6man semi auto rifles are devastating all german infantrys and also they have to the last man (i think its called) veterancy ability that makes them stronger and accurate as they losing men -Infantry sections are S , because Brits are already slow and all they need is fuel not even munitions because theres no muniton consuming ability that brits have to use so they just saving it up and upgrade all of it in one time. They have extremely good accuracy (actualy best in game) and they can do sandbags which means that they are doing their own cover. -Cons are B but if they are fighting against a really good wehrmacht player that preserves all the infantry that they have and upgrade them with awesome guns like g43s and mg42lmg , they are C and being cheap is not saving them at all. I just watched a game of Vonivan and he had all his cons vet 3. But his opponent had panzergranadiers and grenadiers with g43s and all vetted up. He lost so hard. He deployed 2 t34s one of em 85mm but his opponent answered with 2 stugs literally annihilated his armor and he lost. -Boys tank hunter inf sections are B , because they are not the unit that you counter the main axis armor. Lets say okw player deployded luchs so fast that brit player couldnt even deployed at gun to answer. Thats where boys at rifles shine. They stop luchs and dealing significant damage on it and if you combine the boys with the fresh Cromwell you deployed , you ready to hunt panzers. And as far as i know you have weapon droping halftrack and Crocodile in that regiment which is great for the late game.
No german infantry squad can beat them in early? Are u serious? Strumpioner beat em very very easy in early in medium close range, and dont forget it take too long to call Penal at early so german can deploy 2-3 squad againts 1 squad +engineer at very early especially OKW, if Oster u just can Call MG and cover it with engineer while waiting for volk come , German is Ez faction to play nor like allied
Penals are awesome but sadly because you have to make a concise choice to field them because of the extra building I just think they aren't as good as S.
Me too. I think anybody who plays USF often knows how awesome the Captain's Supervise ability is. If I happen to have it in my base reinforcing/healing, or waiting to join a group of infantry on the way out, I always use it to speed up whatever I'm making, be it a rifle squad, unlocking the grenade, producing an ambulance, etc. I also use it to rush Pack Howitzers onto the field, by increasing the unlock speed and then increasing the production speed of the Pack Howitzer itself (which is otherwise quite slow) to make a faster push against bunkers, entrenched enemy positions, etc. It's also super useful in a late game when you're full of resources but have just taken major losses (e.g., you lost 2 Jacksons and want to quickly replace them). This ability has actually won me games, no question about it. I would absolutely not understate this ability - it's one of my favorites for US Forces in competitive 4v4 matches. I understand the value of fighting with the Captain for the vast majority of the time, but using it every now and then to Supervise can have a big impact on the game. I also agree with Mikkel Hansen that the Captain isn't given enough credit. It performs better than standard Riflemen in close quarters situations, producing him unlocks the AT gun, Pack Howitzer, and Half Track, and you have access to the powerful BAR (for some reason I always do better with BARs than I do with LMGs) without even having to unlock the weapons rack. It's also quite nice that he flies around the field quickly when fully vetted, among other benefits (gaining veterancy simply by being near other combat troops in fighting, if I remember correctly).
9:41 This only applies to the Campaign, Thompson’s come free when armour company is selected, which means all crews (excluding Medics & M20 Utility car crews) get it when they spawn with the their vehicle
Personally, I like to give my Brit Engineers double piats since a lot of my repairs take place near combat. I have finished off quite a few armored units trying to kill my armor while repairing this way. Usually, if you catch the armor with the engineers snare, they rarely escape the double piats before being obliterated. Also, the US Lieutenant and Captain at vet 3 move so much faster than any other infantry units. I literally like to vet them up as fast as possible which usually isn't an issue and double BAR bot of them. They are essentially my mid-range shock troops.
