Company of Heroes

Company of Heroes

33 ratings
US Airborne Company
By MathiasCZR01
Hello and Welcome. After seeing so many misplays from new players about how to properly play this doctrine I've decided to take on the task of outlying the general strengths and weaknesses of this Company; and with hope that some people will read this and perhaps learn or understand something they didn't know about before. And eventually apply that knowledge to winning on the battlefield using the US Airborne Company.
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US Airborne General Overview
The US Airborne Company out of all the other available doctrines out there is perhaps the most chosen by US players (especially from higher teired people). The Airborne Doctrine encompasses one aspect and one aspect ONLY...

Aggression (throughout the entire game, from early to mid to late game; Airborne players always offensively seek out the enemy and attempt to bully them into an early defeat for the Axis.)

With the Airborne Doctrine there is no time to rest and defend, there is only time to attack. Out of all of the Doctrines for the US, the Airborne Company is the most hyper-aggressive, hence why so many non-noob players pick the doctrine as a means of securing a strong early-mid game victory.




























In my best opinion I'd have to say that out of all of the Doctrines out there the US Airborne is the best and Strongest Doctrine out there for the American Faction. Though the doctrine itself is not without its faults and certain weaknesses. While an Airborne player will attempt go on the offensive to take out the Axis, if they fail to secure an early victory the Airborne Company will have a very hard time in the late game phase. An Axis opponent who has survived the early-mid game brawl and built up their forces is a massive threat to the Company. Airborne is particularly weak when the Axis have setup a strong defensive line and have heavy artillery to counter the mass assaults of airborne troops. Then in which the US player will have to depend on other teammates to use their own artillery to take on their defenses and help punch a hole through.
Paratroopers
375 Manpower
Coming at two command points is one of the important call-ins for the US Airborne Company (if you decide to go down the Air Drops side first). A six man airborne team can be dropped anywhere on the map at any time, these elite infantrymen are perhaps one of the best infantry units in the entire game and a serious pain in the ass for Axis players to deal with. Though it is recommanded that when you deploy the airborne squads that you drop them off inside safely in your own territory and then move them up to the frontline to relieve your units as opposed to dropping them off behind in enemy lines where they could possibly intercepted. Airborne paradrops that are caught by the enemy usually end up dieing quickly. Paratroopers are a jack of all trades unit, though like all units in the game there is a specific way to effectively use them.

As indiviual squads the Paratroopers are rather lackluster and weak; but when more are called in and grouped up together they become incredibly dangerous. Before sending out your airborne to attack the enemy make sure you have multiple squads together, for the paratroopers there is strength in numbers. (Paratroopers are kinda the one unit you can get away with mass blobbing, as they can take on all targets, except save for a few specialized units the Axis have; I go over this later.) For the airborne squads to be effective you must always universally upgrade all paratrooper squads that you have with deadly M18 57mm Recoilless Rifle.

125 Ammunition
The Recoilless Rifle is an absolutely essential upgrade for the paratroopers. The Recoilless Rifle is one of the BEST Anti-Tank weapons that Allies have to offer to their units. The weapon itself my not do as much damage to enemy armor compared to other weapons, but it has one important factor going for it. And that is RELIABLE PENETRATION even hitting the frontal armor of heavy tanks like the Panther, Tiger and King Tiger the Recoilless Rifle will always do the job. This makes the Paratroopers Squads one of the Best Anti-Tank infantry units in the game.

Always Group up your Paratrooper teams when you are doing offensive assualts against the enemy's position. When it comes to the marco-aspect of the game, Paratroopers can be used as a substitute for your riflemen as frontline infantry. The reason why paratroopers can serve on the frontline and replace riflemen is that they can reinforce anywhere on the map, even in enemy territory. Their six man teams are hard to take down with Axis Infantry when they are massed up as their M1 Carbines are decent at mid-range to close-range combat. And if the enemy sends tanks against your troops than the Recoilless Rifles can make VERY short work of them, from Panthers to Ostwinds to Stug42s and Wirbelwinds. The only way the enemy could effectively take on your Paratroopers with armor is by Kiting them. So to keep up with their armor you'll have to use the Fire-Up Sprint ability to seek out and destroy the vehicles.

