Is this similar to how you start as the USF or do you have your own build? Leave it down below and we may discuss / credit your build in a future video.
So a few things 1. While knowing what teammate you have on your side in 4’s is important it’s equally important to know which combination of axis you’ll be fighting. Double OST/Wehrmacht or double okw? Or will it be an even split of 1 ost and 1 okw. 2. In all build orders you’ve listed generally they are a good outline. However it seems to short yourself on how much presence you yourself have on the field. 3 squads of infantry can be enough sometimes. But if you’re fighting double OKW or a more aggressive Wehrmacht you’ll find yourself constantly on the back foot. Generally speaking having 3 riflemen on the field for more men and also just another snare to work with is advisable. 3. In both build orders it seems to favor a more AT rush focused approach. While this can be good it will fail you if you have a fuel lead or if you cannot counted the enemy infantry. If you go captain with a limited amount of infantry like in these builds I highly recommend an AAHT because of its mobile suppression, anti air, and anti light armor ability. Alternatively fill the infantry gaps with a Sherman first and or elite infantry. Lastly besides upgraded infantry sections behind sandbags or something. You have the best infantry mainline in the game. Getting them veterancy as fast as possible will make them progressively more annoying and difficult to break. What I recommend is usually after the building upgrade. Get your weapon racks and start outfitting yourself with bars. Even over the 1919 unless it’s steppes, nordwind, and maybe center of hill 400. Overall as a beginners guide not bad. But I think going a little farther in depth about the nuance of the faction and helping them understand how hard this faction is would do a lot for people. Cheers!
Great thanks thats pretty helpfull! +300h in COH2 but, except from the campaign, I never really touched USF. Thanks for the motivation. And man, good editing. Props from Germany
It a very good beginners guide, there is a lot that could be more added like pretty much everything that Infiknight down there already pointing out so I only have 1 inputs: What I seeing you do a lot is built 2 Rifles then go for either LT or Cap, thus good if you wanted to rush AT and when you on the backfoot in term of fuel but for the majority of the time, 3 Rifles + LT/Cap is what I really recommended sorely for the fact that: You get what is essentially a Rifle squad for free and you have the ability to dispose them via HQ if you wanted to. You are, after all, the equal to one of the best mainline in the game, you got extra frontline squad for free, get that 4th squad goes to town with it then if you don't want him anymore, just click a button and he goes away while keeping your Riflemen vetted and you have 3 snare to play around, having extra snare IMO is more important than either the LT or Cap Also a in-dept guide to the faction might be a good idea, keep it up the better Greyshot!
I honestly pick lt over cap 95% of the time. The mg is very effective against okw and getting a stuart shuts down axis light vehicles (including puma with abilities). If you are using airborne you can call in at guns and save the tech up as well.
Personally prefer the Lieutenant over the Captain on basically all my games. Getting at least 1 Zook + unlocking the Riflemen's AT Rifle Grenade ability by upgrading the Platoon Command Post is quite effective. If I have a huge surplus of Munitions, I just end up using AT Rifle Grenades to destroy light vehicles.
My build is 2 Rear Echelons, then a mortar, then the fourth Rear Echelon (counting starting too), then a LT, MG, CPT, AT gun. Overall, just cap around, use cover, build cover, wire off cover, flood the opponent with infantry, once I get CP3, get M1919s and a M5 halftrack to reinforce and heal. Once Major is out, save for Jackson, once Jackson is out get an Ambulance to replace clunky halftrack reinforce, upgrade halftrack for AA purposes, save for Calliope. At the end, it should have like 2 Jacksons and 2 Calliopes. Every Vet 3 RET that survives till the end fills me with pride. Now, outside meme department, just two rifles, mortar, LT, MG, CPT, AT, M20, Major, squeeze in ambulance wherever. I think ambulance has a bit more value with pre-formed teams, as with randoms, you might find people who just insta-retreat everything instead of soft retreating to an ambulance and I rather not micro my ambulance in the field just to keep it alive. If it was an Opel Blitz that can take two shots, sure, but ambulance can't. M20 is 40 extra fuel over double officer, but scouting, mining and excellent vs rear drops of Falls. First tank choice depends on what commander I go for. If no special Sherman is available, it typically is Jackson, but Sherman with dozer blade (not the 105), 76 mm or E8 (though I wouldn't play Rifle Company in 4v4 with randoms) would take the spot instead if available. In case of mechanised, WC 51 replaces mortar and mortar HT fills the indirect needs. In case of Urban Assault, dozer Sherman is good enough vs P4 with the AT gun as backup to not worry too much about needing Jackson. As I consider Calliope too good to pass up in team games, commander lineup typically is Urban Assault, Tac Support, Infantry (kills leFH), which also means if I ever go with the initial RET spam at start, there always is rifle grenade or M1919, without needing to instantly pick a commander.