The ONLY grievance I have with your entire list is the US Captain. The captain's "supervise" production speed buff in my opinion is one of the most OP abilities in the entire game. You can use it to crank out units in quick succession. You can literally make rifleman units in seconds, especially useful if you're sandbagging resources for a particular unit type like a tank, and then crank them out. It's especially useful in games where you're trying to rush a tier because it allows you to get out 3 or 4 of those units out in that critical early game. It has a doubly important buff in that these units are created so quickly, they can practically leave your main in close enough proximity to overwhelm the other players. Another important aspect, you can get the captain very early in the game depending on your fuel, you can have that increase production buff in a few minutes of game start. I agree it is a niche use, but if you tailor your play style to use this ability early game, you can crush mediocre players not prepared for it; ala rifleman rush in COH1. I think a lot of times the supervise ability is undervalued because some players have no idea how to use it, or just haven't invested the time to perfect the strategy. As for it's ranking on your list, I think it's subjective because it requires an entire strategy to use. In it's properly used configuration, I would place it as an S, a single unit which can be used as the pivot point in a specialized strategy. Outside of that, A.
Partisan Troops are expendable by themselves but when boarding an M3A1 Scout Car, they can cause havoc on unprepared infantry at close range more safely than on foot.
Pathfinders are C in 4v4 and 3v3, but A in 2v2 and 1v1 imo. Just get them behind the riflemen or heavy cover and those guys will definitely shred some Germans. They are quite expensive to reinforce though. Also I would move Captain to the A tier. Smoke is essential for Americans and one of the things that makes this faction so good. Also Captain can get a BAR without weapon rack. Other then that this tier list is damn accurate, imo.
Please make a video about the best Commanders for 1v1 and 2v2 per faction and then on a different video the same but for 3v3 and 4v4 as they are more "team" oriented games.
It's a shame that you can't tell your tank crews to abandon the tank with all factions to carry over the experience at least. Like the only ones who would be able to repair the tank would be the US.
I think the lieu and captain deserve A, they are slightly better than rifles thanks to the single Thompson and can shred infantry just as well. I might be one of the very few that use the captains ability to produce faster it gets things rolling alot faster, can easily have Sherman's out extremely early
I feel like the assault engineers are definetly A tier, dont know about how they were 3 years ago but my assault engineers definetly wins 1v1s against sturmpioneers, hell they make good distractions against 2 squads making one retreat while surviving long enough to get back alive, 2 of them would shred apart halftracks too not needing AT. Pair with the m4a3 shermans and as long as theres no more than 2 panthers and 4 infantries 3 assault engineers and 3 tanks can deal with them quite well and give chase after quick repairs
Lieutenant is better than a regular rifle squad. It has a Thompson without upgrades , and has the lightning/sprint ability at vet 3. Also, you can add 2 bars on top of the Thompson which is basically like having 3 weapon slots like the rangers do. Getting all that when you tech up helps Americans a lot early game. Also that bazooka without teching them first is a nice deterrent for early kubel spam, which is so hot right now
@Expired Milk it's the idea of concentrated fire,cover and who engages first,you can always go to cheatmod and test it,you will probably find that rifles will win,and that they have much better long range with bars. Volks on the other hand lose their long range effectiveness alot when upgraded with stgs in for short range firepower but volks have always been a solid axis unit,it you compare to grenadiers however,that's a 100% loss on the axis behalf
I have seen the Ambulance get friendly-fire kills, meaning it's capable of killing enemy squads as well. Specifically by running them over. Also. The Vehicle Crews in the USF get that Thompson upgrade for free now.
I've read that it's a glitch, and it occurs when a unit is killed by an explosive after the unit that threw the explosive was killed. So, if a German squad throws a grenade at your guys, and the guy who threw it dies but still kills one of your men with it, it attributes the kill to the closest unit nearby that isn't the unit hit by the grenade itself. This is how ambulances end up with kill counts I believe
Commando isn't frontline unit its for going behind and harassing the enemy the Explosive is awesome, as for Anti-tank you can give them Piat's if you really want at the base although they are awesome with the Bren
Paras with Thomson's are the best short range infantry in the game. Did test with paras and shocks para beat them every time with 4 models remaining on them
I'd Put rear echelons in F tear since they are worthless in combat even compared to other faction's engineers. Their only real purpose is to build bunkers, US don't even need them for vehicle repairs or base buildings
Why are Paratroopers S rank and Obers are B, Obers can straight up beat LMG paras even when both are at max vet. And paras are 20 mp more expensive too. Obers are somewhat versatile too, they got smoke, grenades and amazing vet skills.
