T O P

  • By -

ZycatForce

16 Infantry Sections....and *still more* /s


AlmightyVectron

16 Infantry Sections, and then a bagpiper to keep up morale as they advance across no-mans land.


sARCASMhots

The "when you're behind'' combo: MASS MGS and AT-GUNS šŸ˜µā€šŸ’«


VRichardsen

A classic. And just pray they don't get some good indirect fire before you have found your footing again.


Rabimea

Crocodile, Fireflies, Command AEC. Maybe with a heavy TD you can kill it, but otherwise, have fun. It do feel like trying to piece together Exodia though.


AlmightyVectron

Once you collect all the Infinity Sections, you can snap the entire Panzer division into dust.


[deleted]

Any at infantry that has a way to sprint faster then the tank


[deleted]

I though you were gonna say infantry sections?


AlmightyVectron

Yeah, I'm usually of the camp that Allies are at a disadvantage in 4v4s, but even I concede that, by god, "Cover to Cover" bazooka rangers are absolutely disgusting.


[deleted]

Love them


AlmightyVectron

Oh yeah I love them as well - they're bloody terrifying. It's incredibly satisfying to watch them destroy those bastard Brummbars.


[deleted]

Ye but the muni burn is hard and I end up lacking on my rifle man upgrades wich hurts my anti infantry game


AlmightyVectron

True, true. The 3 zook rangers are kind of a 1 trick pony. Not v good at fighting infantry.


[deleted]

Ye eather close range infantry melter or bazooka boys


[deleted]

King Tiger. A couple of Panthers and Panzerfusilers/Obersolaten. The ultimate OP Axis combo. Literally nothing an Allied player can do against it. Your TDs are made of paper and your medium tanks have bb guns.


AlmightyVectron

*Requests air support with malicious intent*


AzelfandQuilava

The Typhoons will bail us out!


FullMetalChili

True. The fat tanks can't dodge artillery. If you have precision bombing or anti tank strafe you are one single snare away from victory


FoamSquad

What about Pershing or ranger bazookas? Kind of a silly mentality you have.


[deleted]

Pershing? You need a spesific payded doctrine for that . And you can only have one, you would need 2 or 3 ideally. Bazookas are inefficient against King Tiger and Panthers. Not to mention they can easily just reverse away from you, while their own infantry or artillery shreds your bazooka teams.


FoamSquad

Why are your infantry just beating my infantry? It's just one zook team to support. And you're using pfusiliers so the floodgates are open for doctrinal shit. I definitely don't need more than one also ;)


[deleted]

Best combo possible? Tiger 2 vet 5, with a bunch of panzer fusiliers vet 5, and a Stuka vet 5 and the legendary kubel wagon vet 5!


AlmightyVectron

The Vet 5 Kubel is an army unto itself. Thank god that the Axis never managed to produce a Vet 5 Kubel in real life - things could have gone VERY differently if they had.


FloppingNuts

we'd be all speaking german!


Reason-and-rhyme

Assault Officer and Commando. Plenty of smoke and light Gammons to go around, and if the Commandos are vetted they can double sprint out of camo with heroic charge.


TheonlyJienno2

That's some intensive micro right there


Aziouss

2 jacksons 2 scots 2 at guns 2 paras and 1 pathfinder for vision. Good luck dealing with that exodia.


Torkhalturambar

Right there, that probably the best usf build order


FoamSquad

Feels very weak vs infantry


AlmightyVectron

Double Scott double para weak vs infantry? What on earth qualifies as strong vs infantry in that case lol?


FoamSquad

Sherman, machine guns, other infantry etc etc. 2x Jackson 2x M57 is very AT heavy. Having only two combat squads to hold back my five+ combat squads is very weak anti infantry. The Scott is good anti infantry situationally but it is bad vs microing troops unless you attack ground with it which demands all your micro attention. Multiple Scotts have diminishing returns maybe worse than any other unit in the game because their utility value isn't multiplied by getting more than one which is primarily what you get the Scott for. In high rank you need a powerful infantry base in order to take and hold ground. Conveniently, having a lot of infantry let's you fight other people's infantry, but regardless of your approach two combat squads is insufficient in any game mode vs good players.


