Are you going comet or churchill for late game?
Ideally you want to get a firefly paired with a comet or churchill and some infantry to soak damage. The firefly is weak when unsupported but very strong when supported. The strengths of the firefly is its long range, strong gun and tulip rockets.
Your firefly should never be engaged in front line combat. You should leave that to your infantry in trenches or your damage soak tank. Don't forget that as a TD tank, the firefly has 60 range instead of the usual 45 on most tanks. The gun is a 17pdr (same one on the emplacement) so it does 200 damage instead of the 160 on most tanks although it does fire slower.
The tulip rockets while they do cost a lot to setup and fire, helps the firefly win or at least push back any tank in 1v1. Each tulip rocket does 120 damage for a total of 240 damage.
Royal engi's have access to *good* mines so make sure to be spamming them in your territory so if your enemy pushes, they run into mines.
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Thread: Coutering Axis heavy tanks late game14 Jun 2020, 20:02 PM
In: UKF Strategies
Thread: 4v4 tips for returning non USF main14 Jun 2020, 18:18 PM
Oh hey, I play a lot of USF in 4v4's. I can chime in on this.
My favourite build with USF is building 2 Riflemen, ambulance, grenade upgrade then going Captain and upgrading Captain post. Grenades are very important to swing fights, so its getting and holding munitions points for those grenades. USF have a reliance on muni to win fights and push positions.
From there you can go Howitzer if your enemy is really static or another Riflemen squad into AAHT if your opponent is very mobile. If your opponent on your side has a lot of MGs then you want a mortar for smoke barrage. Your RE's can throw smoke out too similar to how Riflemen used to be able to but it requires grenade research.
The ambulance is a VIP unit for USF. You can position it near the front in your territory to reinforce and heal close to the front. Try not to commit to fights too hard so you can always walk it off and walk a short walk back to your ambulance. It also requires careful monitoring and micro to ensure your ambulance is not sniped. Losing it can be devastating.
You want to make fighting positions with your rear echelon units, upgrade them with MGs for 60 muni and garrison them with the same rear echelon units since they get a grenade launcher when they're inside the fight position. The fighting position is your key building/unit to hold ground when you retreat or need to heal. It is a key unit to protect your ambulance.
If you do end up going AAHT, keep it alive. Don't lose it. Its a rare unit in the game that shines well in the early game and transitions well into the mid and late game well. It still has a use as an AA unit in late game. Its honestly one of the best tank USF has.
Mid-game you want to get your Major when you have 120 fuel. This really depends on the situation of your game. If you are winning then you want to get a Sherman. Ideally before 15 minute mark. If your game is going bad then you probably want an anti-tank gun to defend your fighting position, get weapon upgrades and then get zooks on your Riflemen. If they have all the fuel then they are most certainly going to make tanks so you should expect tanks.
Late-game is where USF really fall off gameplay wise. You want to be making Jacksons as they counter every Axis vehicle except Jagdtiger/Elefant. Jacksons can be moved around on the front pretty quickly to deal with any Axis armour. I like to keep a Sherman around for anti-infantry (AI) with HE shells. The smoke on the Sherman is good for pushing MGs too. Its very fragile though so use it like you would your AAHT. Keep your AAHT near the rear, near your Major/ambulance to protect it from air attacks. Make more Riflemen if you have a surplus of MP, a second anti-tank gun is not bad either as it takes a lot of dakka to take down Axis heavy armour.
I like both calliope commanders as its the most versatile. The doctrinal calliope really good in that, USF lack a strong blob wipe indirect outside of Howitzer and HE sherman. Blob wipe is incredibly important in 4v4 as squads tend to bunch up.
I like commanders with the M1919. The M1919 is similar to the Gren MG42 (great damage at long range, not so great up close). BAR is great damage close-mid range. If you get both on your Riflemen squad then you should win fights pretty easy especially at vet 2 or 3. Oh and if you haven't noticed there is one commander with calliope and M1919 which is coincidentally my favourite commander.
If you go I&R pathfinders or pathfinders then you should treat them as the USF equivalent of snipers. Incredibly fragile long range dps unit.
As the other person said. Pershing is really meh. Its basically an Allied panther but you're only allowed 1. Its good wiping infantry and can sorta hold its own against an enemy heavy tank but don't expect it to win without any help.
Thread: The Churchill14 Jun 2020, 02:43 AM
It feels like a budget king tiger. You downloaded the gun and the armour so you can pay less.
I'd rather just have a full king tiger tbh.
Thread: Ram + Offmap combo needs to be nerfed5 Jun 2020, 21:27 PM
I don't think Ram + offmap needs change however Allies specifically Soviets and USF could use some non-doctrinal heavy armour if this combo was to be nerfed.
I have no problem with it being nerfed but Axis having access to heavy armour and Panther without doctrinal choices makes shitty combos like Ram+IL2 a necessity. You can't nerf their most effective way of getting value trades without providing alternatives.
Also as someone else mentioned before, T-34 has no place in the game after the first tank phase when Axis can get heavier armour. T-34 simply becomes a liability especially with how poorly it trades. This leads to the current meta of Allies TD vs Axis heavy armour. Keeping Ram+IL2 in the game at least gives a high risk/high reward component to the T-34. You either win or lose to one stupid combo.