Do you even reach/need to reach the tier building alone for them in any game mode aside 4v4 lolfests? And expensiveness, and 4 men etc etc. They are overhyped and far from op.
@@dusk6159 i didnt say theyre OP nor overhyped. I was just wondering why a good unit like Obers are rated B, im not saying it should be S as well, maybe hovering on A at least. Its not even doctrine locked. i mean arent the usual builds are either Heal truck then panzer truck or the mechanized truck then panzer truck. I could probably say the same for paras too then, overhyped and far from OP.
hmm wouldnt just make them some sort US panzerfusiliers if they use zooks, although fusiliers were also ranked S i guess it makes sense. Since zooks are kinda meh compared to schrecks.
Is this the first time you people play coh2? oh make sure to play the tutorial please. one more thing, the way we use the ladder is more stuff to put in the lower tier, not opposite. this video is a troll
Anti tank partisans are an s tier unit. They can stealth in cover and place mines. You clearly have never used them correctly. They are excellent at disruption of backlines. I've personally used them to destroy an LEFH18 artillery battery, a walking stuka. A nebelwerfer, even repairing tiger tanks. The best way to play them is to find a structure in the enemies backlines out of sight and gather partisans with hold fire active. To conceal them in cover, two to three will do. Once they are gathered keep them there until targets of opportunity are present.
I mostly use British engineers in early game and give them 2 Vickers or bern and upgrade them with anvil and make them add another LMG . So there are 3 LMG in the group which shreds the enemy infantry from a cover as they don't have much health.
Assault engineers also give US access to mines that actually do damage and cripple engine rather then just stun for 30 muni. So while late game range does shred them by late game you’ll be shoving them around planting mines and defending corners!
You mentioned you are running out of ideas; you haven't touched support weapons or emplacements (not artillery) yet. As critic, whilst I agree with every decision here I am half n half on Combat Engineers. You mentioned they have nothing unique which isn't quite right because they are the only engineer in the game to have a non-doctrine flamethrower. The mine they can build is absolutely excellent though and really puts them up ahead in my opinion; only the OKW and Soviets can build anti-light vehicle and anti-infantry mines in a single package rather than separately. I would have personally put them at B if it were me.
For AI Comp Stomps the .30 or .50 cal Jeep is good for locking down lanes early game and will hold the line with enough support for you to get heavier units in the field.
UKF infantry sections should be at F - I usually just build 1 to compliment the starter and use them as units for back-capping and building ammo/fuel dumps
when British sappers got vet 3, reinforcement cost 1 or 2 manpower point lower.
I guess the replacement is an Indian or Aussie boy then lol
Shock troop is an S untill tanks comes in
I would say the US captain is A tier. Since it can boost construction time on units in base. He got a Thompson and if upgraded with a bar which is pretty good at close. The best ability of the captain in my opinion is “On me” which removes suppression on a unit.
the problem with british infantry section is, you have to do multiple upgrades just to make them on par with german counterparts.
- upgrade 4 -men to 5-men squad, Volksgrenadiers already come in 5 by default.
- MIlls bomb upgrade, Volksgrenadiers and Grenadiers already got their grenade by default too (although at later stage of early game)
- Weapon upgrades, has to be unlocked first (need resources) and can only be acquired at the base or forward assembly. while axis troops can upgrade on the move and doesn't need the weapon unlock
- Plus, they cost much more to reinforce.
