Company of Heroes

Company of Heroes

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Charles Oct 1, 2017 @ 11:54am
How to beat Wehrmacht as Americans?
it feels like it's impossible to win as Americans unless everything goes in your favor.

Wehrmacht can keep their squads on the frontline longer by spending 30 fuel to get healing out of combat, combine that with a halftrack or defensive doctrine with some bunkers and they never have to return to base.

Americans on the other hand have to spam rifles which become obsolete once the wehrmacht get grens with level 2 veterancy. It is nearly impossible to get your rifles to decent veterancy when they have to return to base just to get full health.

The only time I ever beat Wehrmacht players is very conditional, they have to not choose Blitzkrieg doctrine because stuh spam rapes rifle spam and I have to play hyper aggressive doing things that are extremely risky.
Last edited by Charles; Oct 1, 2017 @ 11:56am
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Showing 1-15 of 42 comments
Fantastic Fwoosh Oct 1, 2017 @ 1:29pm 
Be annoying and constantly rush armor, and use rifle blobs to cap fuel points, as a wehr player tha's what would annoy me so much.

There's only so much a wehr player can do when they can't deploy AT defences because they are constantly being pressed down by suppressive fire &/or mortars.
Last edited by Fantastic Fwoosh; Oct 1, 2017 @ 1:31pm
OutsidR Oct 1, 2017 @ 3:00pm 
I like playing Airborne, spam mortars, grab points behind enemy liknes, drop 50 cal and anti-tank guns, call in airpower etc.
Charles Oct 1, 2017 @ 7:27pm 
Originally posted by OutsidR:
I like playing Airborne, spam mortars, grab points behind enemy liknes, drop 50 cal and anti-tank guns, call in airpower etc.
I will try this in my next game.
Midare-Saki Oct 3, 2017 @ 1:27am 
what game mode is this? xD shouldnt be struggling that badly
Fantastic Fwoosh Oct 3, 2017 @ 1:30am 
Wehr can stop your airbourne easily by using the DLC alternative flak cannon truck or the Osterwind Flakpanzer which when stationed nearby shoot down planes or troopers 1 shotting them out of the sky. Defensive guns prefer to shoot down planes (if they have a line of sight with them)

- I wouldn't recommend it, but disposable AT is useful when you have map superiority

If anything, the biggest point versus wehr is to apply delay tactics, they have superior but costly firepower, if they constantly need to pull back and can't get defensive around a area, you can constantly ping them with skirmishes and waste time till capture counter goes to zero
Charles Oct 3, 2017 @ 7:08am 
Originally posted by Midaresaki:
what game mode is this? xD shouldnt be struggling that badly
Standard resources 500 vps 1v1
Charles Oct 3, 2017 @ 7:22am 
Originally posted by Fantastic Fwoosh:
Wehr can stop your airbourne easily by using the DLC alternative flak cannon truck or the Osterwind Flakpanzer which when stationed nearby shoot down planes or troopers 1 shotting them out of the sky. Defensive guns prefer to shoot down planes (if they have a line of sight with them)

- I wouldn't recommend it, but disposable AT is useful when you have map superiority

If anything, the biggest point versus wehr is to apply delay tactics, they have superior but costly firepower, if they constantly need to pull back and can't get defensive around a area, you can constantly ping them with skirmishes and waste time till capture counter goes to zero
Problem is that in once the game goes past the 20 min mark the American player loses all their advantages, rifles become obsolete to superior grenadier infantry, tanks are not effective against either infantry or armor, and the Wehr player starts to meet their win conditions(Tiger)ect.

the vps don't drain fast enough to make a delayed tactic work.
Honor Guard Oct 3, 2017 @ 10:49am 
With rifles

*Get BARs or snipers

*BARs when stationary at a decent range will be rather devasting

*American Riflemen are better than Grendiars in most ways (faster capping,more men per squad and such) .