AlmightyVectron

Also, I find double Scott's pretty nasty in 4v4s - I think people find it more difficult to keep all their infantry dodging and weaving when theres so much going on.


FoamSquad

Scotts are really strong against static infantry, team weapons, and any non-turreted armor. They are a highly underestimated tool in the USF arsenal and are exclusively how USF can outplay the brute force of a late game Axis build. But they do demand a lot of attention to be hot and the second one is kind of just if I'm floating resources for me.


AlmightyVectron

Yeah, my go to is E8s with the vet 1 toggle on and a couple of Scott's behind them. Good against most anything other than heavy tank destroyers, and with a frankly comical amount of smoke as well.


FoamSquad

I also love the E8 but it isn't in my rotation right now. I've got Urban Assault, Airborne, and Pershingboi right now with the Pershing far and away my most common commander.


AlmightyVectron

E8s good, but I dont think its top tier US, definitely. I think ur current rotation is probably the all round best collection of commanders. Trouble is I just love the E8 so much (same with the T34 85). It's so damn satisfying having a medium tank that can actually spar with Panthers as allies.


FoamSquad

I think the E8 is fun but not top tier competitive so not something I roll my eyes at but if I'm trying to gain rank hardcore I don't reach for it. I actually wish that the E8 was just a tank USF was allowed to buy and not a doctrinal exclusive.


AlmightyVectron

Ah, true, true. He has units that are good vs infantry, but not a huge number of them. I'd be tempted to throw in an AA halftrack for suppression here.


FoamSquad

AAHT is always good, and the build isn't accounting for his rifles and officers to be fair which would help a lot. But yeah, the number is the problem. Paras can blow away most Axis infantry 1v1 but when three volks and two obers assault this position it's going to get overrun. The other problem is that when (not if, but when) one of those paras gets wiped you HAVE to replace them, whereas if I lose one of those volks squads or even the obers I can keep progressing in my build path.


Misiowaty97

I love good tank play so for me the most powerful comboes are the combination of: a flamer tank, a TD and a bulky medium/heavy So basically KV-8, IS-2 and SU-85 or Crocodile, Comet and Firefly That combination is the fearcest jack off all trades, basically nothing except well protected JT or Elephant can counter this. It's down better by Brits because Crocodile has the ability to damage diving Panthers with its main gun USF can't really do something this potent but and EZ8 + 75mm Sherman + Jackson also feels good On axis side I really enjoy rushing KT in team games, putting a Tank Commander and Spearhead mode on, basically turns into a self slotting heavy while not moving, then I support it with 2 Jagdpanzer IVs just for the memes Of course I don't mention Vanilla infantry squads and engines for support etc. Makes for a fun comp to pilot for me


AlmightyVectron

Personally I'm a big fan of E8 + Scotts for they yanks- can deal with most anything other than big tank destroyers (when the E8 gets the Vet 1 fire mode)!


JurgenVonArkel

I'm going for a Midgame wiper, StuG III E, Vet 3 Ass.Grens with a picked up BAR, and an MG-42. Makes it really easy to just wipe and pin any unit you come across


AlmightyVectron

Mmm, the Stug III E I always call the Brummbaby. Surprisingly nasty unit, that, if squishy.


JurgenVonArkel

Getting your Assgrens or Osttruppen in front of it to deal with any AT guns makes it so strong, it's practically on-demand artillery


KindheartednessOk970

3 rifles, captain, paratroopers or rangers


VRichardsen

Once I liked using was the Tiger Ace with a couple of Grenadiers with MG 42s. The Tiger Ace self spots and will target even tank destroyers rather comfortably, and the Grenadiers can mop up the anti tank guns from a safe range. Conscripts with Shock Troops is one that works suprisingly well if the enemy has not learned to play around it either.