@bLackstar but it's so situational. not every shootout happens when there's heavy cover around
With Soviet Engineers I like planting TNT on my cap points so whenever infantry caps the point they either lose the squad or damaged the heck outta them
Sometimes I just put only one toe of my infantry in the capture point to cap it without dying
13:30 I sometimes encounter a lone German tank going headlong to my Penal squads. predictably, I threw the sticky satchel bomb on to it. Like a kamikaze, it 's just drove through my squads, squashing some men. My penal squads were running around dodging the tank while the timer was ticking down. When it exploded, it took away most of my penals.
-Penals are S because theres no infantry squad that can beat them in early. 6man semi auto rifles are devastating all german infantrys and also they have to the last man (i think its called) veterancy ability that makes them stronger and accurate as they losing men
-Infantry sections are S , because Brits are already slow and all they need is fuel not even munitions because theres no muniton consuming ability that brits have to use so they just saving it up and upgrade all of it in one time. They have extremely good accuracy (actualy best in game) and they can do sandbags which means that they are doing their own cover.
-Cons are B but if they are fighting against a really good wehrmacht player that preserves all the infantry that they have and upgrade them with awesome guns like g43s and mg42lmg , they are C and being cheap is not saving them at all. I just watched a game of Vonivan and he had all his cons vet 3. But his opponent had panzergranadiers and grenadiers with g43s and all vetted up. He lost so hard. He deployed 2 t34s one of em 85mm but his opponent answered with 2 stugs literally annihilated his armor and he lost.
-Boys tank hunter inf sections are B , because they are not the unit that you counter the main axis armor. Lets say okw player deployded luchs so fast that brit player couldnt even deployed at gun to answer. Thats where boys at rifles shine. They stop luchs and dealing significant damage on it and if you combine the boys with the fresh Cromwell you deployed , you ready to hunt panzers. And as far as i know you have weapon droping halftrack and Crocodile in that regiment which is great for the late game.
No german infantry squad can beat them in early? Are u serious? Strumpioner beat em very very easy in early in medium close range, and dont forget it take too long to call Penal at early so german can deploy 2-3 squad againts 1 squad +engineer at very early especially OKW, if Oster u just can Call MG and cover it with engineer while waiting for volk come , German is Ez faction to play nor like allied
Penals are awesome but sadly because you have to make a concise choice to field them because of the extra building I just think they aren't as good as S.
*they are expensive
*Guard troops cooperation doctrine comander which can spam them easily*
-Am I a joke to you?
I use Captain speed up ability almost all the time. I may even retreat my captain to the base to speed up an upgrade or a tank build. :D
Me too
@@darksidedelta he has 2 abilities, one to boost building's speed, one to break suppression
“Sherman ready to go”
“Sherman ready to go”
“Sherman ready to go”
“Sherman ready to go”
“Displace, get us over to that location”
@@pineapplelapolynesia1994 worth of the 48 population and 110 gas
Me too. I think anybody who plays USF often knows how awesome the Captain's Supervise ability is. If I happen to have it in my base reinforcing/healing, or waiting to join a group of infantry on the way out, I always use it to speed up whatever I'm making, be it a rifle squad, unlocking the grenade, producing an ambulance, etc. I also use it to rush Pack Howitzers onto the field, by increasing the unlock speed and then increasing the production speed of the Pack Howitzer itself (which is otherwise quite slow) to make a faster push against bunkers, entrenched enemy positions, etc. It's also super useful in a late game when you're full of resources but have just taken major losses (e.g., you lost 2 Jacksons and want to quickly replace them). This ability has actually won me games, no question about it. I would absolutely not understate this ability - it's one of my favorites for US Forces in competitive 4v4 matches. I understand the value of fighting with the Captain for the vast majority of the time, but using it every now and then to Supervise can have a big impact on the game.
