CoH2 Crash Course #3: Micro & Tactics + USF
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- เผยแพร่เมื่อ 23 ส.ค. 2024
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A neat trick with the Ambulance is to have the medics disembark, put the medics in your base, and then re-crew the ambulance with some Rear Echelons and you get the best of both worlds, as the medics near your base can heal injured models when your squads retreat, while the ambulance can still drive around and heal/reinforce squads in front.
Will have to try that.
And you can get a repair crew quickly to the battlefield
this may be a year old,but thank you for this. a good tip.
teach me more
Big Brain Barbara over here laying down the cold, hard fax
15:45
Lmao as he’s talking the scout car comes and the plan is executed perfectly
Skippy best teacher confirmed
finally, a guide where the commentary is on point and teaches almost every single essential stuff..
great work comrade!
Thanks so much. 🙌🏻
after ive been playing coh2 for 2 years now and have played usf countless times and got familar and comfortable with them, ive realized they're the most fun faction in my eyes, great infantry at the start aka the riflemen, versatile engineers having fighting positions which if rears are placed in they get riflegrenades, volley fire to suppress and possibly pin infantry, each tech up gives a powerful and heavily armed officer with abilities, versatile and mobile with tanks, sherman has smoke screen and 50 cals, gets a boost in penetration, damage, and accuracy at vet 1 when near other allied vehicles, truly just one of my favorite factions. Not to mention the weapon racks and tank traps, those can really help late game and mid game. And the greatest part is the ambulance to help you and your teammates on the battlefield with healing and reinforcing, considering the fact UKF needs to get engineers to make the forward assembly to reinforce, and the soviets need to tech up twice in order to get a halftrack for reinforcing, where as americans get a mobile ambulance to heal and reinforce at the start of the game!
I'm new to the COH series in 2023. I must say that these guides was really informative and after watching the last 2 guides, I decided to become a subscriber to your channel. Your in-depth tutorials, I've enjoyed immensely. I am looking forward to playing tonight with my brother, we're both new to the community and I'm looking forward on become more better players, building off of your guides as a foundation. So thank you for helping newer players like us!
I must say greyshot productions is also fantastic for informative coh2 videos.
Once you get a bit more familiar with the USF I suggest pushing your Ambulance up a bit further, that way you can soft retreat and get back into the field much much quicker. But you need to be really careful with it, you don't want to carelessly lose it, so placing it out of line of sight is usually a good idea.
For later on in the game (once you have Major) you can place the ambulance somewhere relatively safe but more to the frontline with your Major next to it, your major can function as a retreat point.
One key thing - I think - to play proper USF game is to take care of your rifleman, they are your core, they are quite versatile and with 1 veterancy they get access to rifle grenades (AT), on light vehicles these will deal damage and give them a damaged engine (snare) which is highly effective when combined with AT guns. On medium/heavy armor only use rifle grenades if the tank has already gotten a bit of damage, at full health they will NOT get a damaged engine from an rifle grenade, this is quite an important detail.
Also this might be personal preference, but I would set the hotkeys to QWER, this way for all units the grid will have the same hotkeys - Top row from left to right will be Q, W, E, R, second row, A, S, D, F etc.. That way you can quickly learn and use hotkeys by simply looking at icons and pressing the button associated.
And finally as a general tip, when you're capping some forward territory with Rear Echelons at the start, build a tank trap, you can use it as green cover.
the further you push it up the more likely it is to be deleted. 250 MP and 15 fuel which is costly all for a very weak vehicle
Also captain, lieutenant, major all get sprint at vet 3 which can come in handy running out to capture a point/stop an enemy capture or have captain run back to base and speed up production.
something not many people put to use also is vet 3 major can lock down a point so it cannot be captured.
Tip: USF has a weapon rack,
BAR is only second to MG34 and MG42. Having it on Any squad will greatly boost Anti Infantry power.
Bazooka is only good against light and medium tanks. If you want to fight Heavy tanks with Bazooka, Put it on Ranger or Paratroopers as they deal more damage with Bazooka.
Grenade upgrade also gives you smoke ability. RE and Officer smoke is special as it has long range; it also block sight in line of fire for a short time. Best of all where people did not know is it will slow down and disable enemy vehicle weapons.
What about nades? Should u avoid the nades?
Is the RE and officer smoke white phosphorous? I forgot if it's labelled.