usually against okw in 1v1, I go riflemen, then a rear echelon, mortar, captain plus LT, get an at gun first if they have light vehicles, or go hmg first if they have blobs/alot of infantry, or if lucky both, this build allows your rear echelons to build defenses such as tank traps and barbed wire, and also allows for faster territory capturing, so with this although the micro is huge here, if you're skilled enough to handle this build, your rears can instantly start denying cover by using barbed wire, redirect lights/tanks into mines with tank traps, your mortar will instantly stop either hmgs if playing against ostheer, or using smoke to push your men closer to okw's long range infantry for instant aggression, the LT and captain is a replacement for the 2 riflemen you wouldve gotten to have 3 riflemen in this build, but the LT and Captain give alot of aggression at every range including long range, this gives you benefits when fighting ostheer considering when you flank the mg, a double barred LT and captain combo could instantly wipe the mg, and going both officers allows versatility of having an hmg and at gun, so if you need to deal with lights or tanks, get an at, if you need to get an hmg to counter blobs or alot of infantry everywhere? go for it and since they're two seperate buildings, you can get both hmg and at and have them come out at the same time, unlike the soviet support team where the hmg and at are in the same building. With this build comboed with tactical support or infantry company, will give you the 30 cal, when giving rears 30 cals, using volleyfire is super effective, at any range it will supress and pin infantry when using volley fire, and the coolest part is when there's a blob, the rears 30 cal wont just supress one, but multiple clumped squads at the same time, allowing for much more versatility as your rears can be much more effective at combat, allowing you to actually trust them in a 1v1 against the axis mainline, and even some elites. I dont advice this build for team games however, because for 1v1 its completely fine considering its you versus 1 person if you play the build right and know how to use it, you'll most likely win, however in team games you need the extra mannpower, aka 3 riflemen and captain plus LT, or 3 riflemen and captain/LT considering you could face a 2v1 and have to have as much firepower as possible, but in terms of 1v1 however this build is amazing and works so well against ost and okw, bc the mortar could help out with hmgs, where as the at could 100% help if fighting 221/panzer2/puma/flak halftrack. Try it out, see if it works for you!
5:20 US anti tank gun is also worse performing than the Wehrmach's and Soviet's ones, unless it's using the HEAT rounds ability. Hence its price (270 mp) is also significantly lower than pak 40 and ZiS (320 mp). the standard shots from the AT bounce often when against Pz4 and up
One more thought, I like USF combat engineers to help vs OKW strums and Ranger builds vs Ostheer assault grens. Just one elite unit is enough to counter if you use your rifles at range and support with an mg (can be a properly positioned emplacement with mg) or aa halftrack.
"I am a very good player" *doesn't use hotkeys* Now I stress the usage of light vehicles. The USF AA halftrack is hands down amazing. With mobile supression, good damage and the high penatration 37mm it can do alot on the field. Also if you have had equal fuel or above and the axis are gearing towards elite infantry a Sherman is an excellent tool, it can also provide smoke cover for infantry. I personally hate the USF mortar as it misses every shot IMO a rush for Pak Howie has way more utility and effectiveness for just a couple minutes of wait. Usually smoke isn't vital as with good teamwork or good micro you can split and flank early game machine guns and kill them with the high ROF riflemen
I like your suggestions here, especially early mortar as #2 or #3 pick for USF. I think that works where you have a good idea of the building where that first Osterberg mg will be (over watching a fuel). I like the mobility and blob control afforded by the AA halftrack though so I often go 2 rifles, Captain and if I have fuel the AA halftrack is #4 or #5 if I need an at gun quick. NOTE if you use the AA halftrack vs Luchs don’t move it so the 35mm engages. I also suggest the AA halftrack armor upgrade intel bulletin for a nasty axis surprise. You will need infantry support vs Panzer fusiliers or shrek spammers so when they show up in force retreat the aa halftrack for rear echelon support or anti air roles where it excels. Happy hunting USF!
