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The truck is useless since it can't cap until it hits vet 1. It does okay damage but it will die almost instantly to a faust.
The mortar is good but again you'll lack AT because of the t1 investment.
Rush T2 instead and get a med truck and mg to support your paratroopers or SSF commandos. You won't have much of any infantry until about 3-4 minutes in, this is by design for the USF. You also won't have much AT, but the bazookas can kill light trucks/half tracks if they stick around. You can get a t76mm half track if you support it with bazookas, but don't rush it in, it loses to the cheaper marauder 100% of the time. Just use it to keep back their 8rads. If they have planes get an AA as it's one of the best in the game and pretty much the only thing USF excels at currently.
Ignore t3 again. m8 greyhound will come out too late to be of much use and the fuel investment here will prevent you from getting the much needed shermans.
AT gun is good, and useful, it's your only solid AT to this point, but if you waste resources here you'll be fighting much heavier tanks with them, which you'll need about 4 or so of.
m24 chaffee is alright, it can go against the 8rad but again it's a terrible investment and is weak against infantry, by this point they will have 2 or 3 shrek squads that will destroy it almost instantly.
After skipping half of your tech tree you should be able to field t4 shermans or hellcats at around 10 or 12 minutes. Try to work your way up to 3 or 4 of them and use them defensively until you can make a push on their flank.
Don't get the whizbang, it's useless and an expensive investment with no range.
Don't bother with the easy 8, it is an overpriced sherman that comes out far later. It has a slightly better gun and slightly more health for nearly twice the price.
Don't try to kill anything above a halftrack with bazooka squads, their penetration chance is extremely low from the front and it typically takes 10 rockets to kill most normal tanks. Don't bother with vehicle satchels unless the tank is stationary and unaware of you. You'll just waste munitions if you can even get it off and it won't damage/slow the tank down enough to kill it.
And do not chase tanks with bazookas. They will do massive damage to you as they retreat and you won't be able to hit them.
Don't play 1v1 as you'll need a british ally to provide proper AT such as the 17 pounder for late game.
If they field a tiger tank do not try to attack it from the front, the only thing that can penetrate its armor as USF is an HVAP hellcat. Flank it with 3 or 4 shermans/hellcats and try to outrun its gun. You will probably lose 1-2 shermans unless you catch them completely out of place without support.
My fav default is to open with WSC< get a pair of machine gun teams, back tech, get riflemen and grenades.
This gives you a solid, well-responding infantry force
And you can get a bazooka team if necessary
If you go for the mechanized HQ upgrade, you can also get halftracks with a 75mm cannon, decent AT and Artillery capability
Assault engineers are OK, but they're cheap (200 mp) and distinctly supplementary. I've had good luck starting with assault engineers into WSC, but then backteching for Rifles later. Then you have a solid infantry core, rifles backed up by flamethrower assault troops, who can also plant mines and build sandbags. Building mines is an important point here - Armor BG doesn't have a lot of ways to spend munitions, so throwing out tons and tons of mines works great.
Scouts are just scouts - you generally don't want more than one. Abuse their LOS/flare to scout for team weapons or other units and smoke enemy units, but don't rely on them for combat.
Riflemen are solid mainlines, but they're distinctly focused towards close range combat. You can compare weapon DPS over range over at COH3stats[coh3stats.com] - what you'll find comparing riflemen to other mainlines is rifles generally like to be closer up. However, they're still good enough at range to be usable (for example, you can effectively focus fire SMG troops at long range with them). Notably they are the exact opposite of British infantry sections, which are very powerful at long range but very bad close up, so you'll need to shift your playstyle.
Generally speaking most people lean on Pour It On Em as the vet1 choice; the ability is extraordinarily strong and will allow them to win most 1v1 engagements.