@@bcordone Regular smoke, Only one UKF doctrine have WP smoke. But USF smoke is not throw grenade it is a launched grenade and block sight in line from the launcher to the target
CoH 3 came out but it's 80 bucks and so I'm waiting for it to go on sale as I learn CoH 2 and I stuck with your vids, thanks dude, this is the teaching style I was looking for. Not a whole lot of streamers will go into full matches like this and the ones that do aren't usually so humble and are hard to watch because they're so click baity or annoying but you're vids are chill af yet still provide what I need so ty man
Thanks for the kind words!
TY bud appreciate the work you do to bring good COH2 content.It's always a learning experience.
My pleasure, comrade!
Most of the time I win the first contact and can secure the victory points / fuel.
Even if there is an early MG, I can play it off well with the Rifles.
Unfortunately, I experience anew every time that a huge blob comes up to me and I don't know what to do.
I don't have a MG at that point, especially if I skip LT.
The Germans are initially much stronger in close quarters, so I usually have to withdraw.
In general it feels very difficult to deal with German blobbing - it also feels very inauthentic and unhistorical when a huge blob of infantry runs on the open field towards you and YOU have to withdraw, because accuracy is kinda strange.
well thats what the mortar is for when it comes to HMGS, just smoke it or barrage if in a building, and as for the blobs just give your riflemen bars and find cover, your infantry your hmgs your grenades your mortars will destroy theirs.
I've been playing COH since the original and I learned something: the pop cap "feature" is fantastic lol
Great video
Yes, coh1 as US was abysmal. If at any point the Germans get control of the battlefield there is no coming back.
lol heard the coffin song playing in the background around 18 minutes. Guess he was listening to it before it was cool
I love the usf but godam the micro usage on them is tedious ASF , a bit underpowered buttt they do the job
Wooo.... unexpected content...like it btw, usf my main faction
Best coh2 yt out there. Good job bro. You go unto detail so well. And you explain everything you are doing as your doing it great work. I wish you had a Soviet campaign walkthrough. And a Ardennes assault one also..
It was a real shock playing usf coming from coh1.
Love youre voice, your multitask.. so i loved youre so unbiased! Thanks for this you doing very well =)
Around 36:00 you mentioned the PackHowie decrewed and you weren’t sure how much good it was doing. Even after the nerf on auto fire it’s amazing how much damage it does in mid game. If you micro it a bit for barrage fire It might surprise you.
Copy that. I rarely build it, so wasn’t too confident in how it performs.
SkippyFX I usually get ~200% efficiency with it without a lot of micro in 1v1s. Team games should be even better I would think
Cool video. Learned a lot and noticed I was making some mistakes, that even though were minor, they proved to be decisive many times already. So, thanks for that.
One suggestion I'd make is to use the number assignment feature more often. You were clicking a lot and dragging your mouse to select units. Being able to just press the number to select them, and double tapping the key to instantly move the camera to their position is pretty useful in my opinion.
I started doing this after maybe 50 games.. suddenly had so much more control over the action. Even having 3 rifle squads assigned to 1,2,3 keys makes flanking so much quicker. A great set up I use for Soviet is 1,2 conscripts, 3 mg, 4 mortar. Adding one or two more to each group as the game goes on. I do wish there was ability to great a main group and then delegate subgroups so that it's easier to mass retreat if I need to, atm as far as I know this is only possible by either having all the relevant units assigned to one numkey group or drag selecting.
Good video for beginners, this faction by far is the most difficult to master. In late game the commander chosen is quite determinining. USF is mobile faction, that is the key when you know all the units pros and cons. Only effective way to use properly this faction can be summarized in 4 words: SMOKE - FAST -FLANK - ATTACK
Thanks Skippy, there aren't that many guides out there that also tells the tips and tricks of pros.
as a usf and coh2 noob I love those videos, in return, please take those letters to helpbyou with the pronounciation of german words:
W = V
v = F
so Vermacht or folksgrenadiers.
Holy shit, never realized volk is a perfect translation of folk via German by way of Old English.
No one cares
This is a fantastic series. Thank you.
I understand you can hear the audio cue for grenade but when they shout grenade a millisecond before the grenade detonates ... it ain't much good for me
Various detonate times. Some are shorter than others.