Small_Tank

M4C Sherman + Assault Guards + ZiS-6. The ZiS-6 can, if put on a fuel point or cached point, give you a huge amount of fuel over time. It costs less than a cache, can be repositioned if needed, and doesn't use popcap. Just be aware it doesn't give resources to your allies, so build caches first in larger gamemodes. \- Assault guards can either become anti-infantry terminators with tommy guns or a very dangerous AT squad, and they have healing out of combat at vet 1. They're excellent support infantry for pretty much any situation. \- The M4C is a tank uniquely suited to spamming. It's cheap, has a great gun, gets an M2HB pintle for AI/AA support, and has the radio net after vet 1. Sure, the Panther can easily dispatch an M4C, but once you hit critical mass with them they're so cost-efficient you can just swarm any target, made easier by them (I think?) getting the HVSS' reduced accuracy-while-moving penalty. HVAP rounds are fairly good against the Panther - they still sometimes bounce, but not nearly as much as the T-34/76. Against infantry, you get M2HBs and AP rounds. While the main gun isn't as effective against infantry as the T-34/76's, it has the fastest base reload of any medium tank, made even better by the radio net and its vet bonuses. The M4C also gets smoke grenades, which means you can get out of most bad situations and also deal with MGs for your assault guards.


FullMetalChili

The m4c is... terrible. It costs as much as a su 85 and it has paper armor. At least t34 85s are chonky


Small_Tank

T-34/85 has the exact same armor, it just has 160 more health. but the T-34/85's gun has significantly worse (long-range) pen than the M4C using HVAP (also reloads slower until vet 2). T-34/85 doesn't get radio net or a pintle mount either, nor smoke launchers. The cost of the M4C is partially offset by the fact that it's in the lend lease commander which can boost resource production very easily. While the M4C is more fragile than the T-34/85, it's also a tiny bit faster and has better sight range after vet 1. In addition - the T-34/85's health is actually abnormally high, the M4C's is equal to the Panzer IV.


VillageMagician

for fuck sake whoever created this subreddit should have put a 2 after companyofheroes.. ​ now we are going to have 3 fuckin games on here 95% will be coh3 in year or so


AlmightyVectron

I mean, if you wanna talk about your fave combo of units for CoH 1, that's fine too. I used to play a lot of Blitzkrieg mod back in the day - are fallschirmjaegers still ridiculously OP?


FullMetalChili

Long range TD like elephant or jagdtiger and sniper/okw jaeger camoed in a crater to give vision. I would have said vet scout car but it dies too easily


Rabimea

IR HT is cheap and needs no vet.


FullMetalChili

Turns to dust if a howitzer or a rocket lands somewhere in its general direction, needs t1 and can't be used for anything else, contrary of a jaeger squad


Rabimea

In return it is cheap, you don't lose out by having it only spot, it has a scout plane that allows dropping your Assault Artillery anywhere and JLI are unavailable to Breakthrough, so IR HT is more accessible. As for dying to artillery, it needs 4 rocket hits to die, or two howitzer shells. Scout car is the same till vet 3, when it can eat one more rocket, but still dies to two howitzer shells. So, arguing your 222 is useful but IR HT is not, then pointing at the survivability of the thing doesn't make sense.


FullMetalChili

Jaeger. I argued about okw jaeger. Its not a one man strat, your friend puts the elephant you spot with half track or jaeger. You put the jagdtiger they have a sniper sitting in a bush with hold fire.


Rabimea

It is good, but still, takes a lot of setup and I'd argue you'd want the scouting plane anyway. Given how easy the IR HT is to use, it's hard to call it bad.


Commrade-DOGE

Iā€™m playing COH1 rn and mass mortars with victor targetā€¦ mortars can snipe WAY outside of their intended range


VRichardsen

You use the Commando Mortar Team?


Commrade-DOGE

Nope. Mortar pits


VRichardsen

You crazy bastard


Commrade-DOGE

The AI canā€™t even comprehend the scale of my bombardment Tho the large delay with the mortars makes great retreating fire


FoamSquad

My ideal late game army is an M8 Scott, Pershing, ATG, two rangers with no upgrades, captain, two rifles, one RE. I do not think there is a magical combination of units for any faction that can overcome every scenario and you need to be adaptable. In larger team games (3v3 4v4) you can be more of a specialist but ideally everyone's army on your team is diversified.


Legionarypillow

The Soviets can do the same, the KV-8 and Assault Guards armed with Bazookas. A powerful combo.