The Fire-Up ability is a great way to keep up with the enemy's tanks if they're kiting you or retreating and even for flanking around MG42 Teams and bunkers. However be aware that the ability will not last forever, and that once its done your paratroopers will suffer serverly from an exhaustion phase, during which they are extremely vulnerable to weapon's fire and could suffer casualties. Its best after doing an extented Fire-Up assault to just force retreat them back to your base.

Another great aspect that needs to be used by the Paratroopers at every opportunity is the ability to throw a devastating satchel charge. While the explosive blast and the long countdown timer isn't particularly good at wiping out infantry units, it is good at taking on defensive fortifications that the Axis have setup. Bunkers of any kind and Flak 88 emplacements and even Observation Points are prime targets for the explosive charge. Use this in your offensive attacks to breakthrough the enemies lines.

Paratroopers also have the ability to throw pineapple grenades but they have to be upgraded from the barracks first. In my opinion I think this is more of a "luxury" purchase then anything else. (Most players who go Airborne will always exclusively go Weapons Support Center to get HMGs, Mortars and ABOVE all Snipers to help support the airborne troops at the front line to get past the enemy's defense) (its just not worth it to back-tech to a barracks to just get grenades when you NEED to tech-up at the same time your enemy does to keep up with them)

Tips and Tricks Of The Paratroopers
  • When you go airborne and go down the line to get Paratroopers, go WSC first (weapons support center), Paratroopers have GREAT synergy with snipers and mortar teams. Paratroopers with a Barracks and Riflemen just don't really mix well as you will have problems taking down MG teams in defenisve positions)

  • Always get more then one Paratrooper squad, remember there is strength in numbers, you can very effectively blob a lot with this unit to break through the enemies lines and win engagements.

  • Use Paratroopers mainly as an Anti-Tank Unit, their Recoilless Rifles are their strongest assets. Use them to hunt enemy tanks especially Panthers. Panthers are very Vulnerable to them.

  • Though they can take on "some" axis infantry squads. It is recommanded to use other units in your army to help the Paratroopers deal with specific anti-infantry threats the Axis may throw at you. Use Shermans, snipers, HMG teams etc...

  • Use their Explosive Satchel charge against defensive opponents who like to bunker up, repair bunkers and medical bunkers are prime targets, and even Flak 88s. Fire-Up to get around MG Teams.

  • If the enemy is trying to kite with you anti-infantry vehicles like Armored Cars, Ostwinds, and Wirbelwinds you can take the risk of using Fire-Up to catch up with them and destroy them (but you may lose a lot of squad members and have to reinforce), its recommanded to use Para-Dropped 57mm Anti-Tank Guns to hit them at long ranges and even bait them. You can also get Hellcats/M10 or Shermans to take the frontal assault hits while Paras try to flank the target.

  • Remember that Airborne Paratroopers can reinforce anywhere on the map even in enemy territory. And if you specifically recrew support weapons on the battlefield with airborne troops, then those support weapons (MGs, Mortars, AT guns) can also reinforce their models on the battlefield as well.

  • General Rule of Thumb is to always be aggresive with the Paratroopers and always continuously reinforce them.
Paratroopers Part II
There are a few Units that the Axis have available to them that you must watch out for with Paratroopers, DO NOT ATTEMPT TO ENGAGE THEM WITH PARATROOPERS ALONE, you will lose them and its takes a lot of manpower to replace lost squadmembers. You'll need to use a combined arms force to defeat these specialized units to protect your Paratroopers.

*- Be aware of the Fallschirmjagers, they are arch rival nemsis of the US Paratroopers. While Paratroopers specialize in Anti-Tank, the Fallschirmjägers focus on Anti-Infantry. Do not engage at any ranged combat, close or far otherwise, their FG42s are deadly effective at all ranges. You'll need to use snipers to thin out their numbers, you can also use Sherman tanks as well to force of them off, crocodiles especially because the Fallschirmjagers take bonus damage from flame attacks. (Engineers with Flamers can also be used with their flame attack against the Fallschirmjagers but I wouldn't recommand it, smart PE players will always target them first and they can engage with the FG42 long before the Engineers can get into close quarters range)

The second most dangerous threat to Paratroopers are the Elite Knights Cross Holders. These Elite three manned teams will usually be upgraded to Vet 3 by a Wehrmacht player which will make them incredibly deadly at close ranged combat. You'll need to kite with your Airborne Squads and keep your distance from them, if they do get into your face just retreat your squads. However, an effective counter against the Knight's Cross are flamerthrower Engineers, if you can mix in a few Engineers with your Paratrooper Blob, you could take them on in close quarters as the Knight's Cross also take bonus damage from Flame attacks. On the other hand Snipers are not useful against the Knights Cross, the Knights have Heroic Elite Armor which nautrally makes them resistant to bullet damage, in order for a sniper to take out a Elite Knight Model, he will have to hit that same model TWICE. Tanks basically are also good against the Elite Knights Cross Holders as they are a purely anti-infantry unit.