Riflemen are an interesting spot in that they don't scale "naturally". If you don't invest in riflemen, they will generally lose to the likes of jaegers and other upgraded Axis infantry. However, if you invest in them - get BARs, possibly even the ISC upgrades - then riflemen become ludicrously cost efficient mainlines. In my experience how you use them varies a lot based on this investment - you can rely on them doing a lot of heavy lifting if you want to really invest in them. I've spent entire long games never going past motor pool and dumping all my excess fuel in ISC upgrades, relying heavily on superpowered riflemen + support...I've also spent games never upgrading my rifles at all and using them as a versatile mainline for more ancillary duties (screening, scouting, grenades, capping, etc)
Bazookas are OK, and work well vs light armor as long as they're in cover and don't get focused down, but are generally insufficient alone against heavier tanks. They gain an enormous amount of penetration for getting close, so generally speaking you don't want to be sniping with them at max range. Against enemy armor you'll want your own tanks, or AT guns, to do the "skirmish at range" work. Bazookas become way better at vet 1 with Sprint, which allows them to get in and chuck a pretty devastating AT satchel.
In terms of tanks, the Sherman is arguably the best medium tank in the game. More armor than a Panzer IV, cheaper than that same Panzer IV, with only a slightly worse gun. Its vet1 abilities are both monsters, and if you go mech support center, gets even more armor + smoke + a very strong gun. Compared to the Crusader, it's significantly harder to kill (more armor, more health). The Sherman is faster with a better gun than the Matilda. Its closest comparison is probably the Grant; the Sherman doesn't kill things quite as fast but is way easier to use due to the proper turret.
I'm curious why you think they're weak because according to the cost + stats, Shermans are very good.
Go MGs early or Pathfinders.
The other BGs suck.
1. Bazookas do only 60 damage shreks do 160 and seem to zero damage to infantry I've seen them lose to pioneers at long range
2 rifleman is trash u need to go bars to even compete that's 40 fuel you will have no fuel for tanks. While your opponent can just rush out stug g and you have to do full retreat letting your enemy outresource you hard
3 zero counter to stuka or nebel while also having shortest range mortar
4 m4 is trash for cost same speed as pz4 in reverse cant escape like crusader can. The 76 makes it same speed as jaegers with shreks which is just awful
5 Chaffee sucks really bad at killing infantry like Stuart but more expensive but less tankier and loses to a 8 rad with good control.
6 loiters are trash vs ger all are in a straight line and rely ez to dodge while germans virtually impossible to fully dodge without full retreat
7 airborne only decent battlegroup but even that kinda sucks
In 1vs1 they're tough but doable in team games unplayable
1) Pathfinders - Only because they are t0 and cheap at the start. Plus good vision
2) Sniper - Feeds off the good vision from pathfinders
3) Quad HT - Only if you need AA though
4) Sherman - I'd say with the Mechanized upgrades this is S tier for armor.
Honorable mentions:
1) SSF Commandos - You'll usually die before you get them out but they are solid
2) Paratroopers - They aren't great but it beats riflemen and you're going Airborne anyway so...
You can take pretty much everything else and toss it in the trash pile. End result is outside of battlegroup units there are 3 units on the whole roster that are viable. And that's being generous with the Halftrack.
There are so many issues with roster units that I have to wonder if they can fix it any time soon. There's one viable build and the rest feels awkward and underpowered
Rifleman is the most overpowered and scalable infantry in the game, why? They beat pretty much anything and then to beat falls, jaeger and pgrens all they need is bars, not a new 360mp unit no no, 1 gun upgrade.
Brits dont have anything while US has wizzbang.
m4 is better than pz4 and the british, why? Because usa tanks incoming shreck damage is 100 not 160.
Chaffee is antitank, if you read the description you figured it out but you didnt and there is no way a 8rad wins a 1v1 against it.
Really? If you just knew all you needed is deploy ONE m16 and render every plane attack the germans have useless.
Airborne sucks?
Dude you really gotta stop giving out advice because you lack the knowledge to do so and all youre gonna do is confuse ppl that have no clue.
Instead of making up stuff. what about telling them to watch streamers that are decent at the game, youtube videos, tutorials, etc?
Oh no its better to just say USF weak need buff and be done with it right?
Funny how you take teamgames into consideration, just yesterday seen some guy that made about 8 squads and in all that time he didnt get anything done as in the match ended 10 minutes later and none of hes units had a single kill. Thats player lack of skill not an issue with the faction.
1 brits have hvy mortar and bishop american whizbang is panzershrek range while having to wide spread to even scare off a 1 jaeger squad while being super late in the doctrine. whizbang was so trash in real life they replaced original rockets slapped different model in and renamed it calliope
2 m4 is trash compared to crusader 6pdr while being slow as jaegers in reverse with the 76. pz4 can hunker down and become 50 percent harder to hit and pen while also having range increase just like marder.