*If you have issues with there vet,destroy there vet station (I know what it is called but would misspell it)

*your riflemen can gain vet faster if you use the supply depot's upgrades

*PE is the DLC faction you speak of,they have no defensive capablities but they have many vehicles for fast strikes

*Deny fuel

*Med kits use muntions not fuel

*when they get a Stuh ,you should get some form of armor or start mircoing (Mircoing or Mirco?) your squads ,Have one toss a sticky bomb to break the track or damage the engine which will make you able to sticky the Stuh to death or bazooka


If they go PE best course of action is

*Deny fuel (VERY important for PE since most of there forces and upgrades wil require it)
*get heavy AT
*mine areas
*Deny Muntions
*kill their infantry and the kettlekrats/alternate
*use heavy cover to your advantage
*Get sticky bombs or Rangers ASAP
*have mines on flank routes and make yourself look vurnable (AKA have a easily seen flankroute to side and mine it) if this works afew times,proceed to stop doing it
*say hi to there base with snipers every once in awhile
eyecarrot19 Oct 5, 2017 @ 12:51pm 
Originally posted by diamondswordbro61:
Originally posted by OutsidR:
I like playing Airborne, spam mortars, grab points behind enemy liknes, drop 50 cal and anti-tank guns, call in airpower etc.
I will try this in my next game.
oh my god don't listen to this casual 4v4 kid
eyecarrot19 Oct 5, 2017 @ 12:53pm 
Originally posted by diamondswordbro61:
Originally posted by Fantastic Fwoosh:
Wehr can stop your airbourne easily by using the DLC alternative flak cannon truck or the Osterwind Flakpanzer which when stationed nearby shoot down planes or troopers 1 shotting them out of the sky. Defensive guns prefer to shoot down planes (if they have a line of sight with them)

- I wouldn't recommend it, but disposable AT is useful when you have map superiority

If anything, the biggest point versus wehr is to apply delay tactics, they have superior but costly firepower, if they constantly need to pull back and can't get defensive around a area, you can constantly ping them with skirmishes and waste time till capture counter goes to zero
Problem is that in once the game goes past the 20 min mark the American player loses all their advantages, rifles become obsolete to superior grenadier infantry, tanks are not effective against either infantry or armor, and the Wehr player starts to meet their win conditions(Tiger)ect.

the vps don't drain fast enough to make a delayed tactic work.
problem is that, it seems to be you are not using upgrades or worths of better rifles veterancy.
usually us produce sherman faster than wehr could do it, which one counters vet infantry with short barrel. All you talking is about far sides, when you completly lost everything and let Wehr guy to research their bonuses.
You have nice AT gun, supply yard, that allows you to spam in mid-late game
Snipers, that lowers amount of people in already little squad. So what the problem?
Last edited by eyecarrot19; Oct 5, 2017 @ 12:54pm
Arcamis Oct 5, 2017 @ 1:01pm 
US needs to be agressive and constantly annoy the wermacht. What I mean by this is not give him time to breathe/set up. The goal of wermacht is to get a position, set up there, hold it and advance from there. Rifles are way better than grenadiers, it just that they need vet. Early game is the best place to start getting it. Vet 3 rifles annihialate any infantry (no problem vs vet 3 grens and cross) if used correctly. They also do more dmg with stickies at vet 3. The goal is to occupy the wermacht in the area they are trying to set up in and prevent them from advancing while you harass and cap territory. If there is more than 1 sniper, then you need a sniper. If there is no T2 when there should be it's probably going to be pumas so you need an AT gun. If you don't counter important things like this, then you will lose too much mp and you can't use your rifles well, 1 sniper is ok to deal with rifles but if there is more, then it's best to get a counter sniper. If theres a puma then you NEED an at gun or 2. You cannot rely to kill the 2s with jeeps or the pumas with stickies, you need to play solid and the get the right counters. Snipers are also great vs t2 units, they counter all of them.
Arcamis Oct 5, 2017 @ 1:19pm 
Originally posted by Honor Guard:
With rifles

*If you have issues with there vet,destroy there vet station (I know what it is called but would misspell it)