The Third most dangerous unit for the Paratroopers to contend with are 2-manned Flamerthrower Pioneers. Wehrmacht players will usually always fully upgrade their Pioneers to veteran status and give them flamers to deal with Airborne US opponents. Do not engage them with Paras in close ranged combat, Paratroopers are considered Elite units and will take bonus damage from flamethrower weapons. You'll want to use snipers to take out the 2-manned teams. Usually if you snipe one member the player will force retreat them and not take the risk of losing the unit. When Flamer pioneers are massed up and spammed, deploy more snipers.

Panzer Elite Heavy Assault Grenadiers can also be considered a threat to Paratroopers, but only if they are massed up in blobs. Their MP44s are great at close ranged combat so you don't want them getting anywhere close to your Paratroopers, unless you have Flamerthrow Engineers with your Airborne troops that can combat them in close quarters. But mainly you'll want to use Sherman Tanks or Crocodiles to counter the massively blobbed units. Snipers can be somewhat effective against them but in late-game scenarios the PE Grens will have the sprint ability which can allow them to catch your snipers.

During the Mid-game phase a Panzer Elite player will usually always go Armored Cars to deal with any infantry on the field. The Armored Car is a glass-cannon, few shots from the Paras can destroy it, but a smart PE player can easily kite with this unit as its incredibly fast. Which can be a big problem for you. The best way to deal with this unit is to call in an Air-Dropped 57mm Anti-Tank gun that can hit this thing at extreme ranges, use your Paratroopers to kite the car into the firing arch of the AT gun. Engineers can also use Mines on the main roads to take out the engine of the Car, which then can easily be finished off by the Recoilless Rifles.

Ostwinds are also Particularly dangerous to Paratroopers, due to their ability to shoot on the move and kite backwards, but if you have enough massed Paras with Anti-Tank weaponary you can bum-rush the tank and kill it. (Though I don't like to take unneceassary casualties) You can use a 57mm AT gun to poke at the unit, or you can just flat out use a Sherman/M18/M10 to ♥♥♥♥ it over.

Paradropped AT Gun
350 Manpower
Coming at 4 Command Points the US Airborne Doctrine offers you the ability to call down a paradropped 57mm Anti-Tank gun. The AT gun is supposed to be used in tandem with the Paratroopers Squads if your having problems with Anti-Infantry vehicles where the enemy is kiting you the 57mm helps you counters this, from Armored Cars, to Ostwinds and Stug42s. You can use the combined arms of the AT Paratroopers and the AT guns effectively fight off these units WITHOUT suffering horrendous casualties from losing Paratroopers.

Remember just like the Paratroopers the 57mm AT gun can reinforce anywhere on the field if it loses a squad member. And don't be afraid to even preemptively drop the AT gun if you suspect armor coming your way.


Tips and Tricks Paradropped AT Gun
  • Use them as a long range means of threaten enemy armor, if your opponents like to kite a lot. This will force them off and give your paratroops freedom of movement.

  • Also in team-games if your Allies are in trouble with an armored unit don't hesitate to drop the AT gun near their position to help them out. (I've seen paradropped AT guns save an entire side from collapsing)
Supply Drops
100 Manpower A pretty simple and self-explanatory ability. Call in a supply drop that gives guaranteed resources that are mainly used to keep up your ammo supply for upgrades or airstrikes. Supplies give...

100 Ammunition One 60mm Mortar (which has to be recrewed)

40 Fuel One HMG (Also needs to be recrewed)

Remember freakin drop your supplies in your territory (mainly in your home base) and not in enemy territory or directly on the frontlines. (Embrassassing to see it when Axis players are able to steal supplies). And don't forget to be generous as well; give your supply drops fellow teammates as well, they will need the resources for their abilities as well and better yet use the fuel to tech-up or get tanks (in most plays Airborne Company doesn't really have much need for fuel, their more ammo intense then anything else).