Here my build: Rifleman -> Rifleman -> Lieutenant -> Rifleman -> Fuel Cache -> Stuart -> Bar Upgrade + Ambulance You can always replace 1 Rifleman with weapon support units; and Lietenant with captain if you doesn't have fair split fuel sector and required Anti-Tank later. Infantry Group 1: 2 Rifleman Infantry Group 2: Lietenant & Rifleman I don't like build mortal as well, it esentially reduce your capability to split your army attack different sector. Also if you able to macro well (e.g. moving 1 infantry out to front to scout, and having another infantry flank the MG from side) and know the map well enough, in my opinion mortal can be exluded. Next, most Wehrmancht going 1 or 2 MG squad, if you able to hold the at least fair split sector, getting Stuart will force oponents to get Anti-Tank or Puma (for OST). Since Stuart is almost the strongest early tank in the whole game, enemies will tend to avoid Luchs / Halftrack. Spending on Anti-Tank also means oponnets most units will heavily make up from support units and less infantry-based, which can be easily countered with your Rifleman squad.
Is this similar to how you start as the USF or do you have your own build? Leave it down below and we may discuss / credit your build in a future video.
So a few things
1. While knowing what teammate you have on your side in 4’s is important it’s equally important to know which combination of axis you’ll be fighting. Double OST/Wehrmacht or double okw? Or will it be an even split of 1 ost and 1 okw.
2. In all build orders you’ve listed generally they are a good outline. However it seems to short yourself on how much presence you yourself have on the field. 3 squads of infantry can be enough sometimes. But if you’re fighting double OKW or a more aggressive Wehrmacht you’ll find yourself constantly on the back foot. Generally speaking having 3 riflemen on the field for more men and also just another snare to work with is advisable.
3. In both build orders it seems to favor a more AT rush focused approach. While this can be good it will fail you if you have a fuel lead or if you cannot counted the enemy infantry. If you go captain with a limited amount of infantry like in these builds I highly recommend an AAHT because of its mobile suppression, anti air, and anti light armor ability. Alternatively fill the infantry gaps with a Sherman first and or elite infantry.
Lastly besides upgraded infantry sections behind sandbags or something. You have the best infantry mainline in the game. Getting them veterancy as fast as possible will make them progressively more annoying and difficult to break. What I recommend is usually after the building upgrade. Get your weapon racks and start outfitting yourself with bars. Even over the 1919 unless it’s steppes, nordwind, and maybe center of hill 400.
Overall as a beginners guide not bad. But I think going a little farther in depth about the nuance of the faction and helping them understand how hard this faction is would do a lot for people. Cheers!
Sherman for anti infantry, zooks for anti tank
People sleep on the zookas, 2 squads of rangers with 6 zooks in total is an amazing anti tank strategy
I’ve found that artillery solves most problems.
Great thanks thats pretty helpfull!
+300h in COH2 but, except from the campaign, I never really touched USF. Thanks for the motivation. And man, good editing. Props from Germany
Thank you!
Thank you very much for the time and effort you guys put into this! I hope youtube recommend this to a lot of people new to the game.
Much appreciated!
It a very good beginners guide, there is a lot that could be more added like pretty much everything that Infiknight down there already pointing out so I only have 1 inputs:
What I seeing you do a lot is built 2 Rifles then go for either LT or Cap, thus good if you wanted to rush AT and when you on the backfoot in term of fuel but for the majority of the time, 3 Rifles + LT/Cap is what I really recommended sorely for the fact that: You get what is essentially a Rifle squad for free and you have the ability to dispose them via HQ if you wanted to.
You are, after all, the equal to one of the best mainline in the game, you got extra frontline squad for free, get that 4th squad goes to town with it then if you don't want him anymore, just click a button and he goes away while keeping your Riflemen vetted and you have 3 snare to play around, having extra snare IMO is more important than either the LT or Cap
Also a in-dept guide to the faction might be a good idea, keep it up the better Greyshot!
