It depends on your game behavior. If you are playing aggressive and keeping the pressure on them, you are doing fine. Also, if you want to call a Sherman earlier than them, you have to lock down the fuel sectors and get a good fuel lead. I have won 2v2 games as USF by blocking their fuel income. You call in 2 Shermans, and by the time you have them in the field, he will hardly have a single tank.
I had the same "complain" at the beginning, but since i found this strategy with my friend, we can take the fight. We only lack experience in late game, but hopefully we find some strategy for that. |
USF is mostly a supportive faction in the first minutes of the game. This is my opinion of course. Lacking early MGs (need Lt to get them), USF infantry is best suited to charge in, fight the enemy, force him to retreat and buy some time for friendly MGs to come to the rescue. When you get your first MG out, things will be a little bit easier. REs are useful if you keep them alive and equip them with a LMG.
In early game, NEVER engage stumpioneers in CQB. You will lose. Spread out your squads, stay behind cover and fire at them. |
Pershing is good vs armor if it has support of flanks. Otherwise, it's just anti-infantry. At vet 1, the crew throws grenades, that's it.
Fact : First time i called in a Pershing, i thought to myself "It's still op like it was in CoH1. Let's challenge Axis heavies!". I came across an Elefant. My Pershing felt like a poor Sherman getting sniped by a Tiger. |
It's a 90mm gun, why the hell shouldn't it be a brawler? If you want to tinker with a tank and make it into a skirmisher the m10 is over here crying in the corner, bullied from a gang of Stugs.
You take a lead in fuel, spam 3-4 M10s and run everything over. Stugs? Say hello to my little friends.
M10 is effective in my opinion. Especially in large numbers. Cheap, reliable (penetration is questionable) and fast. I'm fine with that. |
Nerfing P47 Rocket Strike, US MG suppression (we can't suppress Axis infantry, now it will be EVEN MORE difficult), increased the population for the Jackson (because we see a lot of USF players getting more than 1 Jackson in the field at the same time). Yeah, seems reasonable... |
don't forget to use smoke.
Also have you figured out that on every map there are key chokepoints which help you a lot deciding engagements for yourself?
I'm not that much into that, but i guess that some advice would be helpful |
A lot of the suggestions like arty are nice, however, that wont help you 2 minutes into the game. Unless you can build a Katy at the 2:00 mark? Kappa
In team games the first MGs to arrive are key to holding that ground. So make a mortar as your 3rd or 4th unit. By then you will have infantry on the line and can assess the number of MGs/mortars you will be facing.
The real issue is having grenades and CQC units to take advantage of getting close to the MGs.
Remember, mortar is designed to force the MG to move, not to let you kill it easily. And smoke will let you take points right in front of an MG since they do not have attack ground. It is much better at wiping vet squads on the move without any sight because relic things
And the most important TroyD tip of the day is that smoke is also effective against snipers...The more you know....
Axis MGs are like tank traps. They are spread everywhere into the map. We are coming up with some tactics that include snipers and flanks, and we hope that they will work. All we need is apply them in the field |
I would like to help you certain aspects, but maybe you need to think of different tech and build orders as a team?
I'm working on it |
Someone has never heard of mighty allied artillery appareantly
Actually i have heard of it. Priests, Katyushas, Calliopes (ok, this is doctrinal, but it's still artillery), Major's abilities (assuming we can come close to the target), British mortar emplacements etc. We just don't have enough resources to use them. |
I hope that you learned about Sergeant Dimitris Itsios and his murder from the German officer |