Tips and Tricks For Supply Drops
  • Use the supply drops to get extra reverses of ammo, the Airborne Company is always ammo straved in most games. If your going to get tanks later on then take the fuel, but if you have no need for them tell your teammates that there is a free fuel pick-up for them to take. (assuming you didn't pick up the fuel one first as it is a 50/50 chance).

  • Also I strongly recommand to take the free Mortar drop with Paratrooper Squads. The unique paratrooper support weapon team will be able to reinforce anywhere on the map. And if the enemy has bunkers that are heavily guarded you can shell them or even throw-down smoke for cover in an assault. (most of the time I don't get the HMG as I'll already have some out on the field and snipers do most of the work for me) (The mortars can fill-up that niche role of taking out bunkers or MGs that you supect are being guarded by snipers and you don't want to risk a shot)

  • If you don't need the ammo or fuel or you just feeling kind, give your supply drop to your teammates they need supplies just as much as you do. (Ask them before you drop the supplies if they truly need it or not)
Air Recon
50 Ammunition
A pretty awesome ability and perhaps one of the most useful call-ins for a game the air recon run gives you a single plane pass over the battlefield that gives you a birds eye over of the battlefield. Though I would recommand that you go down the Para-Drop doctrinal side first instead of picking this as your first ability in the game (if its high resources). Other then that you select the ability and chose an angle of approach for the P-47 and the enemy will be revealed to you; even enemy units that are camouflaged like snipers and pak 38s will be exposed, but only for a split-second. If your in the middle of a sniper war with a Wehrmacht opponent then use the Recon run to reveal the sniper and tell your own sniper to auto attack in that general direction your sniper will prioritize enemy sniper models first above all else. (This timing literally comes down to milliseconds)

Be aware that Recon runs can be shot down by the enemy, it all comes down to RNG whether or not a plane will get hit; or even get hit and then crash-land on enemy in a glorious kamikaze. Or it can also crash into you and kill your troops, again ask yourself how lucky are you?

Tips and Tricks for Air Recon
  • Use the recon to get an idea how the defensive lines of the Axis are setup and use that information to quickly plan your assaults.

  • The Recon plane can help you expose annoying enemy snipers if your engaged in a sniper duel, use it.

  • Don't just use the recon run for your own benefit, use it for your teammates as well (ask them), British Royal Artillery players and US Infantry players with 105s are always looking for targets to strike at.
P-47 Strafing Run
150 Ammunition Coming at 3 command points right after the Recon run is the Strafing Run. This ability will be perhaps be one of your most used assets in a match. The strafing run is an incredibly annoying ability to use against your opponents, not only does it kill infantry models and could possibly wipe out entire squads but is also automatically pins them to ground preventing them from doing anything at all. The ability can be used offensively or defensively it should primarily be used against Infantry; when Paratroopers are threated by specific anti-infantry threats (talked about eariler) the strafing run can effectively deal with any massed units, such as Knights Cross, Assault Panzer Grens, Fallschirmjäger etc.

Other then that, theres not much else to the ability. One nice advantage of it is, if your in close quarters combat with the enemy and you call down the run in the middle of the fight, your units will not be effected by the bullets being fired from the P-47. So you can suppress enemy blobs right in front of your face and just throw satchel charges or grenades to make them retreat.

Don't forget to use the ability to help out your allies as well elsewhere on the battlefield. It can determine the tide of a game.
P-47 Bombing Run
250 Ammunition
As if the P-47 Strafing Run wasn't enough pain the ass for your enemies you can always hit them with something bigger and better. The last unlocked ability for the US Airborne Company is the powerful P-47 Bombing Run. Requiring 250 ammo to use the ability is not cheap, so make every bombing run count, and be very selective with your targets. The P-47 will drop 4 bombs in a foward pattern on a specific target area, you will also have to angle the approach vector to maximize damage when your setting up the run. You can drop your bombs on all targets in the game, Infantry are fair-game though not recommanded as you already have the Strafing Run; use the bombing run specifically on enemy vehicles or fortified structures.