I have a question, what about the Lieutenant? All I could see people using captain more than Lieutenant.
LT is mostly for 1v1
I honestly pick lt over cap 95% of the time. The mg is very effective against okw and getting a stuart shuts down axis light vehicles (including puma with abilities). If you are using airborne you can call in at guns and save the tech up as well.
Personally prefer the Lieutenant over the Captain on basically all my games. Getting at least 1 Zook + unlocking the Riflemen's AT Rifle Grenade ability by upgrading the Platoon Command Post is quite effective. If I have a huge surplus of Munitions, I just end up using AT Rifle Grenades to destroy light vehicles.
My build is 2 Rear Echelons, then a mortar, then the fourth Rear Echelon (counting starting too), then a LT, MG, CPT, AT gun. Overall, just cap around, use cover, build cover, wire off cover, flood the opponent with infantry, once I get CP3, get M1919s and a M5 halftrack to reinforce and heal. Once Major is out, save for Jackson, once Jackson is out get an Ambulance to replace clunky halftrack reinforce, upgrade halftrack for AA purposes, save for Calliope. At the end, it should have like 2 Jacksons and 2 Calliopes. Every Vet 3 RET that survives till the end fills me with pride.
Now, outside meme department, just two rifles, mortar, LT, MG, CPT, AT, M20, Major, squeeze in ambulance wherever. I think ambulance has a bit more value with pre-formed teams, as with randoms, you might find people who just insta-retreat everything instead of soft retreating to an ambulance and I rather not micro my ambulance in the field just to keep it alive. If it was an Opel Blitz that can take two shots, sure, but ambulance can't. M20 is 40 extra fuel over double officer, but scouting, mining and excellent vs rear drops of Falls. First tank choice depends on what commander I go for. If no special Sherman is available, it typically is Jackson, but Sherman with dozer blade (not the 105), 76 mm or E8 (though I wouldn't play Rifle Company in 4v4 with randoms) would take the spot instead if available. In case of mechanised, WC 51 replaces mortar and mortar HT fills the indirect needs. In case of Urban Assault, dozer Sherman is good enough vs P4 with the AT gun as backup to not worry too much about needing Jackson. As I consider Calliope too good to pass up in team games, commander lineup typically is Urban Assault, Tac Support, Infantry (kills leFH), which also means if I ever go with the initial RET spam at start, there always is rifle grenade or M1919, without needing to instantly pick a commander.
usually against okw in 1v1, I go riflemen, then a rear echelon, mortar, captain plus LT, get an at gun first if they have light vehicles, or go hmg first if they have blobs/alot of infantry, or if lucky both, this build allows your rear echelons to build defenses such as tank traps and barbed wire, and also allows for faster territory capturing, so with this although the micro is huge here, if you're skilled enough to handle this build, your rears can instantly start denying cover by using barbed wire, redirect lights/tanks into mines with tank traps, your mortar will instantly stop either hmgs if playing against ostheer, or using smoke to push your men closer to okw's long range infantry for instant aggression, the LT and captain is a replacement for the 2 riflemen you wouldve gotten to have 3 riflemen in this build, but the LT and Captain give alot of aggression at every range including long range, this gives you benefits when fighting ostheer considering when you flank the mg, a double barred LT and captain combo could instantly wipe the mg, and going both officers allows versatility of having an hmg and at gun, so if you need to deal with lights or tanks, get an at, if you need to get an hmg to counter blobs or alot of infantry everywhere? go for it and since they're two seperate buildings, you can get both hmg and at and have them come out at the same time, unlike the soviet support team where the hmg and at are in the same building. With this build comboed with tactical support or infantry company, will give you the 30 cal, when giving rears 30 cals, using volleyfire is super effective, at any range it will supress and pin infantry when using volley fire, and the coolest part is when there's a blob, the rears 30 cal wont just supress one, but multiple clumped squads at the same time, allowing for much more versatility as your rears can be much more effective at combat, allowing you to actually trust them in a 1v1 against the axis mainline, and even some elites. I dont advice this build for team games however, because for 1v1 its completely fine considering its you versus 1 person if you play the build right and know how to use it, you'll most likely win, however in team games you need the extra mannpower, aka 3 riflemen and captain plus LT, or 3 riflemen and captain/LT considering you could face a 2v1 and have to have as much firepower as possible, but in terms of 1v1 however this build is amazing and works so well against ost and okw, bc the mortar could help out with hmgs, where as the at could 100% help if fighting 221/panzer2/puma/flak halftrack. Try it out, see if it works for you!