I also agree with Mikkel Hansen that the Captain isn't given enough credit. It performs better than standard Riflemen in close quarters situations, producing him unlocks the AT gun, Pack Howitzer, and Half Track, and you have access to the powerful BAR (for some reason I always do better with BARs than I do with LMGs) without even having to unlock the weapons rack. It's also quite nice that he flies around the field quickly when fully vetted, among other benefits (gaining veterancy simply by being near other combat troops in fighting, if I remember correctly).
if you can't find a picture, run the game, take a screenshot
9:41 This only applies to the Campaign, Thompson’s come free when armour company is selected, which means all crews (excluding Medics & M20 Utility car crews) get it when they spawn with the their vehicle
Personally, I like to give my Brit Engineers double piats since a lot of my repairs take place near combat. I have finished off quite a few armored units trying to kill my armor while repairing this way. Usually, if you catch the armor with the engineers snare, they rarely escape the double piats before being obliterated.
Also, the US Lieutenant and Captain at vet 3 move so much faster than any other infantry units. I literally like to vet them up as fast as possible which usually isn't an issue and double BAR bot of them. They are essentially my mid-range shock troops.
The ONLY grievance I have with your entire list is the US Captain. The captain's "supervise" production speed buff in my opinion is one of the most OP abilities in the entire game. You can use it to crank out units in quick succession. You can literally make rifleman units in seconds, especially useful if you're sandbagging resources for a particular unit type like a tank, and then crank them out. It's especially useful in games where you're trying to rush a tier because it allows you to get out 3 or 4 of those units out in that critical early game. It has a doubly important buff in that these units are created so quickly, they can practically leave your main in close enough proximity to overwhelm the other players. Another important aspect, you can get the captain very early in the game depending on your fuel, you can have that increase production buff in a few minutes of game start. I agree it is a niche use, but if you tailor your play style to use this ability early game, you can crush mediocre players not prepared for it; ala rifleman rush in COH1. I think a lot of times the supervise ability is undervalued because some players have no idea how to use it, or just haven't invested the time to perfect the strategy. As for it's ranking on your list, I think it's subjective because it requires an entire strategy to use. In it's properly used configuration, I would place it as an S, a single unit which can be used as the pivot point in a specialized strategy. Outside of that, A.
American assault engine get access to the good mines that the Americans can get by locking in infantry company
Partisan Troops are expendable by themselves but when boarding an M3A1 Scout Car, they can cause havoc on unprepared infantry at close range more safely than on foot.
For the PF, I&R guys only got one sniper rifle but the regular guys got two, so.....
Never noticed this, good to know
Only 1 sniper rifle to compensate for their ability to call in Arti strike.
@@Rizal96able Arti is quick and harsh, but make the PF less of a fighter than a supporting role. Still, both are great at long range
U forgot that rangers have better bazookas so they are also good against armor
Definitely s tier
Sorry for late reply
But you mean the Rangers Passive Abillity That increase Penetrating for Bazooka right ? :)
the u.s. pathfinders with BARs are incredible
Rangers would be S tier because of their strong offense and can be efficient at holding points or supporting troops
Pathfinders are C in 4v4 and 3v3, but A in 2v2 and 1v1 imo. Just get them behind the riflemen or heavy cover and those guys will definitely shred some Germans. They are quite expensive to reinforce though.
Also I would move Captain to the A tier. Smoke is essential for Americans and one of the things that makes this faction so good. Also Captain can get a BAR without weapon rack.
Other then that this tier list is damn accurate, imo.
To get the smoke you hace to invest 25 fuel tho. Is better to just flank or swarm an hmg
You can make REs in like 2 seconds if you use the captain's supervise ability.
Do you not want to punch that guy every time he interupts you?
ambulance is s tier my friend had a game where he killed about 30 units with it
I hope you are joking
*loads 1911 with American intent*
“On me” special for Captain is amazing when up against MG-42... so like, always
Paratroopers are better when stealth and support. Takes time to give them weapons.
Please make a video about the best Commanders for 1v1 and 2v2 per faction and then on a different video the same but for 3v3 and 4v4 as they are more "team" oriented games.
Pathfinders are great, you can precision paradrop equipment.
And dont their rifles get a bonus to snipe injured units?