Oh and the american bazooka is more of an ambush and flanking weapon it cannot take on tanks head on. Plan your use of it accordingly it will rip apart light and medium vehicles but not the front of tanks. Don't know if this happened to anyone else but guys with the bazooka seemed to have more accuracy with it when the turret of the tank they are aiming at is not pointing at them
You can put the ambulance close to the captured points with the cornal retreat point and restock units and heal them near the frontline :)
Hey Skippy next is British force please
Yup!
my problem with USF and Brits faction is that their Commander abilities have counterparts in German armies and the Germans got that abilities by default.
for example, USF Infantry doctrine enables riflemen to build sandbags and lay mines. strumpioneers, pioneers, volksgrenadiers can do both by default. Also the LMG, the Wehrmatch can upgrade their grenadiers with MG42 at tier 1, while US players need to choose infantry doctrine to be able to use LMG .
Shermans are actually one of the best tanks in the game when you use them right. The smoke can let you get up close for a flank, or cut the opponents army in half......being able to repair themselves gives you amazing field presence... they're the best tank to blob, the only time you really need a jackson is for super heavy tanks like KT.
Or panther
Sherman's are too weak honestly. Best anti infantry medium tank with HE rounds but will lose every 1v1 and most 2v1's and even 3v1's against almost all German armour.
@@headphonesz6527 I agree with what, I had 3 shermans lose a frontal fight against panther. However, they are not useless, imo they are excellent tanks when you take their price into an account
In 4v4's they serve no purpose late game. Thats why imo USF needs a rework, their core army should be stronger than that
@@headphonesz6527 should they get buffed? ^-^ But yea you can't take a Panther from the front even 3v1, but you can smoke and surround it, or force it back, in a vacuum the German tanks will always win, they really start the shine when he has 2-3 engineers trying to repair that pather and you can press harder mid-late game with repair crews.
@@armano4125 USF very weak late game. Only 1 semi heavy tank (Pershing) which is doctrine specific. All artillery is doctrine specific. All elite infantry doctrine specific. MG and AT gun are separated. Everything's too squishy to be viable late game. USF is the hardest nation/faction to play by far. Only way to win is to be extremely aggressive and win every fight early to mid game. If you lose one single squad early its game over. (Against any good German player of course)
Any thoughts on armour company or mechanised company commanders? Armor company is very nice with the assault engineers and their demolition charges, the m10 is a cheap, effective tank destroyer, and the 105mm Sherman is stupidly good at dunking on infantry
39:45 Thanks for clearing the minesweeper feature for me. I was not sure if a friendly minesweeper spots a mine, can it still hurt you? Is it the same for anti vehicle mines? Spotted=Harmless/inert?
My pleasure. Yes, minesweepers make the mine harmless while it is in vision. The minesweeper can also disarm it by standing close or clicking on it. You can also attack ground or drop mortars on mines to detonate them.
Cant wait for british guide most unquie faction IMO
Totally! Just recorded yesterday.
@@skippyfx you earned yourself a new sub buddy! got into CoH2 a few months ago and your content is right up my alley.
42:44-43:08 bum rushing infantry and ignoring the 2 tanks right in front of you is very fitting for rangers
Make one about OBK and british too, were you explain even more stuff or even just the faction itsself ;)
Yup! Coming next.
16:17 stacking manpower IS a tactic kappa
i have a couple of questions i figured id share before i google them. let me know what ou guys think
i was considering heavily playing as recon to main and learn or paras. Im very grateful to hear the troops keep their stats when picking crewing... i havent noticed if veterancy transfers as well the way it use to? It would be nice to have pathfinders in a jackson right? glad to see that you agree americans are weak in vehicle armor. its often i bet too, at beats tanks though... pairing them up is a must tho... i hate running circles with kettens.... i really build 2 to 3 rechelon to cap and build a D asap... i love Mgs... its like an alarm bell... Actually their icon changes when they get in and i dont know why? i hope theres a bonus... using those mgs... it was a dumb tactic i thought wouldnt work back in coh1... glad to see theyre strong... i should play germany more but i really wanna focus on getting good at one and microing better... if i use control or shift as my fourth and fifth buttons, would that make sense for selecting and making groups?
i've been watching this for 3 episodes now and i'm still wondering why your cam is black & white.
Just a style choice. Easier to focus on the game.
28:46 While this is an op move if done correctly. If you forget them and they are killed outside of the vehicle, the enemy can take it. This will cost you the game in most situations.
For someone just getting into CoH2 I love this series. Is it someone else who don't really vibe with the term models though? Sure, they're 3d models that you lose but it just sounds off. With that said I really don't have a better alternative to it.
Wasn’t natural to me either, only started using it because it was the accepted term by top tier players.
