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In Before the Blitz: Airborne Company Strategy

24 Jun 2014, 06:22 AM
#2
avatar of computerheat
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Benefactor 117

Posts: 2838 | Subs: 3

D: I edited this and I didn't know you could skip the LT until just now.
24 Jun 2014, 06:31 AM
#3
avatar of Corp.Shephard

Posts: 359

I'll upload replays of the strategy in action as I come upon good ones.

EDIT: Here's a match from 6/28/2014. ESL WFA Tournament:

http://www.coh2.org/replay/19340/esl-in-before-the-blitz-example


I'll try to keep this updated!
24 Jun 2014, 07:48 AM
#4
avatar of Seraniah

Posts: 6

Thnx for the guide :) Liked paratrooper build in vcoh alot so i'm psyched to try this out :). Good way to get a grasp of the new units =)
24 Jun 2014, 09:44 AM
#5
avatar of InfiniteDakka

Posts: 42

Great guide. I've been doing pretty much the same thing lately, though I tend to mistakenly overlook the m8 howie too much.
24 Jun 2014, 12:10 PM
#6
avatar of Caeltos

Posts: 72

Take care with the On Me! power. It automatically bunches all of your troops up in the area.

Actually you can just order a new command for your units and they won't head towards the Majors location. Meaning if you're fast on your fingers - you can just utilize it as a unit buff with repositioing potential.
24 Jun 2014, 12:46 PM
#7
avatar of AmiPolizeiFunk
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Just the kind of thing I was looking for! Thx Corp.Shepard <444>3 :wub:
24 Jun 2014, 17:14 PM
#8
avatar of z871014

Posts: 8

I used US airborne several times today. I think US airborne doctrine is a bit too strong or potentially op. The airborne forces is not being attacked right upon landing or before landing. The ground forces should be able to engage the airborne troop during the landing procedure. Wehrmacht is almost not in a good position to defend the airborne landing and crewing the mg or the AT gun. OKW at early stage rely heavily upon call-in infantry which is also a bad sign. Anyway, the game is still far from simulating the real tactical situation or it is merely an entertaining game nothing more than that.
24 Jun 2014, 22:11 PM
#9
avatar of AmiPolizeiFunk
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P-47 Thunderbolt Rocket Strafe artwork added :)
25 Jun 2014, 18:25 PM
#10
avatar of S73v0

Posts: 522

Cheers with the strat, I had some fairly good success with it :)
27 Jun 2014, 07:58 AM
#11
avatar of Levve

Posts: 9

Any suggestion on when getting BAR's and bazooka's for rifles?
29 Jun 2014, 01:37 AM
#12
avatar of Corp.Shephard

Posts: 359



Replay here.

As for Bazookas and BARs you should get them when you need to pump up your Riflemen but don't have a good use for your fuel. When you are comfortable with your armored units and are floating munitions.

Sometimes you should get Bazookas if your armored counters are lacking but between access to AT guns, the Stuart and Captain you're usually okay for mid-game anti-tank.
9 Jul 2014, 18:18 PM
#13
avatar of basshunter69

Posts: 1

23 Aug 2014, 09:20 AM
#14
avatar of WiseBoarGuy
Donator 11

Posts: 112

hi.

here as an example for the strategy.

http://www.coh2.org/replay/22890/in-before-blitz-airborne-start--nice-example


i put down my guards for a bit but still... :)
tnx Corp.Shephard :)
4 Oct 2014, 23:50 PM
#15
avatar of JimmyC7A1

Posts: 94

Tried this out a few times with success :) Also works well in team games if you grab grenades after 3rd rifleman and be conservative with your munis, (took out 2 KT with Strafe + Jacksons). As for riflemen upgrades I usually leave them empty handed to save munis for para/P47.

Best US commander atm IMO. Other than maybe Armour or rifle on urban maps.
5 Jan 2015, 18:31 PM
#16
avatar of dTox

Posts: 56

Is this still viable?
2 Mar 2015, 07:28 AM
#17
avatar of Gluhoman

Posts: 380

jump backJump back to quoted post5 Jan 2015, 18:31 PMdTox
Is this still viable?
Nope, after big nerf of Stuart and useless of bazookas this built must be changed. In 1v1 it's better go for 3 rifles, lieutenant, m50 cal, m20 or halftrack, at gun airdrop and major. If you lost your rifle squad, replace it with airborne. Pathfinders are still good. Better unlock bars for rifles, they are strong with it.
19 Mar 2015, 09:13 AM
#18
avatar of mons7erz

Posts: 90

I'm sorry, I couldn't help but notice your profile pic is Colin from the AW Series xD
I'm more of an Eagle/Sami player :O
But really, great guide, I will give this a shot. I'm learning USF for my allied faction, as I usually play Ostheer haha.
11 Nov 2015, 03:32 AM
#19
avatar of wouren
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Posts: 1280 | Subs: 3

Corp.Shepard and anyone who wants to play USF without getting beat late game,

This guide is easily salvagable! Just replace the motor cairrages with the pack howitzer and get a BAR for your riflemen instead of a bazooka. Removing the motor cairrages also gives you extra popcap and fuel to use to get an additional jackson. It is also important to use paratroopers to replace dead riflemen, not to supplement them. The latter point is not an adjustment to patch changes, but it was never really made clear in the guide so I'll say it here. I really want to see this build order again because it is one of the few strategies that can carry the americans into the late late game. Recently, I had a 1:25 minute game against a USF player who went airborne. I was OKW, the king of the late game, but HE WON! Please Corp.Shephard, these are easy changes that fix the strategy.

Thanks,
Wouren


23 Nov 2015, 05:10 AM
#20
avatar of What Doth Life?!
Patrion 27

Posts: 1664

jump backJump back to quoted post11 Nov 2015, 03:32 AMwouren
Corp.Shepard and anyone who wants to play USF without getting beat late game,

This guide is easily salvagable! Just replace the motor cairrages with the pack howitzer and get a BAR for your riflemen instead of a bazooka. Removing the motor cairrages also gives you extra popcap and fuel to use to get an additional jackson. It is also important to use paratroopers to replace dead riflemen, not to supplement them. The latter point is not an adjustment to patch changes, but it was never really made clear in the guide so I'll say it here. I really want to see this build order again because it is one of the few strategies that can carry the americans into the late late game. Recently, I had a 1:25 minute game against a USF player who went airborne. I was OKW, the king of the late game, but HE WON! Please Corp.Shephard, these are easy changes that fix the strategy.

Thanks,
Wouren




Funny, you necro'd this thread that I have been browsing the past two days and using to good success, subbing Pack Howitzer of course. But, I do think you are underestimating bazookas. they have a 5% range bulletin now too which isn't great but it helps a bit and is a straight buff for the Captain.
6 Dec 2015, 22:51 PM
#21
avatar of Corp.Shephard

Posts: 359

Yeah, M8A1s don't really cut it anymore. They've just be nerfed too hard.

I try rush them. I try using them in moderation. They're... just sort of sub-par? I dunno.

With the Calliope added in there's less of an incentive to use such a poor artillery unit.

Updating these guides with the see-saw that is Relic balance can be tricky. I just updated the OKW "Double Agent" guide to reflect a really good strategy for that patch. Now the OKW rework has come through and the strategy, while probably fine, needs to be refined for the new options available.

I'll consider changing this guide next year when this OKW rework has settled down. I dunno when/if we'll see more changes to US but...
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