3 if u go rifle blob u will get pushed back harrd by either 2 8rad or one stug before u hit critical mass. rifles are trash in that u have to sacrifice so much toget blob rolling. it takes 5 or 6 at nades to kill one 8rad without any upgrades.
4 commandes too expensive to reinforce while still having the same ♥♥♥♥♥♥ zook with how quick youll be losing rifles good luck keeping decent count of commandoes
5 shrek is 160 man loook at game files they leave humber on barely any hp and humbar has like 200ish
6 us needs fixes like rifles on intial building that way u woudlnt have to be forced to skip infatry and chaffe building to compete agaisnt any decent dak player
halftrakc more expensive than dak since it theyre also come with medi up for free while us has to pay muni. also going 2 halfrakcis just suicide since aa cant damage 8 rad and the 76 gun conversion just get circled and flanked by 8 rad while only shooting once or not at all if 8 rad smokes at right time
7 also vet does not icnrease damage on any unit. only unit that can increase direct damage stats wise is command pz which has damage up in area when frinedly viechles die.
8 if youre gonna argue at least get your facts right.
9 shreks and bazookas are not deflection based like boyz if they do not pen zero damage where are u getting this nonsense 100 damage from
The only build order that seems to work okay versus good opponents is upgrade your first scout to pathfinder, build a second, WSC, then MG to start. Sometimes I build a bazooka squad if I'm worried about a clown car, but hopefully not as the only thing it works on is a diving clown car.
As soon as possible, get 2 Paras. Upgrade to 1919's. Bazookas don't do anything other than announce to everyone that you don't know what you're doing. If you doubt this, upgrade them and see how many of your teammates leave.
Get a M3 with a medical upgrade, and possible get a M3 Quad also. They're great for protecting from flanks. Just one will shut down a loiter in one to two passes.
Drop an AT gun. Don't bother with Tier 3. Nothing in that tier is helpful (besides the AT gun) and even just making the building will make you critically late for T4.
T4 - Sherman or Hellcat is situational depending on what you need to counter.
Battlegroups - Airborne is by far the best. Tactical can be fun when playing the meta gets boring. Armored is ♥♥♥♥♥♥. The Scott has a barrage range of 50 so it can't barrage even a standard AT gun. The Easy 8 battlegroup has almost the same cost as a Tiger, but performs much worse than a Panther. The Easy 8 doesn't get the benefit of the "Improvised Armor" upgrade so it's less tanky than a standard Sherman.
Support Center - they all have some usefulness.
-The strafe from the Air Support is okay versus machine guns.
-Improvised Armor increases the number of shrek shots needed to kill it from 5 to 7. The only problem with Improvised Armor is that it only applies to 75mm Shermans. If you do the upgrade and start making 76mm Shermans, you'll lose the Improvised Armor. I usually just do 75's with improvised, use HE rounds after vet, and get a Hellcat for AT. Two Shermans with HE is your best counter to an shrek blob. The improvised is really helpful because most people make 3 shrek squads, so 2 volley's kills a regular 75mm Sherman but not one with improvised armor.
-The mine from the Infantry Support Center is pretty good. You likely won't have enough fuel to do any of the other upgrades.
Here are my biggest complaints about USF:
-The upgrades all have a fuel cost. Axis get almost all the tech for their upgrades for free. When it isn't free, it's usually something like 125/25. If you build rifles and get the side upgrades, you'll be facing a Panzer IV about the time that you get bars on your rifles.
-Relic split support weapons into 3 different buildings. That makes the total tech cost for support weapons much worse than any other faction. The other three factions all have about the same tech cost and all compete relatively equally. I think the biggest reason for the Americans being less than competitive is mostly in the tech costs, not in the lack of competitive units to build.
In a team game this can make a huge difference and I typically either get another ASAP or go for the bazooka units, completely bypassing the rifleman building as the paratroops become my mainline when I unlock them.
The ability to put heavy pressure so quickly into the game makes hell of a difference as any Axis player will know, what with their bikes and paratroops doing the same. Something I can only dream of with the Brits!