@@skippyfx I see, now I'll forever blame the pros! Hehe, thanks for the reply comrade
Long time Coh player but not so much in Coh2. I'we got a question about the squad leaders for USF, they can upgrade some weapons directly but is it worth doing? Are they even worth spending ammo on at all, are they good front liners? I'm absolute clueless here. Limited experience with Coh2, I bought it on release but I just felt that It didn't bring as much to the table as Coh1 did with the expansions. Well here I am trying to learn stuff over again. :) I'd appreciate the help/info cheers!
Yes, the LMGs / Bars are 100% worth it. You will win engagements because of them. LMGs long range and Bars are medium range.
Bazookas not so much. Good luck!
@@skippyfx Thank you very much Skippy, I appreciate your answer!
I’ve been playing Coh2 since 2015 and I wish the captain still had the twin bazooka machine. Anyhow, because I wanna pump out frontline units I keep my captain in the base on the Supervise! ability.
Nothing more fun than supervising out a sub 5 min aa ht.
@@danlegend8486 people still sleep on the AAHT. The perfect counter to wermacht MG spam is AAHT and Mortar HT. I've won games without needing any tanks at all. 3 rifleman, captain, 2AAHT, 2 mortar HT, 2 AT guns will give you an extremely large mid game lead. Usually leading to a base camp steam roll
@@headphonesz6527 ive never thought of that combo! Thanks!
Perished by Pershing what a game
My only disagreement here has to do with the HMG, I think the 50 cal is better than the MG42, it might have a smaller arc of fire but it doesn't need vet for AP rounds and the setup/pickup time is extremely low, probably the only HMG that can get away with attack move.
which videos are you referring to Skippy when you say "refer to my earlier videos" specifically USF?
After all the basic things of each faction , are you going to make a Advanced guide for each faction?
Wasn’t planning on it, but if these get a lot of interest I’ll consider it.
@@skippyfx alright , thanks for the attention.
Could you tell us more about your specs and what graphic settings you use? This game seems to run poorly.
used to run it with no problems with a pentium g4560 and an rx 460, which costed me 400$... in 2017, probably even cheaper now. If you can't run coh2, my bet is that you run intel HD graphics. You can't expect to run every game with just that.
I usually use combined arms + 7 shermans.... and bazookas...how doe that fit pop cap? when they get out theres a magic trick....
The whole weapon rack you didn't show…
Why is the bazooka so nerfed?
I showed it, just didn’t grab anything from it.
@@skippyfx True…
im kinda new, but you mentioned that to use shock troops to capture AT is a waste of resources? agreed. but you also mentioned that to reinforce that unit, it will cost you shock units, kinda agree?, dont the Soviet ALWAYS reinforce their troops by bringing conscripts to merge?, that wont cost them a shock unit... or do they ever go back to base to reinforce?
Negative. If you capture the AT Gun with Shock Troops, the reinforcement cost for each new squad member will then cost the same as a Shock Troop squad. In kind, the models will output the same stats as Shock Troop, but it’s generally accepted that using cheaper costing models are the best idea.
Ah I asked and received
Skippy plz show how to kill an osttruppen w/usf!!!
เยี่ยมครับ
The utility car has mines tho...
Yeah, but I really don’t recommend newer players trying to micro that thing. Captain is the easier tech route.
True
So, real quick, is there any benefit towards waiting to choose a company commander? Is there a particular point I should wait for in a battle, or should I choose at my own discretion? My instinct is to choose at the beginning of the round.
Thanks for anyone with genuine advice. I want to be a good USF player.
That depends on the CP limits on the abilities of your commander. If they have early game units, it’s advantageous to pick them earlier to decide your build order with the commander units.
People will wait to see what happens and what commander they might need to get the edge in the mid game.
@@skippyfx oh my god, thank you so much for replying. I've been playing USF for about a year (since I bought the game.) I've branched out a bit to Soviets, but I really wanna master USF so I can BTFO OKW players.
One other question I'd like to ask, if it's not too much trouble. If you could make any changes to USF (without totally breaking the meta) what would those changes be? For me, I'd make the 75 sherman just a little bit cheaper. I'd make it, say, 100 fuel instead of 110. I wouldn't buff health and damage, just make it a little bit cheaper. I understand if you don't respond (you're a busy guy after all.)
12:59 ...him tryin to explain hot to play usf while floating 1000mp and 210 muni :)))))))))))))
It ain't easy teaching and playing. 😜
How about sudden strike 4 multilayer
You've made all the course in Right time after they Free COH 2 and simply boost about more then 5k new player and they totally fucked up,. Spaming conscrip and wiped then get instan lose, so this video help them to improve .... Well done skippy
Not even close! T70 is 1000% better than Stuart, like no doubt.
