I personally believe that the current best USF build order against DAK is one that skips both T1 and T3 entirely. Instead, you build T2 first, and use battlegroup doctrinal infantry to fill your roster instead.
Why? Because riflemen get absolutely dunked on by DAK panzergrens. They're like obers on steroids. Why waste manpower on a unit that will become obsoleted nigh instantly anyways?
So, if you aren't building riflemen, it's unnecessary to build T1. Mortar is rubbish against bunkers anyways, and jeep gets curbstomped by 250, so also a waste of manpower.
T3 is also unnecessary, because you basically spend 50 fuel to get pegged by 8 Rads and Wespes. AT gun is useful, but my build order gives you the AT gun without tech, so there is no need to build it.
And what does T2 have? Literally everything else you could ever want until T4; an MG to hold your points, bazooka squad to protect against 250s, a sniper to help bleed the enemy, and finally, the only worthwhile US LVs in 4v4; the half track and both its conversions.
For right now, I'm still trying to test my build order against competent opponents so I can figure out how to make it better, so consider it a work in progress, but here's the general idea:
1.) Choose Airborne battlegroup, unlocking Pathfinders and smoke drop. Reinforce first scout squad, which has now become a Pathfinder squad.
2.) Pathfinder
3.) Bazooka squad -- Best to have a counter to 250s on the field asap.
4.) Sniper -- Paired with the pathfinders to sight, and the bazooka squad to keep 250s away, the sniper seems to me like a good choice for bleeding the enemy.
5.) MG -- To lock down points, etc.
Now, my timing isn't exact here. There might have to be another squad built before this... not sure. Anyways, the idea is that you tech mechanized support ASAP so you can gain access to the M18 AA halftrack.
6.) Mechanized support
7.) AA halftrack -- The AA halftrack is able to deal serious damage to any 250s still harassing you on the field, plus they can deal actual damage to DAKzergrens in tandem with your sniper.
8.) Either AT halftrack OR Ambulancetrack -- The 8 Rad rape car fast approaches your buttocks, so you must field a defense as soon as possible. The AT halftrack has the added bonus of getting a vet zero HE barrage, so I think that it's worthwhile. Now, if you have a brit teammate doing god's work with his AT rifle blob, it would be very kind of you to eschew the AT halftrack and instead build a healing halftrack in order to support their infantry (and your own, or couse).
After this point, the idea is that you hold on for dear life and stay alive until your first sherman hits the field. Between step 8 and 9, I think that dropping a paratrooper squad or two is in order, or perhaps another MG to consolidate your points.
9.) 2 x Sherman
10.) 76mm upgrade
11.) Armor upgrade
76mm Sherman is god. All hail the Sherman 76mm.
Please let me know what you think. |
but an anti-tank loiter WILL destroy your tank without any effort and there is nothing you can do about it. Medium tanks simply melt away. That has nothing to do with blobbing I think...
I don't know if this has always been a thing, or just something that's been added recently, but the american M18 AA halftrack shoots down the AT loiter planes nearly instantly, even with a single vet zero halftrack. |
Having played all factions a decent amount, I can say that USF is the only one that feels like fighting a constant uphill battle with a massive handicap in 2v2-4v4.
Indirect fire is obnoxiously bad as you said, and brits seem to be superior in every single regard except mech center upgraded Hellcats and esp. Shermans, those are absolutely nuts
US mortar bunker has actually pretty good range and is non-doc.
What do you mean fighting an uphill battle? I really don't agree. Maybe depending on your support center upgrade. 76mm shermans rape everything. US has multiple options for elite infantry thru battlegroups, and their veterancy upgrades are versatile. |
Just look for win ratio on leaderboards, It's ridiculous how much better axis wr is than the usf one.
I guess that's all top rank stuff, because here US is awesome. |
No ladder, no ranked, and no replay too for coh2 release?
There are replays, just not a good UI for it yet.
https://www.reddit.com/r/CompanyOfHeroes/comments/11a0fiy/replays_relic_has_posted_a_hack_with_which_to/ |
cannot really tell yet, as im learning one faction first, which is wehrmacht
but conscript-style 6-man grens feel weird and weaker than they should be
Their strength definitely comes from their utility like coh2 conscripts. But hey! At least you can roleplay soviets and merge into flamer pios for a reasonable power spike. |
I did, however, notice that DAK has an interesting advantage early on because it can skip capping and go to key points/build sandbags while their motorcyle backcaps. |
Haven't tested yet in launch package, but assuming no change in the last month, the Axis bunker has 360 degree firing coverage with an mg crew inside (i.e. zero flanking in early game if a player puts a bunker on a key point with an mg).
Oh that is devilishly dastardly. Now I know what I'm doing with my pios after my signal layer kettenkrad connects my resources to the VP lmfao. |
You could back in jan test, so I'd expect it to re-appear after hotfix or patch.
No I'm certain this was an issue in the multiplayer tech test. Either that, or it was swapped and you couldn't queue orders on the minimap in the multiplayer tech test, but you could on the fullscreen tac map. |
I don't want to formulate too strong an opinion after one day, but I feel like balance is pretty good for day 1. Balancing 4 factions couldn't have been easy.
I personally really struggled with Americans against turtling Wehrmacht players in 4v4s. The US is seriously lacking in indirect fire, unlike the British. All your options to deal with it are locked behind doctrines (and even those aren't particularly good) or the air support building. Mortars do surprisingly shite damage against bunkers, and the AT halftrack sucks. Probably an l2p issue on my part, but I couldn't shake the feeling that there was very little I could do against a big line of defenses.
DAK feels quite strong if played well.
It seems like OST bunkers actually bounce mortar shots and they only do deflect damage. Same for howitzers, funnily enough, it seems like they wanted artillery pieces to only hard counter infantry and teamweapons (seems like the arty shots track infantry a little (mortars don't tho)), and bunkers as a last resort "I have nothing else to shoot" target.
AT guns are the only serious/efficient counter to bunkers from what I've seen, which is not very intuitive. |