5:20 US anti tank gun is also worse performing than the Wehrmach's and Soviet's ones, unless it's using the HEAT rounds ability. Hence its price (270 mp) is also significantly lower than pak 40 and ZiS (320 mp). the standard shots from the AT bounce often when against Pz4 and up
What is the best at gun? From what faction
@@pasrahgaming7739 Raketens from OKW
i always play with the USF but i dont fully use the mortar, time to use it
One more thought, I like USF combat engineers to help vs OKW strums and Ranger builds vs Ostheer assault grens. Just one elite unit is enough to counter if you use your rifles at range and support with an mg (can be a properly positioned emplacement with mg) or aa halftrack.
Starts @3:37
Real talk though, white phosphorus on a blob just hits different. Pack howie is probably my favorite USF unit, it is a mean little shit.
I have to say I never considered usf mortar, i always just try captain smoke to attack mgs. Ill have to play around with that
What build do you recommend against Soviet?
"I am a very good player"
*doesn't use hotkeys*
Now I stress the usage of light vehicles. The USF AA halftrack is hands down amazing. With mobile supression, good damage and the high penatration 37mm it can do alot on the field. Also if you have had equal fuel or above and the axis are gearing towards elite infantry a Sherman is an excellent tool, it can also provide smoke cover for infantry. I personally hate the USF mortar as it misses every shot IMO a rush for Pak Howie has way more utility and effectiveness for just a couple minutes of wait. Usually smoke isn't vital as with good teamwork or good micro you can split and flank early game machine guns and kill them with the high ROF riflemen
I like your suggestions here, especially early mortar as #2 or #3 pick for USF. I think that works where you have a good idea of the building where that first Osterberg mg will be (over watching a fuel). I like the mobility and blob control afforded by the AA halftrack though so I often go 2 rifles, Captain and if I have fuel the AA halftrack is #4 or #5 if I need an at gun quick. NOTE if you use the AA halftrack vs Luchs don’t move it so the 35mm engages. I also suggest the AA halftrack armor upgrade intel bulletin for a nasty axis surprise. You will need infantry support vs Panzer fusiliers or shrek spammers so when they show up in force retreat the aa halftrack for rear echelon support or anti air roles where it excels. Happy hunting USF!
Here my build:
Rifleman -> Rifleman -> Lieutenant -> Rifleman -> Fuel Cache -> Stuart -> Bar Upgrade + Ambulance
You can always replace 1 Rifleman with weapon support units;
and Lietenant with captain if you doesn't have fair split fuel sector and required Anti-Tank later.
Infantry Group 1: 2 Rifleman
Infantry Group 2: Lietenant & Rifleman
I don't like build mortal as well, it esentially reduce your capability to split your army attack different sector.
Also if you able to macro well (e.g. moving 1 infantry out to front to scout, and having another infantry flank the MG from side) and know the map well enough, in my opinion mortal can be exluded.
Next, most Wehrmancht going 1 or 2 MG squad, if you able to hold the at least fair split sector, getting Stuart will force oponents to get Anti-Tank or Puma (for OST).
Since Stuart is almost the strongest early tank in the whole game, enemies will tend to avoid Luchs / Halftrack. Spending on Anti-Tank also means oponnets most units will heavily make up from support units and less infantry-based, which can be easily countered with your Rifleman squad.
My build is mortal then 2 assaut engineer and then ambulance then cap for the AT then bar for my infantry
I do 2 rifleman with bazookas, captain,2 mg, stuart, major, jackson
great guide
Glad it was helpful!
@@GreyshotProductions I'm trying to help my brother learn the USF but I've basically never played them so this came in clutch, really appreciate it!
okw support gun is actually good?
Thank tou
Thanks bro
Any time
Turtle up! 🐢 love it
but most important thing ask your neighbour for a mortar ;)
save up MEM power...
I would be lucky if you gift this game on a steam very much to like it and play