Will the greyshot boys make a whole different video for the various support weapons like HMG and field guns?
It's a shame that you can't tell your tank crews to abandon the tank with all factions to carry over the experience at least. Like the only ones who would be able to repair the tank would be the US.
*Sad Partisan noise*
What about the infantry section with tommy guns?? Tier A maybe??
Royal Marines?
I think the lieu and captain deserve A, they are slightly better than rifles thanks to the single Thompson and can shred infantry just as well. I might be one of the very few that use the captains ability to produce faster it gets things rolling alot faster, can easily have Sherman's out extremely early
You can meme pz 2 and armored car with scout car and At rifles inside
I feel like the assault engineers are definetly A tier, dont know about how they were 3 years ago but my assault engineers definetly wins 1v1s against sturmpioneers, hell they make good distractions against 2 squads making one retreat while surviving long enough to get back alive, 2 of them would shred apart halftracks too not needing AT. Pair with the m4a3 shermans and as long as theres no more than 2 panthers and 4 infantries 3 assault engineers and 3 tanks can deal with them quite well and give chase after quick repairs
The vehicle crews get the tommy guns for free, I should know, I use armor constantly
Lieutenant is better than a regular rifle squad. It has a Thompson without upgrades , and has the lightning/sprint ability at vet 3. Also, you can add 2 bars on top of the Thompson which is basically like having 3 weapon slots like the rangers do. Getting all that when you tech up helps Americans a lot early game. Also that bazooka without teching them first is a nice deterrent for early kubel spam, which is so hot right now
The UC is awesome because it gets more dmg the further it is i think
"Rifleman of USF will rekt u close range" excuse me WTF? are u guys even played this game before or what?
They beat every unit apart from penals in a 1:1 combat early game and they really are effective close range.
@Expired Milk it's the idea of concentrated fire,cover and who engages first,you can always go to cheatmod and test it,you will probably find that rifles will win,and that they have much better long range with bars. Volks on the other hand lose their long range effectiveness alot when upgraded with stgs in for short range firepower but volks have always been a solid axis unit,it you compare to grenadiers however,that's a 100% loss on the axis behalf
I have seen the Ambulance get friendly-fire kills, meaning it's capable of killing enemy squads as well. Specifically by running them over.
Also. The Vehicle Crews in the USF get that Thompson upgrade for free now.
I've read that it's a glitch, and it occurs when a unit is killed by an explosive after the unit that threw the explosive was killed.
So, if a German squad throws a grenade at your guys, and the guy who threw it dies but still kills one of your men with it, it attributes the kill to the closest unit nearby that isn't the unit hit by the grenade itself. This is how ambulances end up with kill counts I believe
Commando isn't frontline unit its for going behind and harassing the enemy the Explosive is awesome, as for Anti-tank you can give them Piat's if you really want at the base although they are awesome with the Bren
Conscripts are the best infantry in the game IMO.
Paras with Thomson's are the best short range infantry in the game. Did test with paras and shocks para beat them every time with 4 models remaining on them
can't conscript squads reinforce partisans?
every unit besides snipers and team guns (besides MG’s)
Pictures are just bad.
Pls let them use unit names written out this time
I'd Put rear echelons in F tear since they are worthless in combat even compared to other faction's engineers. Their only real purpose is to build bunkers, US don't even need them for vehicle repairs or base buildings
Just want to remind u u didn't talk about Comissar😭
25:38
22:29 Cleary its because they're polish isn't it
XD
Why are Paratroopers S rank and Obers are B, Obers can straight up beat LMG paras even when both are at max vet. And paras are 20 mp more expensive too. Obers are somewhat versatile too, they got smoke, grenades and amazing vet skills.
Imuya expensive
Do you even reach/need to reach the tier building alone for them in any game mode aside 4v4 lolfests?
And expensiveness, and 4 men etc etc.
They are overhyped and far from op.