Thread: M3A1, can we talk about IT ?1 Jun 2020, 16:42 PM
27 May 2020, 17:43 PMachpawel
Maybe the answer is that those trucks should absorb damage first instead of infantry, and when they die, troops inside should leave them healthy. It would add many possibilities related to sacrificing such trucks but leaving troops inside in a better tactical position on the map and fully healthy. Seems like a nice trade off. Would add a lot variety, especially if those guys inside were even less effective with some more nerds to their accuracy when inside.
Technically you can do that with a good enough reaction. If you select the unit inside and right-click move them out before the clown car dies, you can save the squad.
Thread: No use for Panzergrenadiers1 Jun 2020, 15:54 PM
Not a pro-gamer here but Panzer grens are great in team games where its grenade which is both fast and has a big boom, is great for wiping enemy squads.
Getting Shrek upgrade makes it a dedicated AT squad with slight infantry protection similar to when Strumpios get shreks, they lose half DPS with 2 shreks.
Also they have the inherent buff to fight well when nearby your armour so try and place them near your armour to buff them. Its a combined arms unit instead of a solo unit.
Thread: The thing that Brits really need, but will never get.1 Jun 2020, 15:49 PM
Don't know about everyone else but I really struggle to face off against MGs as brits.
What you mentioned is a major downside of brits, having no opening alternatives but I think an even bigger issue is the lack of indirect outside of mortar pit.
No non-doctrinal mortar or rocket arty and even then the doctrinal rocket arty a literal glass cannon that takes forever to aim and reposition.
Brit design also factor in emplacements as 'units' instead of optional buildings.
Every faction has 4 buildings/upgrades with 3 units per building/upgrade. Brits have 3 buildings/upgrades with 3 units per upgrade. The 3(4) emplacements make up the other 3 units that they miss. Because emplacements are easily counterable, they become a somewhat predictable and underpowered faction compared to all the other factions. The recent Brit buffs was a move in the right direction but only a bandaid fix to the real problem.
(I do ignore the fact that late-game brits have unit modifiers to 'add' variety but that is an argument for a different thread)
I think a lot of Brit doctrinal units should be moved to non-doctrinal and some abilities put in to replace them. Similar to how the IS smoke and Assault Officer was added to fill in a niche that Brits lacked. Units like mortar squad, land mattress (buffed though since the current one sucks), assault tommies and tank hunter infantry.
In: UKF Strategies
Thread: Vote for: Perimeter Overwatch Change1 Jun 2020, 15:29 PM
21 May 2020, 08:36 AMSturmpanther
I'm glad that it is this way. These polls are pretty much useless as it doesn't represent the community as a whole and is very vulnerable to fudging with the low amount of votes.
I enjoy the discussions on how to balance or change an ability on these forums though.
I think Perimeter Overwatch is fine. The only annoying thing is it lasts as long as it does however it requires a lot of variables for it to be effective.
1. It requires units to be standing still (effective vs static emplacements).
2. It requires vision.
3. It requires control of territory and can be negated by contesting the territory.
4. It requires 250 muni for 120 seconds
I support a changed down to 125 muni for 60 seconds but it feels a lot weaker at 60 seconds especially with how slow the base arty fire.
All these are very easy to counter unless you somehow have a static emplacement in enemy controlled territory which is a big oof in that case. Usually rushing down the point with some infantry is enough to cancel the barrage in that territory and provide safety for troops fighting there. This is much harder to do while multi-tasking than a single push though.
I don't think this ability isn't that great compared to combined doctorinal abilities (vision + arty) like recon and zeroing arty. Its just that players haven't found a counter or have not learned how to counter it yet.
Thread: Katy 's "Creeping Barrage" ability1 Jun 2020, 15:00 PM
Yeah the creeping barrage is so incredibly useless. I've used it once a couple times and just relearned how useless it is for the muni it costs.
29 May 2020, 12:10 PMMMX
Maybe its alternating between the high accuracy rocket weapon and the low accuracy rocket weapon?
In: COH2 Gameplay
Thread: Changes i feel grens need1 Jun 2020, 14:49 PM
9 May 2020, 18:51 PMelchino7
Reinforce bunker is not expensive, in fact it is probably the cheapest in terms of MP. It uses some muni which you would otherwise use for LMG upgrade for grens or toxic rifle nades.
Lets look at costs:
Reinforcement bunker is 150MP + 60 muni.
251 Half Track (mobile) is 200MP + 30F.
Brits Forward Assembly is 200MP.
Soviet M5 Half-Track (mobile) is 270MP + 30F (?).
Theres a Soviet doctrinal one that comes with retreat point (MP required iirc) that is fairly cheap but I forget how much it costs. I think it was 100MP + 10F so it might be a contender for cheapest.
USF Ambulance (mobile) is 250MP + 10F.
OKW Battlegroup Headquarters (tech) is 200MP + 25F (minus the truck).
Edit: Changed Forward Assembly cost to normal cost. Thank you Heavy Sapper.
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