On 2020 pershing are some nerfed...this is a bad notice
Hello Mr Skippy!thank you very much for your work!i have a bitter sweet playing this game...i love it and i hate it....online games,,,the community is very very toxic.....the game is awesome,,,i want to learn,,,your videos help me a lot....the players online ..they dont....i hope you and yours are ok..hugs from Portugal!
Why causing engine damage when you hit the front? :D
Probably because of the transmission/gear box.
I have much more to teach you about usf haha
Hey skippy or anyone who plays the game is this a up to date guild?
There have been balance patches since these guides, which have mostly changed minor things about units. For the most part, the important aspects are all still relevant.
What about rifle company?
its not as powerful as before sadly
How tf does he have that much supply
Usf got the shaft over the years....no longer able to put double lmg on rifleman who no longer scale well into late game just bleeds manpower and don't have smoke. Cap and lieutenant no longer come equiped with a weapon. M20 basically essential to mitigate manpower bleed but no longer comes equiped with a bazooka to fend off vehicles that dive in. Mortar fire rate is crap to use vs mass mgs compaired to what it used to be. Shermans just get sniped by shrecks that can aparently throw stun grenades now, cant out range or good HE anymore. Raketenwerfer stupid long range and pen now with retreat. Stuart no longer crits engines. Seems like many pop inceases. Only good thing they got was snare on rifleman without the need for vet 1 finally. it seems every game now is an axis steam role. their tanks are never out of the fight to repair for very long when we used to have a good repair rate advantage but cant really push them.
To bad cant go back in time.
I exclusively played USF for a long time after I started with CoH2 because I wanted to play something different than all of my friends lol. Luckily (or unfortunately) I'm not a big PvP person so I had a lot of time in AI battles to learn that I really should have started with the Wehrmacht instead-
I started with USF as well. Didn’t know what I was getting into!
@@skippyfx Something useful you didn't mention in the video is that you can decrew your ambulance and recrew them with another unit to use the medic squad as an additional, non-vehicle source of healing.
Poor show from your opponents. They could have still won if they had kept heart and tried harder.
It's pronounced roughly "vair-makt"
Close. The 'ch' is pronounced 'r'.
wow your soviet team mate was one of the most annoying players in the entire COH2 , 8th minute not capture the ammo, what a tool. I hate players like this and telling you to capture the fuel. The usf really rely on AMMO big time!
This will be a lot more time-intensive, but wouldn't it be way better to comment a good replay? So you have more time to comment on your actions and concentrate on the game AND on the commentary. Because now at least your gameplay falls very short.
The key part definitely being "a lot more time-intensive". I'm juggling several things and was preferring to produce as much content as possible while the new players are interested. It's much more natural for me to teach this way so I have control over the units while I talk. Of course there can be better ways to do it, but it would require more time that I don't have right now.
his teammate is so bad
M5 is the "best" light tank. Oh, yes. It has the lowest damage against infantry and same vehicle damage as T70 and a shit range. For all aspects, M5 is the worst piece of shit in game. Btw, USF has the only 2 units that almost cannot do anything which are RE and Major. Major arty looks like it's nice. Actually arty ability from USF are ALL SHIT. They have longer time space between each shot and do shit damage. USF has the worst antitank ability in the game. The only antitank infantry units are cavalry RF and RF that has at least 1 veteran. The M1 is another piece of shit. It has the lowest penatration and you have to activate the hvap ability to make it like a normal AT. Same thing on M36 and M36 has a even worse line of sight. M26 is the worst call in heavy unit. A panther with a machine gun upgrade can almost have same antiinfantry efficiency as you and it can spam and it cost only 185 fuel. All axis heavy tank have better accuracy than you and some of them have higher damage Which means all of you have same antiinfantry efficiency but M26 cannot fight any armor target. Further, all US tanks have to gain veteran level for an accuracy that come in with all other tanks.
In short, be smart, don't play this shit.
dunno dont have problems beating enemy axis players with USF, even on higher ranks
maybe it's just you, on forums i see a lot of people calling usf overpowered
@@Bleilock1 nah, he is right
@@armano4125 git gud mate
Play the game!!! Horrible to watch
No one’s forcing you, bro. This is for helping new players, not entertainment. You can watch any of my other 200+ videos for that.