@@dusk6159 i didnt say theyre OP nor overhyped. I was just wondering why a good unit like Obers are rated B, im not saying it should be S as well, maybe hovering on A at least. Its not even doctrine locked. i mean arent the usual builds are either Heal truck then panzer truck or the mechanized truck then panzer truck. I could probably say the same for paras too then, overhyped and far from OP.
Obers, late game, paras, early game, support version van upgrade with bazookas with elit unit bonuse that make it better
hmm wouldnt just make them some sort US panzerfusiliers if they use zooks, although fusiliers were also ranked S i guess it makes sense. Since zooks are kinda meh compared to schrecks.
Hi good video ! You didn't spoke about the mortar. And the hm38 is definitly a A one. He wiped so much sections for me.
I acctualy sometimes use the Captins speed up to build my first Sherman faster xd
Commandos are S tier
LOL these dudes are like nerd clones. Hilarious
For mi the british sniper is the Best
Rangers are S tier... especially when upgraded with survivability and switchable shrecks
i only came for shock troops and im happy
Is this the first time you people play coh2? oh make sure to play the tutorial please.
one more thing, the way we use the ladder is more stuff to put in the lower tier, not opposite.
this video is a troll
Anti tank partisans are an s tier unit. They can stealth in cover and place mines. You clearly have never used them correctly. They are excellent at disruption of backlines. I've personally used them to destroy an LEFH18 artillery battery, a walking stuka. A nebelwerfer, even repairing tiger tanks. The best way to play them is to find a structure in the enemies backlines out of sight and gather partisans with hold fire active. To conceal them in cover, two to three will do. Once they are gathered keep them there until targets of opportunity are present.
I mostly use British engineers in early game and give them 2 Vickers or bern and upgrade them with anvil and make them add another LMG . So there are 3 LMG in the group which shreds the enemy infantry from a cover as they don't have much health.
They should add a Finnish commander and also add a Finnish sniper lol
@Acss47 it's a joke
If you can lock enemy in base before he got first really armored vehicle - you win.
If not - this is failure.
@@Ali-yr5kd finnish sniper? U mean simo hayha?
It would be on the axis side though since the Finnish were on the axis for the majority of the war.
Assault engineers also give US access to mines that actually do damage and cripple engine rather then just stun for 30 muni. So while late game range does shred them by late game you’ll be shoving them around planting mines and defending corners!
engineers! they plant mines!
Team weapons next please
You mentioned you are running out of ideas; you haven't touched support weapons or emplacements (not artillery) yet.
As critic, whilst I agree with every decision here I am half n half on Combat Engineers. You mentioned they have nothing unique which isn't quite right because they are the only engineer in the game to have a non-doctrine flamethrower. The mine they can build is absolutely excellent though and really puts them up ahead in my opinion; only the OKW and Soviets can build anti-light vehicle and anti-infantry mines in a single package rather than separately. I would have personally put them at B if it were me.
the jeep at A tier wtf?
For AI Comp Stomps the .30 or .50 cal Jeep is good for locking down lanes early game and will hold the line with enough support for you to get heavier units in the field.
Ambulance is the infantry
Bruh
I need an update on this list. I’ll give you $5 for it lol
Wow, this time I actually agree with everything on this list
Shock troops are ready to die for the mother land
After having obers and shrek blobs for breakfeast
Relic needs to make partisans great again!!!
No F tier, A tier many as every normal unit
I thought flairs did not reveal units like recon planes do
sniper flair does, but no the regular ones.
Burn down the Red flag
I disagree with y'all on Rangers. Rangers can get 2x bazookas and I've literally won games with nothing BUT rangers. XD
Honestly rangers only is a viable option as long as your opponent is absolutely stupid
You mean x3 bazooka
Biased af
UKF infantry sections should be at F - I usually just build 1 to compliment the starter and use them as units for back-capping and building ammo/fuel dumps
conscripts are easy S tier man lmao
Rangers not in S tier, you know nothing.
I sense... Gayness... Hmmmmm... Epic mayhaps?
This review contains 0IQ
Jesus Christ stop interrupting each other