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Without fuel the axis are useless with fuel they can upgrade and win.
Pe are slightly different as they can wn wihtout fuel and go munitions, but they still need fuel to build base.
A good American player would keep my minature forces pinned/dead and then try to undercut my supply routes, given that just breaking the chain leading to the fuel is almost as damaging for me timing wise as actually taking the point for yourself.
Early Game - Initial Deployment (Against PE)
Get an MG, a motar and a sniper, Supported by 2 Riflemen on your side of the map to the important Resources (Fuel / Munitions) and set up a kill zone or Create a Choke Point with engineers.Keep your riflemen to the rear to protect you from getting Flanked. Cap the Territories behind you with Engineers, Keep your riflemen ready for battle. Get Bars if possible and Save up on munitions unless you go Armored Doctrine. An MG Emplacement won't hur if the Area is too alrge to cover with one MG. Provided you put it in an Advantegous spot and not as a First Defender Role.
Early Game - First Contact.
Your First Contact will come in the form of a SchwimWagon trying to cap territory or 1-2 Regular PG;s. Easy to fend them off as they will also be trying to rush Key Strategic points or Cap Key Strategic POints before you can. Try to pin them down and swarm them with your first Squads of Riflemen and Engis. IF the PE Player has gone Luftwaffee you'll see Luft Squads early on, Deny Luft Doctrine PE any fuel, otherwise you'll end up facing FLak guns which your Infantry can not counter in any way. If the Luft Player puts down a FLak, consider that Sector off limits unless you have a good spot to counter it with motars.
MId- Game Light Armor / Heavy inf.
After the first 1-2 skirmishes its time you considered bringing in heavier Guns. if PE can't breach your line of defence they will definitely try to use motar halftrack to dislodge you and they'll FLank you, PUt down an MG emplacement or an MG squad to protect your flanks, DOn't go SIM city and build alot of Wire / Tank Traps, they won't last long and are not a good deterrant against a player. THough you should block off Key points or creat a kill zone using those to prevent a hasty attack. if you havnt been Pushed off the Fuel. a M3 Truck with Quad Cannons will do wonders agsint PE, provided it has proper inf support and kept away from any AT. PE player will start spamming Schrecks if you deny them fuel or Muni to counter your Emplacements / Defences. if you're aribourne or Inf Co, irts best to roll out 2-3 Squads of Each and upgrade them with Thompsons or Recoiless to start dealiong with their Light Armor / Vehicles. Rangers do wonders agaisnt PG's. Airbourne shouldnt be rushed into close quaters, they will lose agasint PG's with STG's. at this point you should focus on pushing them further back to deny them further resources.and start your nex upgrades towards Armor Production.
Late Game / End game.
If PE Went Tank Destroyer Doctine, Expect Hetzers Supported by PG's, if they Went Scorched Earth, Expect a Hummel or two, if they went Luftwaffe you cna expect a Flan /88 in their territory and they'll be prepared to use butterfly bombs and Henchels in your Line of Advance, USe extreme Caution at this stage, if seen many won games get turned around simply because of a reckless assault on PE held Sectors late game, Use Snipers for Recon or Recon Planes if you have Airbourne, FInd their weak points. If they don't have heavy armor, and are only PG Spamming its best to get a Croc, It will Destroy PG's. Also its Bulldozer upgrade will help you breakthrough defneces / Hedgerows and other obsitcles to create a perfect flank for your forces. USe Artillery all in's against Flaks. Don't engage head on.Once you've pushed them back to their base. Then GG WP my friend.
Like i said above i don't play USF in vCOH. But most of the tactics mentioned above are ones that have been used against me on multiple occassions and have dealt serious damage or caused serious setbacks or change of strategy for me. The Hardest thing to counter for any faction would be a well Balanced Force, Spams of anything is bad. and are Easy t counter unless you're playing a strategic move to force the enmy into spending all his/her income into countering your spam.
BUt most important of all, Learn your Units Offensive and Defensive Capabilities. Not every unit can be used for both and not every unit is as effective in both rolls. Sure USF is Hard to defend witha gaissnt BruteForce Tactics. But use those Brute Force tactics to your advatage. Sometimes the Victory is in making your enemy retreat and crippled, i'ts not imperitive to Hold your ground no matter the cost. USF is the most Versitile Force in the game. Flanking Tactics are Americans best skills, USF wan''t designed to use Brute Force Tactics.
Good Luck :)
Greyhound mine PwNz. It deals 300 damage to enemy units and it may almost one shot Stug IV/StuH 42.
If you want to prepare a nasty surprise, place two mines in a line near strategy point. They should lie in a direction from which the enemy may come. First mine will seriously damage infantry squad, second mine may kill it.
Other one is to deploy a forward headquarters near hot spots. One is usually enough, no need to spam these. Then you don't have to run away for reinforcements to the base. If you will have a medic station nearby, you can get an extra rifle squad from wounded. Ofc it is sometimes better to smart fallback some squads for healing.
Remember, that Rapid deployment from infantry company not only allows you to train units faster, but also to create FHQ cheaper and faster (195 manpower and 15 seconds). They also distract opponents. If someone spots your FHQ, he will try to destroy it for all cost. Try and you will agree. ;) Wehrmacht mortars/nebels can be destroyed by Howitzer.
And of course MG nests. Some people don't like to use them, and will say that you are noob if you are using them.. Not every time. If you have taken a high fuel point on sturzdorf, it is a good idea to place MG nest near it. You prefer to hold it, because it gives you big advantage. Just don't spam it and properly support them, by mines, AT guns, artillery.
Other things to remember:
1) Place sandbags, so your riflemen won't have to run away because of suppression(MG42) every time. You can buy a lot of precious time thanks to this.
2) Forward headquarters works quite good against wehrmacht.
3) Mobile defense works against both factions. So sandbags and mines.
4) Key buildings can be turned into a trap by democharges. They do little damage to the building itself, but can kill entire squads in it. "American scorched earth tactics".
You don't have to use them all in a game, you need to choose what will be more useful of course. You need to always apply some kind of pressure.
That should be it.
Example as wehr, i send forward one of my pioneer squads capping, to support a MG by building some sandbags to host the MG on, i then lay a mine on the opposite side of where my MG is, if troops try to claim the cover if they can get close enough, they trigger the mine. (three wide sandbag is ideal for mine coverage, or building tank traps with enough room in the middle to place a mine)
Placing them outside the entrances to houses works too.