Targets of Opportunity for the P-47 Bombing Run included, Half-Track Stukas, Hummels, Panthers, other heavy tanks, Bunkers and even the enemy's own base. But remember the ability cannot be called in the fog of war, you'll need to use a Recon run to reveal the terrain before you can call in the strike.

Tips and Tricks For P-47 Bombing Run
  • Just target Axis Artillery in general, their usually your biggest threat factor to your Paratrooper squads in the later game phase.

  • Panthers or other wounded tanks that are being repaired behind the front lines are also great targets to hit, and you could even wipe out some engineers.

  • Be sure to angle your approach when calling in the ability, example(if your opponent has a hummel positioned on the left side of the map all the way to the edge of the battlefield on the line, then call in the P-47 from the Right side) (It may take longer for the Plane to reach the target but if you try and call it from the left side as well, because theres no distance between the target and where the plane first spawns on the edge of the map, the plane may glitch out and drop only 1 out of the 4 bombs, or will completely miss the target all together)
Video Gameplay Of Airborne Company
Here is a recording of a 2v2 multiplayer battle as the US Airborne Company from my point of view.



Link to Youtube if Steam version doesn't work.
https://www.youtube.com/watch?v=kDF2jncL0lE&lc=z23qunagbm33tf3iq04t1aokg5j2ry3blvq4dr1puv1ubk0h00410
Conclusion
This concludes my review of the US Airborne Company. It is my hope that you enjoyed reading this guide and maybe learned a few things that you can apply to gain an advantage in a match. Thank you all for reading this guide and good luck and have fun.

Creditted source for the doctrinal unit pictures and ammo/fuel/manpower tags:
http://companyofheroes.wikia.com/wiki/Airborne_Company
http://companyofheroes.wikia.com/wiki/Airborne_Squad
http://companyofheroes.wikia.com/wiki/Company_of_Heroes
7 Comments
Swifto Mar 23, 2022 @ 9:35pm 
LOL @ Blue Martian - To say that airborne is the only imbalanced doctrine is a joke. For you and your friends who choose to unilaterally ban airborne from LAN matches just goes to show you don't have skilled players in those matches.
Swifto Mar 23, 2022 @ 9:35pm 
When I use airborne squads, if I can at all force this to happen, I love to equip them with BARs from my dead riflemen.
Swifto Mar 23, 2022 @ 9:34pm 
irborne are useless until vet, which is easy to deny. don't send out stugs Use grenadiers with 2 or 3 vet and watch how sadly the airborne squads become at anti infantry.
Blue Martian Feb 7, 2021 @ 3:04am 
There are no downsides to going airborn. It's the only imba doctrine. If I go airborn I literally cant lose and we made a rule for LAN no airborne.
T-70 X-Wing May 12, 2020 @ 10:38am 
I used to ignore Airborne Company due to the fact its main gimmick paratroopers didnt had any anti infantry weapons other than the base carbines or picked up LMGs or ARs (BAR and Bren is 1 inventory slot so i will consider them as ARs) However M18 launcher is an excllent counter to tank destoryer tactics he will expect tanks so you suprise em with these things

I have quickly realized the fact the P47 strafing run is the ultimate US answer to massed infantry formations its expensive but more often than not your opponent will not see it coming and it will shut the assault down instantly

also if you are playing agaisnt PE airborne company will force the PE player to pick luftwaffe doctrine as no other commander provides anti air capabilites unlike Ostwind in wehrmacht if he picked another commander before hand PE player's infantry will be compeletely exposed to your airpower
Chardros Nov 15, 2019 @ 11:23am 
YOu say that tanks are effective against Elite Knights but tbh, I am taking Shermans out with a couple of units, Elite are really vulnerable to any flame thrower or fire in any sort, aside, with a bit of ammo, you can use them for any mission. But Paratroopers fully upgraded are also deadly at mid range, half dozen units can take out 2/3 bases before you even think of backing off.
SSG BOOTH Jun 26, 2019 @ 12:52pm 
The real problem with the game is at the very start of play,. Choosing the Airborne Doctrine is initially pointless. Because if you choose Airborne you are not any more capable until the Tree gives you Airborne ability, Thus what should have been done for the game period. Is that Airborne has a high initial resource count and quicker access to airborne ability. Which would allow sooner airborne drops deep into map territory in order to true airborne actions of blocking and disrupting enemy movements. But be it as it is. Airborne is a key doctrine enhancer in Company Of Heroes.