*PE is the DLC faction you speak of,they have no defensive capablities but they have many vehicles for fast strikes

*when they get a Stuh ,you should get some form of armor or start mircoing (Mircoing or Mirco?) your squads ,Have one toss a sticky bomb to break the track or damage the engine which will make you able to sticky the Stuh to death or bazooka


If they go PE best course of action is

*Deny fuel (VERY important for PE since most of there forces and upgrades wil require it)
*get heavy AT
*mine areas
*Deny Muntions
*kill their infantry and the kettlekrats/alternate
*use heavy cover to your advantage
*Get sticky bombs or Rangers ASAP
*have mines on flank routes and make yourself look vurnable (AKA have a easily seen flankroute to side and mine it) if this works afew times,proceed to stop doing it
*say hi to there base with snipers every once in awhile

* Destroying the vet station is just stupid. It costs 100mp. I would gladly play that amount for you to focus efforts on destroying it. Lol.
* PE is a support faction. They can be both defensive and offensive.
* Use AP rounds on stuh to get it low hp, don't think it wants to be too agressive then.
* This is definitely not the best course of action.
You can either engage a pe unit with 1 single unit or a group. Vs a group of inf you need to make a big push instead or get support units.
Fuel denial is important, but only if it pays off.
Stickies and rangers asap is a very bad idea. Read the game and then determine the strategy, not the other way around.
Mines can be countered easily by PE so first think if that's a good idea (as flamers can be more important).
Fantastic Fwoosh Oct 5, 2017 @ 1:38pm 
Destroying the vet station and stationing a sniper hidden close by for the mid game to kill/harrass pioneers however is generally annoying if the wehr player is over-extended.

You'd probably hit the vet station first with calliope tank arty (armor doctrine) or infantry doctrine (bombardments) in a arty attack destroying or damaging it pretty heavily without ever needing to get explitly close than charging inside explicitly.

Efforts are better spent clearing out & destroying bunkers as well as interrupting their construction.
eyecarrot19 Oct 5, 2017 @ 1:51pm 
Originally posted by Fantastic Fwoosh:
Destroying the vet station and stationing a sniper hidden close by for the mid game to kill/harrass pioneers however is generally annoying if the wehr player is over-extended.

You'd probably hit the vet station first with calliope tank arty (armor doctrine) or infantry doctrine (bombardments) in a arty attack destroying or damaging it pretty heavily without ever needing to get explitly close than charging inside explicitly.

Efforts are better spent clearing out & destroying bunkers as well as interrupting their construction.
Why the ♥♥♥♥ you need to destroy a building that costs 100 mp? olololo
Destroying can't deny already bought veterancy so it is useless
Charles Oct 5, 2017 @ 2:09pm 


Originally posted by Not:
Originally posted by diamondswordbro61:
Problem is that in once the game goes past the 20 min mark the American player loses all their advantages, rifles become obsolete to superior grenadier infantry, tanks are not effective against either infantry or armor, and the Wehr player starts to meet their win conditions(Tiger)ect.

the vps don't drain fast enough to make a delayed tactic work.
problem is that, it seems to be you are not using upgrades or worths of better rifles veterancy.
usually us produce sherman faster than wehr could do it, which one counters vet infantry with short barrel. All you talking is about far sides, when you completly lost everything and let Wehr guy to research their bonuses.
You have nice AT gun, supply yard, that allows you to spam in mid-late game
Snipers, that lowers amount of people in already little squad. So what the problem?
The problem is that I can't build both a barracks and wsc while getting both the rifle upgrades and teching up for motor pool against a semi compent opponent. Even if I manage to keep all my riflemen alive they need things like the triange center to survive and gain veterancy, I rarely see a rifleman that manages to get vet 3 before Wehr player finds a sufficient counter.

Shermans even with combined arms don't counter a wehrmacht player who uses his panzershrek grens to support his tanks, this is why I prefer to end the game early before T3.

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Date Posted: Oct 1, 2017 @ 11:54am
Posts: 42